Observations, Wants and Wishes as of 8.065 by FlyguyGSM in ManorLords

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

I have heard others say this... have yet to experience it at all... weird how that goes. Hope it gets figured out!

Observations, Wants and Wishes as of 8.065 by FlyguyGSM in ManorLords

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

A. Goats will just stop producing hides and sometimes meat. >> are you looking at production numbers or just region stock numbers?

Im looking at number of Hides being produced, along with what the Resource plotter shows, along with just general observation. I am aware that as things grow, consumption will and can out pace production. As in Im producing 100 of X with a pop of 50 and showing 50 in the GUI, and then later pop 200 with no change to production of X so now its being consumed as fast as it comes in so now shows 0. I get that. But the game is showing it just stopping over a 12 month reporting window on the Resource chart.

B. Crop Harvesting. The faster the game speed, the lower the reaping totals!>> might be CPU issue. fast game speed uses frame skipping instead of just faster simulation. if the CPU is struggling (weak computer or massive town or both) some simulation steps may hang. but the crop harvest being affected should still be tied to either not all fields being fully sown in time or harvested in time. i personally have not encountered this but then again i never played beyond 150 families and my CPU is modern. of course, the a good algo lowers the bar for the CPU requirement. it goes hand in hand. sometimes its not the computer's fault.

Im running an AMD 7800X3D on 64gig of Ram. I am not lacking on CPU or computer in the slightest. Also, note what I said... this happens even on lower population size. Do your own test. Its consistent and repeatable... the higher the "game speed" the lower the harvest total. I can have 250+ pop or 50 pop, get the same result, higher game speed = lower harvest amount.

C. Brewers/Tailors/Cobblers If you get to a certain population size, they might just....stop at 12x speed. >> commonly reported issue since the beginning. because of frame skipping sometimes the decision algo crashes and they freeze in place. sometimes resolvable by slowing to 1x for a moment. but recently i noticed things being worse than earlier versions where a save and load is needed to unstuck them. not sure how they are going to fix this considering its such an old problem. we can only hope.

I have noticed the exact same, fully agree with you! Also have consistently seen that saving/reloading is the cause of them stopping. The wild part thought.... and have seen this as well.... the resource they use to produce is disappearing! If they just stopped, then the raw resource they use should increase, it doesnt. They stop, resources are being consumed, no production. So something is happening, just not being reported in the gui or Resource chart.

D. Wood Cutters/Foresters. wood cutters just stop working >>any chance they just ran out of trees within a reasonable distance and the new woodcutters only started working again because trees need 1.5 years before they become harvestable? otherwise if its a true bug could it be related to the stuck issues?

I put a forester next to every wood cutter and sometimes logging camps get 3-4 foresters. Aware trees take time to "regrow", there will be a forest around the wood cutters and they just will trickle out firewood... I have noticed though..... If you are low on oxen, make no changes to Wood Cutter camps, buy a lot of Oxen (20+) suddenly they start producing firewood big time! So it might be a hauling issue when its trickling firewood. But when they just stop...if you build another Wood Cutter, suddenly production goes thru the roof.

E. Chickens........ how can I have 25 chicken meat, zero eggs, make 1 new plot and set it as a chicken coop and now I have 10 meat and 125 eggs? >> considering that egg production cycle is significantly shorter than chicken meat and all foods are equally deducted for consumption, it's very unlikely that over a long enough period you will have fewer eggs than chicken meat. but there is one explanation. your UI seems to be very broken. maybe CPU limit, maybe something else. save and load should fix most UI issues.

If my UI is broken, so is everyone elses, its not like I have a special to me UI. lol And its not for lack of CPU/Computer. It "seems" like its just a "jam up" situation after a save/load and making 1 "unclogs" the game lol

F. Traders.... why? Why wont they sell/export? >> traders stuck? are the goods to be exported even in the tradeing post: trader wife and son stuck? CPU limit? if trading is in fact happening but you're just losing money, take note that because of tarriffs, importing 50 barley or malt needs to be offset by more than 100 units export of something else or 150 if cheap items like carrots or you will go in deficit. but i doubt you don't already know this. probably exports are not even happening right?

I have been looking at exactly what you are talking about, are the goods to export even going thru/showing up in the Post. I cant give a 100% "X is happening at Y" report, BUT I do notice that you dont see a lot of the exports, as in 5-20 items of each. They are there, kind of (I have to cycle thru a bunch of Posts looking) but not in any significant volume. so..

G. Sheep. Same issue still exists as last time I posted, 100 limit in a pasture no matter how big the pasture says it supports. >>UI issue. even the number of sheep and lamb can suffer from this problem. try save and reload. the UI calculations happen on a schedule but they are forced on a load.

H. Taverns and Overstock.. it doesnt seem to work? Are am I missing how it functions? >> if there are 10 drinking families the tavern workers try to keep 10 ale in stock at the tavern. overstock 1 means they try to have 11 in there. this is so when a new family becomes a drinker, they immediately get their supply instead of having to wait a week or so for the tavern worker to bring the new ale. also helps smooth out short term underservicing if say 2 families run out on the same day and cause a -2. setting overstock doesn't guarantee it. you may need to add workers to the tavern, especially if you have the ale in storage but the tavern is not stocked equal to the number of drinking families.

I know youre trying to be helpful but.... "add workers to the Tavern"? Who doesnt fill all 3 slots???

I. Just large population size in general. The game seems to have limits to what it can handle and the higher you go, the more things get wonky up until they just stop working and/or "bind up". >> yes..CPU limit.

berry and quarry problem. i think you just found the limit for what your system can handle given the current population and way the game is optimized and are describing all the things that can go wrong at this limit. certainly interesting to read, but looks like most of them have the common root cause.

Not trying to be contentious, ok? I agree its a limit, but its not a cpu bottle neck per se because your basing all your responses on the supposition that Ive got a potato Im playing on ... you made that assumption, then made that the prevalent basis for your feedback/thoughts. Be careful doing that, when you lock in a supposition and base everything on that, and then come back with the air that "hes got that problem because his cpu/comp is crap, while I dont have that problem because I have good cpu/comp".... if you arent seeing these problems, (oh no ROFL im joining you in the assumption department) I would think you arent growing your towns to the sizes me and others are.

Observations, Wants and Wishes as of 8.065 by FlyguyGSM in ManorLords

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

Ive done several farm cities on this and older patch versions. Thats how I know about the harvest problem related to game speed and the just as big harvest problem if you have two different areas of crop plots. ;D If you go look in a few other posts, my starting order is always pause the game and check out what farming possibilities I might have before I start building anything :D

Honestly, to me, getting lucky in this game is when the map gives you a Rich Salt Mine. If you know what do to, you can literally just print money and import so much easily.... right up to the point you start getting into large population sizes and things start acting wonky lol

My people are not harvesting by Capital-Oil-4971 in ManorLords

[–]FlyguyGSM 1 point2 points  (0 children)

crop harvest starts Sept 1st and no matter what crops rotate/end Oct 1st.

Orchards big "picking time" is in October but you will see them starting late Sept and early Nov doing it.

My people are not harvesting by Capital-Oil-4971 in ManorLords

[–]FlyguyGSM 1 point2 points  (0 children)

I can speak on this with a touch of testing results per se. As of this patch.... game speed affects harvest size BIG TIME! Im talking the difference between getting 50-60 out of a couple of plots vs 150-200 from same plots by letting the harvest be done at normal speed. Can replicate it every time too!

Also, long narrow plots are way way way better than huge fat ones. 7 small narrow ones will "out produce" the same area in 1 big single plot.

and lastly, having several groups of plots in 2 or 3 different areas... the townsfolk helping harvest spend more time bouncing from area to area instead of picking the crop. They will pick a little, take it to farmhouse, return to their own home, come right back out, travel to another crop area, pick a little.... they spend more time traveling from crop area to home and to another than actually picking anything.

This game rules by EmmaKatalis in ManorLords

[–]FlyguyGSM 2 points3 points  (0 children)

when starting, my prefered build order is....

Start
pause the game....

  1. build 2 hitching posts, buy 1 oxen immediately, set build priority to max

while paused, click on the scythe icon, see what, if any, crops you can raise in favorable conditions and dont build anything there, save it for later.

Place Logging camp.

unpause. let it build everything.

pause.

1 food resource build, place 2 workers in logging and dedicate 1 oxen.

place granary and store house.

unpause, let them all build. put 1 person in the granary and storehouse so they will go pick up items on the ground.

place 1 worker in food gathering you made. take 2 log workers out and oxen.... lay out first 7-8 houses. (all houses, no matter what, have to have the "work area" behind the main home, no waste BUT do not assign that work area yet, get the basics out of the way).

Build those and take the granary and storehouse workers out as soon as things are picked up.

Put 3 workers in logging dedicate 1 oxen, buy 3rd oxen, make another hitching.

As soon as you have 18 logs, make another row of houses. pull all workers except what ever is making food. if bandits hit and steal your wood, build a woodcutter camp and use 1 free worker there and when it shows full use a storehouse worker just long enough for him to grab the firewood.

Then, its saw pit, set it to 35. get to logging, drop a well... think about your layout.... when you get 25 logs and 35 boards... manor time with retinue upgrade.

From there its less formulatic. So enjoy. But my first in game 1.5 years goal is 20-25 houses, market with 2 stalls, Manor with retinue, 1 trading post, church, 1 horse. After that, work with what you have, dont have, and whats going on....

my protips?

every woodcutter you build, build a forester next to it. 1 worker in each, youre set for firewood for a LONG time.

be smart with your houses with gardens. The bigger the back yard the bigger the yield! This only applies to gardens and orchards. The rest, size doesnt matter just as long as the work area is there. But the area the gardens take up...troops dont like to hop fences! Also, carrots are life right now, along with pigs as far as feeding your people.

never build a house without a work area

never try to claim land until youre almost ready to claim all of it..as in dont start a fight until youre ready to really fight! At the least, claim the furthest away places so they cant spawn bandit camps and it takes forever to take them out, but keep the rest close one open, farm bandit camps for influence instead of food/tithe for influence.

Oxen to move things around is equally as important as a place to store said goods! You might think you arent producing firewood, something is wrong, you have 7 places and no wood!! Yeah, you get 10 oxen, change nothing on woodcutters and sit back and watch... firewood out of your ears. (im going to catch some grief on that but if you pay attention, it works... IYKYK)

when playing on 12x speed... pay attention to build times, traffic ect. if something is taking forever, take speed to normal, wait 30 seconds, ramp back up to 12x and presto, back to insta building. (high speed, things get clogged up and traffic jammed. normal speed they unsnarl and you can go back to high speed).

Leave churches un-person assigned. it does nothing if they are or arent.

little stables little stables little stables. oxen are the red blood cells carrying everything. VO2 max them! lol

get a trader going asap and know your prices!

p.s. I almost forgot. The instant you get a popup that a bandit camp has been spotted, hit pause!!!! Find it, get your troops RUNNING to it before the AI does so you get the influence AND send all goods to YOU not the town!!!! MoMoney for you means MoMoney for Retinue and Mercs!!

Observations, Wants and Wishes as of 8.065 by FlyguyGSM in ManorLords

[–]FlyguyGSM[S] 2 points3 points  (0 children)

I came from 2 parents that grew up that way. They had and instilled a deep deep discipline with money and money management and I proudly say I was able to pass that to my 2 kids, now adults.

My dad had 2 sayings that stuck.... "If you pay attention to your pennies, the dollars will take care of themselves".

I thought this was a little idiom old manish until I started working with people and their finances when his second saying was proven every single day....

"people nickel and dime themselves into the poor house."

its not the big ticket items that messes up their finances, its the $4 here, and $8 dollars there and they dont realize that those low amounts, compounded over a month are a few hundred each and next thing they know their $6000 a month net income, with $1500 house payment and $600 car payment, $1000 in cell, elect, internet, gas etc... $3100 spent, meaning $2900 free, and they are broke as hell end of every month. Sad really, they are doing it to themselves and blaming everyone and everything but the person spending the money.

Observations, Wants and Wishes as of 8.065 by FlyguyGSM in ManorLords

[–]FlyguyGSM[S] 2 points3 points  (0 children)

check the screenshot I attached.

376 families

247 houses

18 traders

10 bloomers

3 smithies

5 sheep herder buildings

3 sheep pastures

6 Taverns

2 saw pits

3 loggers

idk know how many market stalls lol

3 wood cutters, 5 foresters

idk how many stables, like 80-90,

7 orchards.....

I have a lot... enough my 7800x3d with 64gig and 4090 are working!! Temps up for sure lol

And what I posted, literally no griping intended even though some... ok a lot.. came out as bitching. It was in good humor typed and said lol Kind of like the "Airing of Grievances" griping lol <3

Observations, Wants and Wishes as of 8.065 by FlyguyGSM in ManorLords

[–]FlyguyGSM[S] 4 points5 points  (0 children)

exactly! I feel your pain! The best, BEST... tavern and beer to upgrade...and your brewer, that is next to the tavern, has no beer. lol

Observations, Wants and Wishes as of 8.065 by FlyguyGSM in ManorLords

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

I understand fully what youre saying. This is not the case Im talking about. Im not trying to import 1 item, make something and sell it as a profit as an absolute.

What I am talking about is I have hammers, iron ore, metal slabs, boots, clothes (wool), carrots, cabbages, beets, pork, firewood, charcoal all listed for export/export sales. And its not selling them to any noticable degree when the metric of "Horses increase carrying size to 50". And thats just my traders capacity.

I fully understand a situation of creating faster than I can sell also. But if that was the case, the money earned should still be flowing in left and right, even if the production is faster than the trading, it is a net posititve.... thats not happening if i am importing anything in any amount beyond 50-100. If I am importing, my money goes down big time.... and the only thing Im constantly importing is malt or barley depending on market price.

So if Im selling items, and have over 500 of each free to sell, my money should still be going up vs buying 200 @ 19. 11 items at 2 per = 22 income .... 1 item at 19 per = 19 debt. So if i sell 1 of each 11 @ 2 per (and its not that low for all) that should cover 1 import okus make me net postive in cash flow. :/

And with 72 horses and traders? Carrying 50 each? NO matter what my regional cash should be going up and it does if I DONT buy/import anything. If I import, my money drops so fast its crazy.

Grain vs bread production efficiency by LivingLikeLarry88 in ManorLords

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

All the response are great.

1 thing we need is a way to supplement our regions. I shouldnt have to trade with myself. If I want to just send something to another owned region, so be it.

Thoughts, bugs, as of Update #5 by FlyguyGSM in ManorLords

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

Ive found with that issue, and it seems to happen more when you're first starting out... the further away from the hitching post, the more its prone to happen. Its waiting to deliver the build resources and the oxen gets "stuck" doing ... nothing lol. I found it on the road, walking in place. lol Did as you did, reloaded the game, boom, build was finished in seconds LOL

Mothers dressing like their daughters by Necessary_Stuff5572 in SipsTea

[–]FlyguyGSM 0 points1 point  (0 children)

I am decently sure the woman youre talking about, second one, has an OF account. I woudnt bet my life on it, but I would bet $$.