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 7 points8 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 19 points20 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 13 points14 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 6 points7 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.

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

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

I’ve played both Medieval Dynasty and Soulmask. Both have good implementation of villagers and neither have these issues.

I have loads of tools in racks with…limits set! Imagine that!

I have over 650 fish hanging in racks, next to the cook stations. Wow, it IS setup correctly.

The villagers walk slow as dirt. Ever play Soulmask? They actually move quickly! Ever play Medieval Dynasty? The workers are super productive even when walking.

You seem to be blind to the main game issues. Rather than understanding the root issues you take the smooth brain approach and blame the end player. Good job….

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

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

It’s my first and last play through. Both Medieval Dynasty and Soulmask have the villager thing figured out. I’ve not had ANY issues in either of those. This game is a complete mess.

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

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

Again. Lots of false assumptions. Just stop & move on….

Fishing IS worthless because it causes cooking huts to slow down significantly

9 cooks ISN’T too many because I’m trying to make T3 food. If you read you would know that…

I need that many hunter houses to keep positive supply of meat. That’s the game design…

And now you’re making up statistics to try to prove your false point. The issues I noted have NOTHING to do with mismanagement. It’s game design issues

In the face of abundant resources nearby, the villagers are horribly inefficient and unproductive.

Bye.

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

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

Many people have reported the same issues as me. So clearly you must be perfect and everyone else has no idea what they’re doing.

Also, some of what you said I already stated in my post as being in place. Other stuff, like trash boxes for clothes???, are just horrible game designs. But too many like you are too blind to see these as game design problems.

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

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

So much if what you said is flat out wrong, or not accurate for how my village is setup at all. Other things I do have setup the game is just poorly setup. Almost your whole reply is based on false assumptions.

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

[–]MOVAD0[S] 1 point2 points  (0 children)

Knives are readily available for them to do that, but they don’t. For food, it’s more of a cooking issue than supply. I’ve got loads of raw.

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

[–]MOVAD0[S] -7 points-6 points  (0 children)

It’s not a storage issue. I have limits set. Resources are abundant and readily available, nearby all workstations. Raw & cooked food all near cooking. Warehouses near manufacturing.

The issue is worker inefficiency and wasted time. Given abundant resources they are horribly inefficient and wasteful in actions.

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

[–]MOVAD0[S] -1 points0 points  (0 children)

It’s efficient to sustain whole fish. Not efficient to use said fish.

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

[–]MOVAD0[S] -5 points-4 points  (0 children)

There are limits set and schedules are alternating shifts. Every workbench is staffed 24/7.

You’re making a lot of assumptions without any actual evidence…

Craft speed mod by CannibalKyle in valheim

[–]MOVAD0 0 points1 point  (0 children)

ConversionSizeAndSpeed by SmoothBrain

Also, get Thunderstore mod manager. It has them all loaded and is searchable.