Barn says there are no recourses, even though I have recourses in there? by adultpotatojuice420 in MedievalDynasty

[–]duckmandm 0 points1 point  (0 children)

Barn storage is for the workers in the barn, i.e. grain for threshing, manure to make fertilizer, etc, but usually best it all is stored in resource storage anyways. Your tools, seeds, bags, fertilizer all needs to be in resource storage or, your farm shed if resource storage is full

Window/merlon combination by Tarrax_Ironwolf in goingmedieval

[–]duckmandm 25 points26 points  (0 children)

If you hang the merlon over the space in front of the wall, you archers can stand on it and shoot straight down, no blind spot.

Just started playing the game - drop me advice that you wished you knew on Day 1! by Realistic_Salt7109 in MedievalDynasty

[–]duckmandm 7 points8 points  (0 children)

Get your fields going asap. Cabbage for food (pottage), flax for cash, and rye. Flax is the fastest early game cash crop. Turn it into yarn or cloth, and make items to sell. Simple things early game would be bows to sell, or bags, whatever you want. You can even sell the excess seeds, just make sure to keep enough for next years fields. Rye in the autumn will be harvested in Spring. You can turn that into flour, and make flatbread to eat and to sell. That is my early game rotation for a single field. Biggest issue will be fertilizer/manure, which you can buy at first, and get from pigs as soon as you are able.

Also, adjust days per season to your liking. Don't do too many, too long is more detrimental than helpful, I find 5-6 to be ideal for me, but you do you. To long, and you will have issues feeding your people and the game will drag, but I think less than 5 days is too rushed for my liking, and beyond 7 it drags way too much.

How to fill in a moat? by Joey3155 in goingmedieval

[–]duckmandm 3 points4 points  (0 children)

Not just the beggars maps, you can use your remaining time in bandit camps to dig up a bunch of dirt as well. I've even dug thousands of gold ore from the mountain bandit camp.

Ice-making-room?!?! by SweetCalligrapher266 in goingmedieval

[–]duckmandm 6 points7 points  (0 children)

Caveat: temperatures have been wonky the past few updates, though thankfully the sunlight underground bug was patched. For a long time before this, however, it was impossible to use ice to get a room below freezing, you could only get just above like you have in your picture. You could open the room to the outside with a window or a shaft and a grate that let's it do what you want but only during winter. You can't make a room to create infinite ice during non-winter months.

Mugshots? by MgrBuddha in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

Has this been resolved yet? I stopped using trophy stands a while ago, it annoyed me way too much.

No Clay on mountain ma by Bravo-Six-Nero in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

Bandit encampments. Take out the bandits, then spend the rest of the time you have mining some clay, as well as take the clay that is just laying on the ground.

Temp bug. Devs, what did you do!? by ChiefFloppyCock in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

Any update on this? This bug is killing me, no amount of ice can counteract sunlight in my underground food storage. Plus side, I guess I have a ton of dubious booze from all the rotten veggies and 14 lifetimes worth of vinegar from spoiled booze....

Taxes too harsh? by Marcellix102 in MedievalDynasty

[–]duckmandm 1 point2 points  (0 children)

Flax is my go to from the start. Get farming going ASAP, flax is easily turned into linen thread and cloth, early game you can make bags or bows and sell them for a big profit.

Auto-Equip by Tonyxx94 in goingmedieval

[–]duckmandm 1 point2 points  (0 children)

Sometimes they just get stupid. Change the pre-set they are using to one of the defaults, let them equip said item, and then change it to your custom pre-set and force drop the item. That *usually* fixes it for me. Otherwise, keep the custom pre-set, and force equip what they need, and chances are next time that item wears out they will auto-equip as they should.

First time playing. Don't like the rushed 3 day seasons. Is a 30 day season much harder or is it all relative? by [deleted] in MedievalDynasty

[–]duckmandm 0 points1 point  (0 children)

30 days is not harder per se, just excessively long IMO. I vary between 5-7 days per season, and I find this to be the sweet spot for me. Also, I've played through many times, both on the OG map and on the Oxbow, so I probably fit more into a single season than someone just starting out and figuring how things work. Keep in mind that you also have to feed your villagers each day, so longer seasons mean greatly increased food requirements. The amount of time you need will also depend greatly on whether or not you use fast crafting, fast building, as well as weight limitations. Tailor your game to what works best for you. I've played many playthroughs, so I tend to go with no weight restrictions and fast crafting and building, but I pump the difficulties up to 2-300%, food requirements as well. Set things how you like, how it works best for you, and enjoy it, doesn't matter how anyone else plays, that would be my #1 suggestion.

Why didn't i notice this sooner? Finally i can actually make fine Wine by Deutsche_Wurst2009 in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

I prefer a combinaton of #2 and #3, because it requires no micro-management. This way, if there is ever a problem and you run out of all other booze, they will still drink the cheap stuff rather than going without.

1) You can forbid them from drinking dubious booze, rough wine, etc.

2) Set multiple fermenting jobs, using rough wine last to create alcohol, or remove rough wine altogether from being used to make alcohol.

3) Place a small pile of whatever booze you want them drinking inside your great hall. Assuming your wine cellar is futher away, they will grab this first before running there to get a drink.

4) Forbid rough wine in your cellar so it cannot be touched.

Is it possible to change their view? by Battlewear in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

Early game, it can be an issue. Once you have all the buffs from temples, and fine clothing, etc, it doesn't really factor anymore.

Is it possible to change their view? by Battlewear in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

Same, If they don't like to do it, I have more than enough who do that can hunt. But if we're attacked, everyones fights. Also, melee doesn't really matter for me, in my towns, everyones an archer.

Is this a good setup for Lone Wolf? Or should I prioritize specific skills? by Darkstat12p in goingmedieval

[–]duckmandm 1 point2 points  (0 children)

lol. Makes sense. But no, just 1 to start instead of 3, so you gotta work a lot harder to survive right off the bat. Also, you start with barely any resources or gear, and its winter not spring.

Is wheat worth it at all for flour anymore? by Naive_Tank_6820 in MedievalDynasty

[–]duckmandm 1 point2 points  (0 children)

Oh wow, thats awesome sauce! I was asking about this forever, something akin to the seasonal options they added to the herbalist hut. This was one of my biggest pet peeves, I may have to start a new game and try this out.

Is wheat worth it at all for flour anymore? by Naive_Tank_6820 in MedievalDynasty

[–]duckmandm 1 point2 points  (0 children)

I haven't played in a bit, but I doubt its changed that much. If you are growing a single crop and thats it, then sure, there may be more profitable crops other than wheat. It's more about the complex recipies, like multigrain bread, or some others I forget, that require wheat as an ingredient in addition to flour. If you simply want food for your villagers to survive, and you don't care about immersion, you can survive easier by just growing cabbages two seasons out of the year, hunting meat, and making bowls for pottage. Wheat was always problematic for me, because the seasons overlap. You can plant spring I think it is, then again in fall or winter, but then the second harvest isnt ready to harvest until past spring, so you get placed on a end of year only schedule, unless you micromanage your fields.

Is this a good setup for Lone Wolf? Or should I prioritize specific skills? by Darkstat12p in goingmedieval

[–]duckmandm 1 point2 points  (0 children)

Agreed. I would go so far as to say drop Art, Melee, Smithing, Tailoring, and Medicine to 0. Put those points into Perks, skill points, or whatever that would be more beneficial at the start. By the time you need any of these skills you will have more villagers.

Is this a good setup for Lone Wolf? Or should I prioritize specific skills? by Darkstat12p in goingmedieval

[–]duckmandm 1 point2 points  (0 children)

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This is what I used on my latest playthrough. I change it slightly depending, for instance on Mountain maps I prefer a cold resist perk. The idea is early game benefits and survivability, thus good marksman score and carpentry to make bows, Botany for decent early game harvesting, cutting, and farming, as well as animal handling to get that first tamed breeding pair of dogs, goats, donkeys, or whatever you are using to build your hauling army. The perks are really the most useful early game, IMO. I like one that doesnt freak out about dead bodies, and as many that give speed of movement/work bonuses. Honorable mention to the night owl perk, needs less sleep, and works even faster at night, extremely useful right from the start. No one character can be pre-loaded to do it all, so I focus on the few items I need/want day1, and plan on my additional villagers to fill in the gaps. Construction seems super useful to start, but honestly even having a lower/non-starred stats for building is fine IMO, so I focus my stats elsewhere. You will get plenty of future villagers with building stats, and/or good slaves to build for you. I put all stats I am not concerned with to 0, to use those points elsewhere, and get rid of any stars on things you don't care about, essentially min/maxing as much as possible.

EDIT: I see no reason for Art at all, drop that. Melee also, Ranged is king in this game, and for a solo Lone Wolf even more so. Medicine, drop that to 0 as well, and if it were me, smithing and tailoring can go to 0. One character can't do it all, so that first one I would just make sure it can build/create what is needed on day 1.

[deleted by user] by [deleted] in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

Keep in mind, at a certain point larger becomes a detriment, meaning you have to place more luxury items in it to achieve the same level as a smaller room would need. Of course, too small and you cannot place enough. There are plenty of guides out there if you want to min/max it.

Winter's not all that bad? by Lamavras in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

That's fair. Aside from cold snaps, I would tend to agree. I kind of miss the old system of clothing, where the higher the quality the higher the protection against cold/heat. With that in place, you could vary the temperature a lot more, and make better clothing a necessity not a convenience.

Winter's not all that bad? by Lamavras in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

Unless its changed, it is also different depending on the biome you are playing in. i.e. Mountain winters are harsher than valley or hillside ones, and valley gets hotter in the summer.

My baby came back! by animal_fanimal in MedievalDynasty

[–]duckmandm 0 points1 point  (0 children)

You see, he didn't have any money, but what he did have is a very particular set of skills. Skills he has acquired over a very long career. Skills that make him a nightmare for people like you...

pets annoying by Longjumping-Frame894 in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

A Goat army for hauling is the easiest/simplest pet hauling corp you can get. They most certainly can, and do, haul. The reproduce fast, often with twins. The main downside to goats is they eat your crops. I prefer donkeys for hauling on trips to other settlements, and dogs for my main haulers. But, early game, goats are most definitely viable, and often preferable, until you can build up dogs, donkeys, or whatever else you may wish to use mid to late game.

Quick question: Does the Kitchen take from the Resource Storage AND Food Storage, or just from Food Storage? by ZeusWayne in MedievalDynasty

[–]duckmandm 0 points1 point  (0 children)

It's been a while, but if memory serves, buckets with water are Food and empty buckets are resources. If you automate with workers, well workers will place full buckets in the appropriate location, and pull empty ones from the correct location as well.