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  1. ichris22
    ichris22
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    Please leave any feedback on changes AFTER you have tested them

    If your fletcher isn't making bows, make sure you have a surplus of yarn
  2. Sticky
    Do you have any comments on how to adapt the early game to your mod? As the damage and armor are changed and the casualties are therefore higher it is hard to get the bandit camps in this pace that they are spawning. In addition to the higher material need to produce bows i am not really sure how to compensate the lost equipment in the first two to three years.
    Any tips?
    1. ichris22
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      It's definitely harder to get started as you noted.

      1. When it comes to bandit camps early on, the easiest way to deal with them is to let the baron do all the heavy lifting for you. You can choose to ignore them entirely or, once you place your manor and have a retinue, you can swoop in to steal the gold while he is distracted with the fighting. It's good to keep in mind that any time you mobilize your citizens they aren't working which can potentially cripple your early game.

      2. Early on it will be hard to mass produce any weapons on your own. You should try to minimize losses by fighting only when absolutely necessary and focus on beefing up your region. The best way to deal with this is to start exporting your region's specialty ASAP and begin importing whatever weapons you want. It is worth noting that there is a start which makes the game very difficult. If you start with only a rich stone deposit and fertility, you should probably reroll the map unless you want the challenge.
  3. TopLogical
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    Approval bugged? I had one level 2 burgage, and received an immediate -7 to approval based on lack of entertainment, and more approval loss from church level being too low. All from 1 burgage that didn't have requirements met.

    This was on challenging, not on the suggested preset.
  4. Elowenx
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    Some of these changes are a bit daft in my opinion. Iron tools worth 4 and iron slabs worth 3? You're selling 2 iron slabs essientially plus labour for 4 silvers when you can just sell 2 iron slabs for 6 and less labour. some other changes like berries were perfectly fine at 3 especially now when animal prices are doubled which means you are gonna suffer a lot early game because they are worth 2.
  5. Dantaliens
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    I know this is soon but can anyone confirm if this works for newest beta? (0.7.965)
    1. ichris22
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      It does not, will be fixing that when I have time
    2. Makhnovtchina
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      It works at least partially. I had a CTD on first loading attempt but it is stable since. 

      Most storage capacity and military tweaks are still working as the mod says. I did not check everything but my game with 800+ citizens isn't ruined in any way. 

      On the contrary, the bugfixes and tweaks introduced by the update seem to be quite beneficial, even with the mod activated and "outdated".
    3. ichris22
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      I said no just in case, but I think it is working
  6. 1Skyfire1
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    Nice mod! These changes make a lot of sense

    Have you thought about changing the cart limits for storehouse, granary and possibly the trading post?
    That seems to be a major logistics bottleneck at the moment. Early game upgrading both storehouse and granary to the large variants eases transport since the number of carts goes from 2 and 1 to 3 and 3 respectively I believe.

    However later when you start producing more resources and also trading, is when the 3 cart limit really starts putting the breaks on everything. Currently after the first 2 families assigned to any of these buildings (assuming some are busy w market stalls and as the traders), adding 3 more families would equal to the transport capacity of just 1 existing person w a cart ^^
    1. ichris22
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      I really want to get rid of the cart limit, but so far I haven't found a way to
    2. 1Skyfire1
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      Hmm I only have experience modding a game like ck3 where you can search all of the code with VSC and do simple edits to the vanilla files. I wonder if that's the case with manor lords or if it's more complicated to mod
    3. ichris22
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      Yeah it’s a lot different, there isn’t native mod support like ck3
    4. 1Skyfire1
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      Shame that. Well it's EA so to be expected. Hopefully modding will be made easier in the future
  7. feanor3791
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    If your fletcher isn't making bows, make sure you have a surplus of yarn

    Good idea, but bowstrings were made of linen (or hemp), not wool.
    1. ichris22
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      If that’s true I’ll add it to the changes for next patch
  8. HughB93
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    Overall very good mod, but I'm not sure I'll have it for my next playthrough. I understand that armour isn't everything. However having 12 fully armoured retinue supported by two bands of 14-16 brigands against one band of brigands taking heavy loses when the enemy is surrounded doesn't seem to make sense. A fully armoured knight or man-at-arms, even on foot has a huge advantage over unarmoured foes.
    1. RickAstley111
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      ngl that sounds like a skill issue never had this problem
  9. paamu100
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    deleted
    1. nkioholcas
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      why
    2. paamu100
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      i've deleted my post ^^
      pb with bows.
  10. CrustyJohnson
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    Fletchers make arrows, bowyers make bows. 
  11. ianescott
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    Just played with this mod, gotta hand it to you, very well done!  Thank You!
    1. ichris22
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      Glad you like it!
  12. ecos16
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    Hi thanks for the mod, some revisions are really good. 

    When the mod is installed, the textures of the armor of retinue's that were recruited before the update are missing. (Without the mod they have their textures normally)

    I don't know how bow making works without the mod, but is it normal that bowyers can't get yarn from marketplaces? They hardly make anything because the yarn always ends up on the marketplace immediately.
    1. ichris22
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      Do you mean the update for the mod or the game? 0.7.955 saves aren't compatible with 0.7.960

      It works the same as how clothes aren't made if there isn't an excess of linen