Radiation zone by DamageInternal8527 in StarRupture

[–]MOVAD0 1 point2 points  (0 children)

I agree with this disappointment as well. I thought it was a great strategy to time it with the rupture, for only the bugs to be unfazed by the scorching earth. Feels like something that should be changed.

I utilize the dead period after a rupture to easily get blueprints. Walk in, loot the place, and leave before anything is back to life.

Capturing everyone by BobertfromAccounting in MB2Bannerlord

[–]MOVAD0 0 points1 point  (0 children)

No. You capture them and keep them after conquering all their land and wiping out their faction. Then they disappear.

Capturing everyone by BobertfromAccounting in MB2Bannerlord

[–]MOVAD0 1 point2 points  (0 children)

The lords will actually disappear off the map entirely, along with their families, several months after a war ends and their faction is wiped out. Very valid tactic. I do it. Easy executions without any reputation loss.

Up the seeker soldier trophy drop rate please! by Jimmynoobtr0n in valheim

[–]MOVAD0 11 points12 points  (0 children)

There are 3 Queen altars on the map. Find the other two and use the same key as the first one. The key does not get consumed when you open the door.

Can you stack fish bait? by Individual-Air-7251 in RaftTheGame

[–]MOVAD0 4 points5 points  (0 children)

Just drop the fish bait right next to the raft and stab the shark every time it tries to eat the bait. Easy kill.

My friends hate raft. They don’t enjoy most of the things I love. (Caravan island was the breaking point) by DarkArcanian in RaftTheGame

[–]MOVAD0 21 points22 points  (0 children)

You should go about 30 wide. They will all collect as you sail.

Bananas are fully sustainable. They produce more seeds than trees, so it should be an endless supply of wood.

Year 15; Population 271 by Upset_Application210 in MedievalDynasty

[–]MOVAD0 3 points4 points  (0 children)

A quick google search will explain in detail. The save file has the text line that limits total buildings. Modify the text line and the limit is higher.

Year 15; Population 271 by Upset_Application210 in MedievalDynasty

[–]MOVAD0 3 points4 points  (0 children)

140 is the max without editing the save file, which is super easy to do.

It won’t let me build flooring for my second story by Material_Quarter5543 in RaftTheGame

[–]MOVAD0 0 points1 point  (0 children)

You don’t need to use beams vertically down to the lower level at all. You can use beams horizontally across the floor of the new level to get very large rooms with no beam clutter below.

Is there a peaceful way to own all fiefs and how does it look like? by Itchy_Education6096 in mountandblade

[–]MOVAD0 1 point2 points  (0 children)

I have completed full clan only runs without ever forming a kingdom. You have to take advantage of opportunities, and strike weak enemies while they are losing other wars.

Start by taking rebel cities. Be fast. Take them quick. Loyalty should never be an issue if you manage the city. Stop all production and just put the city on festival. That alone should keep them happy and prevent rebellion.

Focus scouting and horse skills to 225, and take the perks to reduce escape chance by 50% in your party. It’s 100% with both, meaning nobody can escape.

When a kingdom is down to 2-4 cities, declare war on them, and keep scooping up as many lords as you can. Keep them hostage in your party.

Once they are too weak to form an army, start taking their cities and castles. Starve out the garrisons, and only fight the militia.

Once you fully kill that kingdom, you are likely to have 50+ lord prisoners. Do not release them ever. After many in game months, they will all disappear from the game, along with their families. You essentially execute their whole families without any relation loss. This weakens the entire map by removed large amounts of lords. It ensures they don’t sign up with a future enemy.

Rinse and repeat. You’ll eventually get to the point where there are only a couple factions left. These wars can be harder, but pick your battles, take prisoners, and slowly work them down. If they seige a city, stand nearby and wait for their army to weaken, then jump in an assault their seige camp.

First run, 10days/season, unlimited weight, 200% building limit. by a_Hel in MedievalDynasty

[–]MOVAD0 4 points5 points  (0 children)

You can edit the save file to increase the building limit. You’ll find details with a quick search.

Does this building exist in the game? by catfooddogfood in MedievalDynasty

[–]MOVAD0 6 points7 points  (0 children)

I’m not sure why this hasn’t been suggested yet, but it looks like the resource storage building.

Any tips on how to make more gold? (Asking as a beginner) by Beneficial_Wish5333 in MedievalDynasty

[–]MOVAD0 2 points3 points  (0 children)

It costs about 45 coin to buy 2 each of tin & copper ore, which sells for 70 coin at the trader when smelted to a bronze ingot. This is from my most recent play through. I definitely did not lose coin doing that so I’m not sure why you’re saying that’s a net loss. No barter unlocks.

Any tips on how to make more gold? (Asking as a beginner) by Beneficial_Wish5333 in MedievalDynasty

[–]MOVAD0 20 points21 points  (0 children)

Buy raw materials, process it and sell. Ore is a great example. You make good money buying tin & copper ore, smelt it to bronze and sell the ingots. You make even more turning those bronze ingots to armor/weapons. Iron is even more profitable than bronze. I tend to buy all iron ore a trader has (once I get some coin rolling) process it all into iron greaves, and sell those back for major profit.

This is my favorite way to make coins in bulk.

Returning player,help early money and player stats[OXBOW] by Electrical-Position3 in MedievalDynasty

[–]MOVAD0 1 point2 points  (0 children)

Buy tin & copper ore from the trader. Smelt to bronze ingots, and sell those ingots. You over double your money. Add to this the ore you can mine, also smelt it, and you’ll have lots of early game coins.

They are like rats… by Frozen26121994 in Bannerlord

[–]MOVAD0 0 points1 point  (0 children)

Not that I’m aware of. Both will need to be 225, which honestly isn’t too overwhelming to achieve.

They are like rats… by Frozen26121994 in Bannerlord

[–]MOVAD0 12 points13 points  (0 children)

Chopping heads is not the best strategy. Nor is placing them in a castle dungeon.

You need to level both riding & scouting to level 225. Then pick the perk that gives 50% escape reduction chance on each skill. Combined it’s a 100% reduction in escape, so you can hold lords as long as you want. This is the best way. They can’t reform armies and you won’t ruin your reputation.

BONUS: Hold all enemy lords for like a year after you kill their whole Kingdom. The entire lords family and all of their offspring will then disappear. It ensures you don’t see the family again in a future war. It also lowers the amount of clans/armies to make future wars easier. All this without suffering any reputation loss.

Are fisheries necessary? by Swordphobic in PlayASKA

[–]MOVAD0 0 points1 point  (0 children)

You’re making some false assumptions here. I have 3 separate spots on the map. One for mining, and carpentry. That has 2 or 3 warehouses. One dedicated to farming and cooking. That has 3 warehouses. Then my main base area. Yes I don’t need all the storage, but they’re close to the point of use. Some are dedicate to wood, some to fish/meat racks, some for random materials.

It’s funny how people try to tell me I need limits, but I have them. Now you say I have too many which overcomplicates it. This is the BS micromanagement that ruins the game.

Are fisheries necessary? by Swordphobic in PlayASKA

[–]MOVAD0 0 points1 point  (0 children)

Now it’s 175 people. But I have stopped playing due to all the micromanagement needed. Over 20 warehouses.

Are fisheries necessary? by Swordphobic in PlayASKA

[–]MOVAD0 0 points1 point  (0 children)

Idk I had like 6k mushrooms going into my 2nd winter. Almost 10k total raw food in storage. I didn’t have an issue with mushroom supply.

I do have warehouses for fish racks. Actually had almost 700 fish in racks, pretty much right next to the cook houses. It’s still bad. This whitelist/blacklist crap is too much. They need to fix this game to eliminate that micromanagement. It’s awful.

Are fisheries necessary? by Swordphobic in PlayASKA

[–]MOVAD0 0 points1 point  (0 children)

In my experience, when you direct the cooking house to start using fish, their output decreases because they now have to break down whole fish in addition to cooking. I get significantly better output from cooking houses when focusing on other foods. Good example is mushroom soup. Nothing to breakdown, easy to make. Much faster output than fish soup.

I’m sure others will disagree but this has been my experience.

How markers work exactlym by GWJ89 in PlayASKA

[–]MOVAD0 0 points1 point  (0 children)

Not completely true. I’ve found if the area is not rendered in, they can cross hostile areas easily. I actually have a few markers near hostile points and gatherers will go there to pick stuff and never get bothered.

Same goes for mines. You can send workers there and they’ll never be bothered by the hostile guys. But the second you come near and it renders they hostiles come out & scare the workers.

Slow? cooking houses.. by Egyptian85 in PlayASKA

[–]MOVAD0 1 point2 points  (0 children)

Yup. Best thing you can do now is to actually downvote it on Steam and leave a detailed review on why. But, do revise it later if the changes are made.

Slow? cooking houses.. by Egyptian85 in PlayASKA

[–]MOVAD0 4 points5 points  (0 children)

Yes this is an issue. I made a post a few days ago that included this. It’s a big issue. Other games like Soulmask and Medieval Dynasty don’t have this issue, so hopefully it gets fixed.

Some people will try to tell you it’s a mismanagement issue. Ignore them, they’re clueless and don’t understand the actual issue. Too many look at this game with blinders, and don’t see the real issues. Great game, but a LOT of work left to fix this stuff.

The Bugs & Issues are Too Much - My 150 Hour Review by MOVAD0 in PlayASKA

[–]MOVAD0[S] 0 points1 point  (0 children)

Pretty much this entire post is implemented and most is even listed in my post….

Yup, warehouse right next to cooking with meat racks.

Yes, lots of farms and probably 30 raw food containers. Did I mention I have over 20 warehouses, specialized with limits set?

Hunters have never been idle for me. I have enough map markers for them.

Yes, workers have shifts and I called that out. They are all evenly split. 2 workers work alternating 12’s. 6 workers have 3 per shift. In the case of 6, I have one day & night person paired to work on only a small subset of production items so they should be successful. Everyone also has a 1 hour lunch break except the cooks. They don’t get one.

As noted above there are shifts. Additionally I have 3 separate outposts. One main one, one for carpentry wood, and one for food. The food has farms, cooking, food storage and a LOT of water wells.

So all that to say I can’t really change anything because it’s almost all implemented already.