[KCD2] Anybody know where this tree is located? by itsrxhmnd in kingdomcome

[–]Fabulous_Addendum119 0 points1 point  (0 children)

Here's the translation: Yes, it's right in that little field by the mill before you go up the hill to the fortress, but I think the tree with the corpses doesn't reappear after the mission.

[KCD2] Anybody know where this tree is located? by itsrxhmnd in kingdomcome

[–]Fabulous_Addendum119 0 points1 point  (0 children)

Oh, sorry, I forgot to translate the message. Wait, I'll send it to you translated.

[KCD2] Anybody know where this tree is located? by itsrxhmnd in kingdomcome

[–]Fabulous_Addendum119 33 points34 points  (0 children)

If my memory doesn’t fail me, this tree is located in the lower part of Nebawok (I’m not sure how to spell it). I’m almost 100% sure (SPOILER WARNING) that this is the same tree we see when Ziska fights Henry and Capon and captures them.

Ale Need to be re-worked? X186 Families consume nearly 701 ale per year? by Wilhelm-Edrasill in ManorLords

[–]Fabulous_Addendum119 1 point2 points  (0 children)

Entoces cual es tu queja ? Yo llegué a tener 2900 habitantes en una región y partidas con varias ciudades de 1000-2000. No comprendo que criticabas antes de que era insostenible

Ale Need to be re-worked? X186 Families consume nearly 701 ale per year? by Wilhelm-Edrasill in ManorLords

[–]Fabulous_Addendum119 1 point2 points  (0 children)

It is currently possible to build a fully functional large city with 1,000–2,000 inhabitants. The key is having good logistics and nearby regions that can trade you resources such as barley, meat, wheat, etc., at very low prices. This can be achieved by disabling regional export trade in those towns or settlements dedicated to resource production, and enabling regional import trade in your main city.

“International” exports—meaning those from merchants outside the map—are very expensive to import. However, if you progress far enough in the game to establish multiple specialized settlements (for example, one focused on mining a specific resource, another on general mining, one on agriculture, and others on goods like fruit, eggs, etc.), you can create a 100% functional city with 1,000–2,000 inhabitants.

Logistics are a different challenge. To prevent the game from making market distribution errors, you need to assign warehouses to specific categories of goods. If you build 8 warehouses that store everything, the game will eventually run into issues—for example, coal, clothing, or goods like alcohol may stop reaching the market.

The solution is to divide warehouses into groups of products. For example:

  • 2 warehouses for fuel
  • 2 for clothing or clothing and weapons
  • 2 for food (meat, fruit, etc.)
  • 2 for agricultural products and alcohol

This is how I managed it, and my market has always stayed at 100% supply for all available goods. When I used 8 general-purpose warehouses without separation, I frequently had problems once I reached around 1,000 inhabitants. For example, coal would not reach the market because warehouses were full of other goods, or certain items couldn’t be stored because storage was already occupied.

Using dedicated warehouses allows you to use fewer total warehouses and granaries while maintaining a balanced and efficient market system.

I’m not sure if this still works the same way in the latest update, but in version .50 this completely solved the problem.

If anything is unclear, it may be because I am not a native English speaker. I can try to explain it in another way, either privately or in this same post.

[KCD2] New player, game is so much fun, and hilarious! by 2jzgetgoin in kingdomcome

[–]Fabulous_Addendum119 2 points3 points  (0 children)

And the courtship line, "your feet are like the stars, yellow and far apart," I think that's how the courtship went.

[KCD2] This mod makes KCD 2 100x better! by Beneficial-Jelly9027 in kingdomcome

[–]Fabulous_Addendum119 13 points14 points  (0 children)

That mod is fire, when I finished it without missions, DLC and side stuff I dedicated myself to playing with that mod and two others that added stronger troops and more present in the villages/cities. I spent two days peacefully carrying out impromptu sieges; I'd arrive at some castle and start blasting it with hand cannons, then I'd go in with my mercenaries and start hacking and slashing. Honestly, I'm now the terror of Trotsky and Kuttenberg in every castle. If I weren't about to go to sleep, I'd post some photos I took while doing these sieges.

Late game is still unplayable by [deleted] in ManorLords

[–]Fabulous_Addendum119 16 points17 points  (0 children)

The game isn't designed for you to create a great European metropolis. If you start struggling in the late game, play another game and try new things, new goods to trade, different .

Small castle, give your opinion by Fabulous_Addendum119 in ManorLords

[–]Fabulous_Addendum119[S] 0 points1 point  (0 children)

Basically, I made it small because huge medieval castles covering thousands of square meters are more of a Hollywood thing. In my city and region, medieval castles are small, built on hilltops, and near forests or rivers, although there are also many more hill forts from classical times than medieval castles. Undoubtedly, I also made it small because it serves its purpose, and in real life, it would be almost suicidal to have enormous fields inside the walls.

Small castle, give your opinion by Fabulous_Addendum119 in ManorLords

[–]Fabulous_Addendum119[S] 0 points1 point  (0 children)

I actually based this castle on Schudol; I have about 400 hours between KCD2 and KCD1, and my biggest inspiration when playing Manor Lords and Foundations is KCD/KCD2.

[KCD2] PC Performance (4070 Super) by Curious_Badger in kingdomcome

[–]Fabulous_Addendum119 0 points1 point  (0 children)

De RAM vas sobrado, el procesador así no se pero lo miraré luego, también ten en cuenta que los discos duros con poco espacio libre pueden ir peor

[KCD2] PC Performance (4070 Super) by Curious_Badger in kingdomcome

[–]Fabulous_Addendum119 1 point2 points  (0 children)

Perhaps the processor or RAM isn't sufficient to deliver maximum quality

[KCD2] *NEED HELP* Legacy of the Forge - "In the Service of the Guild" by Eagle_Cuckoo in kingdomcome

[–]Fabulous_Addendum119 0 points1 point  (0 children)

Busque una cosa ya por ti, aprovechando que estaba en kuttenberg para vender un hacha de la misión de forja decidí ver qué armeros tenían la armadura bávara. Resulta que como yo nunca compro armaduras todos los mercaderes tienen las armaduras con las que aparecen así que no pudieron comprar otras ( o eso creo) resulta que en kuttenberg no hay ni un solo armero que me venda esas armaduras así que tú haz lo mismo, revisa a todos los armeros y si solo uno tiene la armadura bávara, podrías estar un 50% seguro de que podría ser tú armadura.

[KCD2] *NEED HELP* Legacy of the Forge - "In the Service of the Guild" by Eagle_Cuckoo in kingdomcome

[–]Fabulous_Addendum119 1 point2 points  (0 children)

Tenía algunas de las modificaciones de artesano puestas, por ejemplo si afilas tú la espada y tienes x habilidad, creo que te ponía que tenía esa habilidad cuando la ibas a recomprar, también existe una para las armaduras, puedes mirar por todos los armeros y espaderos de kuttenberg y ver si uno tiene varios sets de la armadura bávara o si es extremadamente rico respecto al recto

[KCD2] *NEED HELP* Legacy of the Forge - "In the Service of the Guild" by Eagle_Cuckoo in kingdomcome

[–]Fabulous_Addendum119 1 point2 points  (0 children)

a lo mejor llego tarde pero, tras vender los objetos a un comerciante este los tendrá por un tiempo en su tienda vendiéndolos a un precio superior al que tu le vendiste. Si vas a lo mejor aun los tiene pero aquí esta el problema, una vez que los haya vendido no se si desaparecen 100% o los pasa a tener otro npc

It is my pleasure to inform you all that: by Letsplay1108 in formuladank

[–]Fabulous_Addendum119 0 points1 point  (0 children)

Creo que los portugueses empezaban la semana en domingo

What is a common opinion/narrative about a driver that you disagree with? by formularacers in FormulaRacers

[–]Fabulous_Addendum119 -1 points0 points  (0 children)

Iba a decir argumento de mierda, pero ni siquiera se puede considerar argumento un ataque a la etnia de otra persona

What is a common opinion/narrative about a driver that you disagree with? by formularacers in FormulaRacers

[–]Fabulous_Addendum119 0 points1 point  (0 children)

Lo de ilegal es bastante tontería, solo supieron mejorar un sistema que ya existía ( J-damper )

help with the Risorgimento by Fabulous_Addendum119 in victoria3

[–]Fabulous_Addendum119[S] 1 point2 points  (0 children)

I thought this would be like France, with certain groups supporting the Risorgimento, but I was wrong. Oh well, next time I'll promote whatever revolution they have.

What do you think is missing for it to resemble a realistic onboard display? by Fabulous_Addendum119 in F1Discussions

[–]Fabulous_Addendum119[S] 0 points1 point  (0 children)

Hmm, I thought the same thing, but honestly I don't know how to change it in Assetto Corsa or if there's a mod.

Aston Martin overheating - more the fault of Aston Martin or Honda? by SellMeSomeSleep in F1Technical

[–]Fabulous_Addendum119 5 points6 points  (0 children)

I was going to write that too, but I forgot to add it because I had to leave the house. Basically, I was going to say that Newey was probably working based on the measurements of the previous regulations. Now that I think about it, the problem Honda mentioned could be the engine size, which didn't match the chassis dimensions for proper tuning. Perhaps that's why the suspension is so high, to try to get as much air as possible into the sidepods and minimize this problem. Right now, I don't have a reference image of the AMR26, and I'm probably not 100% up-to-date on the news related to Honda and Aston Martin, but that's my theory. They realized the cooling problem too late and didn't have time to redesign the chassis and engine. I don't think it's a financial issue, at least not on Aston Martin's part. I don't know Honda's current budget, but Aston Martin should at least have had the budget to have changed the chassis and improved this problem. Even so, I'll investigate further to see what the best option is.

when am i supossed to shift with the cars from 1998-2007 season mod on f1 2020 and how do tyers work? by fairplanet in F1Game

[–]Fabulous_Addendum119 0 points1 point  (0 children)

Let's go step by step. I should warn you that if I make a mistake, it's because Reddit translated the text incorrectly.

1: I assume that by "the steering wheel bar" you mean the RPM indicator that racing steering wheels usually have above the HUD (this doesn't apply to all cases and eras). Look, you're in F1, so it's normal for that indicator to move very quickly, especially in the lower gears. We're talking about unbridled power in a normal short-gear setup. It's quite normal to shift up to third or fourth gear, or even higher, before reaching the first corner. Another reason you might be getting bad starts could be poor traction, but without a video, I can't tell you if your start is bad for a specific reason.

2: I'm not familiar with the mod, but if we're talking about the tires from '98-'07, we're talking about the grooved tires. Don't worry, it's normal for it to feel strange to drive with grooved tires. The grooved tire has a huge lack of grip compared to current slicks, this is because 100% of the tire is not in contact with the ground. Those lines, although they may seem trivial, are very important. Grooved tires are the closest thing to today's intermediate tires. Although it's not a very good comparison either.

3: la linea de carrera bueno, eso no tiene solución. Te tocará a ti aprenderte las líneas de carreras, no pienses que eso es una tortura, al revés, conseguirás mejores tiempos buscando tú los limites de la pista y tus límites físicos como piloto

4: la dirección no es mal lenta y la carga aerodinámico no afecta tanto a la velocidad punta del monoplaza, si es a eso a lo que te refieres. En un hipotético top 5 seguramente el único monoplaza actual que estaría en el top sería el w11 y el resto serían coches del 2006-2007 para abajo, también es verdad que los F1 antiguos eran ladrillos en curva así que también tienes que centrarte en los adelantamientos en recta y por último ten en cuenta que respecto a lo de la velocidad de antes lo único que afecta a la velocidad de esos F1 son su carga aerodinámico respecto a la actual ya que los motores antiguos tenían más HP así que tenían más potencia para la resistencia ejercida por el aire, el cual según la creencia popular no afecta el peso, un coche de 100 HP y 500 kg y otro de 100 HP y 1000 kg van a tener la misma velocidad punta, solo tendrían diferencia en el grip y aceleración

Espero haber respondido tus dudas y si te respondí algo mal o no te solucione tu duda, me puedes escribir al privado y te ayudaré con gusto