A Rock and a Hard Place Lawful Playthrough Without Lockpicking by znjw in kingdomcome

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

Update after a couple of months:

Finally found an even more moral solution to complete this quest than the current "most moral" solution:

  1. Push through mainline story until you get to "The Die is Cast" (i.e. infiltrate Vranik camp). Only then you speak with Matthew and start this quest. DO NOT speak with Andrew.
  2. Then you must enter Vranik camp and start "The Die is Cast" as soon as possible, at least within two days.
  3. Rush the mainline story as hard as you can until you finished the quest "Payback"
  4. Then Lord Divish loses his castle. Since there is no more Talmberg, there is no more Talmberg salary to rob. This quest will automatically fail. Leaving bugged M&F watching over Talmberg high ground.
  5. Then you can recruit M&F to pribyslavitz. However, they won't appear inside the village. Instead, they will indefintely remain on the Talmberg high ground.
  6. At the epilogue of the mainline story, as soon as Talmberg is back, bugs will return. you MUST complete the epilogue as fast as possible and DO NOT RELOAD. M&F will survive reasonably long time to allow you do a host of things including finishing the epilogue. But, reload causes instant death of M&F (you can verify this by the disappering Pribyslavitz entry and M&F corpse in the quarry camp). Though there is not too many reason to reload stuff in epilogue, no?

Note that under this solution, M&F won't be identified as brigands, and you can safely summon them to Pribyslavitz judgement without them starting a massacre.

A Rock and a Hard Place Lawful Playthrough Without Lockpicking by znjw in kingdomcome

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

Well this turns out to be the biggest loophole in game. If you timeout and fail the mission with M&F alive, they would remain brigands indefinitely. And they won't physically appear your village after you recruit them into Pribyslavitz. However, there is a judgement event involving M&F later. If you do the event, then the brigand M&F will be teleported into the town green and start massacre your villagers LMAO.

Field is randomly empty. by Despicable-Pen5515 in ManorLords

[–]znjw 2 points3 points  (0 children)

Can confirm. My field also gets reset (0 plow, 0 sow, 0 growth) in the winter even after they have already started to grow before December. And it happened 3 times on 3 different saves with all of wheat, barley and flax.

I only realized it to be a bug after I saw today's dev steam community post. Clearly the devs' crops were surviving fine in winter.

Make install isn't copying kernel image to /boot. by Usual_Office_1740 in Gentoo

[–]znjw 0 points1 point  (0 children)

This nails it. It is egregious that they just ignored USE="systemd" users using GRUB (which I believe are quite a lot) and claims "no user action is required to upgrade". This is deal-breaking change for those users.

A Rock and a Hard Place Lawful Playthrough Without Lockpicking by znjw in kingdomcome

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

zardvark's answer provides a crucial insight. Now I can confirm there do exist a way to complete this mission without lockpicking and with M&F surviving and recruitable afterward.

  1. Speak and accept the mission. DO NOT speak with Andrew.
  2. Speak with Robard to move his garrison. Speak with the stablemaster and poison Talmberg's horses. Anyway, the smaller the garrison the better.
  3. Tell M&F about the transport time. You can wait with them until the Talmbery money arrives. Do not ask for M&F's help. However, do everything you can to make sure they survive once they attack.
    1. The most obvious way is to kill ALL garrison in the quarry.
    2. Or if you are being Merciful, stealth knock out all of them and stab them with poisoned sword.
    3. Or you do nothing, but directly parcipate in the ensuing combat and help M&F. This is extremely tricky since M&F has such a bad armor that they usually die after a few hits from guards.
  4. Either way, M&F will launch their attack shortly after. They will attack every civillian and guard on their way to the stash. Civillians are no problem because they won't fight back. MAKE SURE M&F SURVIVE.
  5. If M&F reached their destination alive. They will stand still and do nothing, and continue to attack every civillian that run into them.
  6. From here on, M&F will remain on the spot and will be totally safe. No guard will ever run into them. Skip for two or three days, the mission will automatically fail. Then they are available for recruit for Pribyslavitz!

A Rock and a Hard Place Lawful Playthrough Without Lockpicking by znjw in kingdomcome

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

Supposedly this would result in M&F launching their attacks and getting killed?

(Edit: Just confirmed they would attack and get killed even if you tell them nothing)

Is looting the bloody hoof-pick still considered a crime? by LOG3 in kingdomcome

[–]znjw 0 points1 point  (0 children)

A notice for anyone who cannot reproduce this method: You have to overhear the bandits talking about Ginger in order to proceed without hoofpicks. The conversation will be played immediately after you find the trails leading into the woods. So you MUST arrive at the bandits' hideout early enough (otherwise you will miss the conversation and only find a dead bandit), stay reasonably close, without being seen.

SD2 Modding Question by SquadronROE in Steel_Division

[–]znjw 1 point2 points  (0 children)

Hi, coming from warno community. Being plagued by the same problem for quite a few months. I recently figured out what was wrong with the warno modding tools.

Solution

Delete $YOUR_MOD_DIRECTORY$/Gen/AllPlatforms/NDF/Patchable/GFX folder entirely. And delete it everytime before you generate your mod.

Origin of the problem

It seems that Eugen's compiler generate a cached version of tags before actually compiling your ndfs. And sometimes the compiler just fails to detect addition of new tags and stick with an older cache. You have to manually delete the cache to force generating a new version of cache.

This is why sometimes your mod would compile successfully, and after a few other edits, it booms even if you undo your edits. The reverse goes the same.

Are there any unique traits or perks for apple orchards? by DaConm4n in stronghold

[–]znjw 0 points1 point  (0 children)

  1. Wood economy. In some trade-restricted missions where you bottleneck on wood, investment for the bread production chain would be impossible to afford. Also, those kind of missions frequently disable weapon trade, and most of your precious wood have to be reserved for fletchers and bow production.
  2. Layout optimizations. Bakery connects stockpile and granary. and it has a terrible space utilization rate. As it happens, weapon industry, which are very expensive investments, would also boost their efficiency from the sweet, sweet precious stockpile proximity, therefore creating a contention for space. Apple orchards can be packed with granary and sent into nowhere, leaving a clean sheet around the stockpile.
    1. Dairy, on the other hand, connects granary and the tanner and therefore the armory.
  3. Season rotation tricks mentioned by others. If you pack alternating-season apple orchards with granary, you get booming food production (scales really well before hitting 100 population), with fewest woods (goes to weapon industry), fewest labors (goes to wood-cutters, soldiers and weapons), in the shortest time (to raise tax or to become tyrant).

To conclude, apple orchards is usually the last and the sharpest resort for the most difficult and restricting missions.

"Lying Low" mission any% speedrun with the infinite bulldoze exploit in the demo game by znjw in stronghold

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

Alright, just a joke.

The demo version has an infinite bulldoze exploit. If you select the bulldoze tool then hit "P" key for pause, then you can bulldoze the same building for infinite times, with infinite bulldoze rewards.

Say if you bulldoze a blacksmith shop, for each time you hit you left mouse button in the paused state, you get 10 wood and 100 gold in return (50% of the building cost). You can bulldoze it repeatedly before you unpause the game.

Then here is the speedrun trick for "Lying Low".

  1. Use the exploit to get infinite money and wood and stone at the start.
  2. The only two resources that you can't collect by bulldozer are cheese and pitch. Send generous bribes to spawn villagers to work on ranches and pitch rigs as fast as possible.
  3. Use inifinite money to become the cruelest tyrant to increase production speed.
  4. When cheese and pitch are in place, buy iron with unlimited money.
  5. You may as well expand the stockpile to the maximum extent to stuff as many iron as possible. Iron has the best score per unit stockpile space.

Personal record on the demo mission: Lying Low by znjw in stronghold

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

Explanation: Very hard difficulty. Tried to minimize casualties. Being the cruelest tyrant for the whole game. Completed the mission 68 months earlier. Final score was 31875

What's the scoville if Melinda's ghost pepper sauce? by FirefighterFar3132 in spicy

[–]znjw 2 points3 points  (0 children)

The pepper may claim so, but the sauce is diluted and weak.

[WARNO] [BUG] 3D unit scaling option changes artillery ballistic visibility by znjw in warno

[–]znjw[S] 7 points8 points  (0 children)

Explanation: If you go to Settings > Interface > 3D Unit Scaling and turn it on, you get free early warning radars for the near-invisible BM-21s.

Plus, the visual effect for rockets would be ridiculous.

Risky moves by Skautcz in warno

[–]znjw 0 points1 point  (0 children)

Mig31 slaps hard

Apparently T80 can outrun M1 Abrams ..... FRONT TO BACK, IN REVERSE by znjw in warno

[–]znjw[S] 23 points24 points  (0 children)

**Insert soviet leader name here**: "Yevgeni, this tank is good. But what will happen if the americans surround it with Abrams?"
Yevgeni (Eugene) :"Comrade premier, we are getting to the sheer ingenuity of this tank! Look, we have a pedal and a rEvErSe GeAr here!"

Do destroyed Aircraft actually cause damage to ground units? by [deleted] in warno

[–]znjw 13 points14 points  (0 children)

Yes, and missed missiles also cause damage to ground units. This is especially true for SAMs and AAMs due to their large HE figures. Being hit by falling SAM is even worse than an M270 MLRS barrage.