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Re: Manor Lords

Posted: Wed May 01, 2024 12:13 am
by matt1713
BabyGroot wrote:
Tue Apr 30, 2024 8:28 pm
I've got deer data, but the contents are not like resources (Capacity, amt, Common Amount, Common Capacity and Capacity),
But like unit statistics (Hp, speed, attack etc) -___-

If you just want resources, why not try selected building >> Inventory And Set Value this.
For example, select building Logging Camp (timber production) enters the selected building inventory and sets its value.
If you manged to find how to toggle it as a rich deposit, that's more than all I need. Making that a rich deposit and making the decision for lower crop yields for ludicrously higher animal refresh rates means you'll never run out of meat/food even with 250+ population.

Re: Manor Lords

Posted: Wed May 01, 2024 5:36 am
by NEWNS
i would much appreciate a pointer for militia units

Re: Manor Lords

Posted: Wed May 01, 2024 12:21 pm
by BabyGroot
NEWNS wrote:
Wed May 01, 2024 5:36 am
i would much appreciate a pointer for militia units
It has been created selected militia unit and has not yet been published.
Again looking for pointers for wild animals.

Re: Manor Lords

Posted: Wed May 01, 2024 3:08 pm
by icon
matt1713 wrote:
Tue Apr 30, 2024 7:11 pm
icon wrote:
Tue Apr 30, 2024 6:48 pm
Hi BabyGroot. Thanks for the latest table. When activating any version of your tables the movement speed of everything goes up, people and animals. My sheep are running in circles like they've been hitting the crack pipe. I don't see anywhere I can change it back to default speed. Can you help with what to change in your table? Thanks
Someone already mentioned this in the comments. Open the script (literally just double-click the "<script>" part of the Unit Stats script. You'll see something like (float)120 (every variable is noted on what it's for, just look for the speed variable). Change the 120 to something between 20-60, just keep working down from 60 until the ox are properly working at full speed. You'll want to disable-reactivate the script after each change.
Thanks for the reply. I was searching for movement speed in comments but I didn't see anything. Anyways all good.

Re: Manor Lords

Posted: Wed May 01, 2024 3:12 pm
by icon
icon wrote:
Tue Apr 30, 2024 6:48 pm
Hi BabyGroot. Thanks for the latest table. When activating any version of your tables the movement speed of everything goes up, people and animals. My sheep are running in circles like they've been hitting the crack pipe. I don't see anywhere I can change it back to default speed. Can you help with what to change in your table? Thanks
+++ SCRIPT +++ >> Unit Stats (look at the right side it says script, press it)
Speed 120 chance 12 (standart)
Spoiler
Image
[/quote]

BabyGroot thanks for the support and your tables.

Re: Manor Lords

Posted: Wed May 01, 2024 4:12 pm
by matt1713
Has anyone figured out the fertility % rates for the farm fields and/or entire regions? I noticed when you change the Expected Yield and Yield variables, the game will reset them back to what it should be (like how approval works after changing it). I take it that at 1 day left before harvest, I should just select one field and keep the yield value locked?

Also, can someone explain what the trader timer is for? I thought it was the timer for when you can purchase ox/horses but that's not the case.

EDIT: You reset the timer to purchase ox/horses if you save/reload the game.

Re: Manor Lords

Posted: Wed May 01, 2024 8:23 pm
by mass_nerderer
nvm

Re: Manor Lords

Posted: Wed May 01, 2024 9:03 pm
by Akmal2401
how to increase the families and is there a fast build?

Re: Manor Lords

Posted: Wed May 01, 2024 9:05 pm
by Darkedone02
The only cheat that I wish for in any city builders is the min. resource available and fake max. It's basically once that building has that resource, any resource put into that building, let say a warehouse. it will go up to a number of your choosing and it will stay there. You no longer have a lose or gain, so your buildings will keep working as usual.

Recifense is a master of making that cheat but he's no longer around AFAIK.

Re: Manor Lords

Posted: Wed May 01, 2024 9:40 pm
by matt1713
Akmal2401 wrote:
Wed May 01, 2024 9:03 pm
how to increase the families and is there a fast build?
The family stats has pregnancy stat, use that to make a bigger family.

Not an instant-build, but the closest thing is to set all construction materials needed to 0. That way you can just immediately start building without taking a huge amount of time to transport the building materials over.

Re: Manor Lords

Posted: Thu May 02, 2024 8:51 am
by jamespk23
270:Small shield
271:Large shield
273:Helmet
296:Apple
298:Rye

Re: Manor Lords

Posted: Fri May 03, 2024 1:42 pm
by n13320
matt1713 wrote:
Wed May 01, 2024 9:40 pm
Akmal2401 wrote:
Wed May 01, 2024 9:03 pm
how to increase the families and is there a fast build?
The family stats has pregnancy stat, use that to make a bigger family.
Hey mate, can you or anyone really please explain how to use the pregnancy stat in I assume the "Worker Families" to increase the number of people in the families... I tried changing it to 1 or 100 but it didn't seem to increase the family size...

Thanks

Re: Manor Lords

Posted: Fri May 03, 2024 5:57 pm
by trucador4
hello its not work in the game in GamePass?

Thanks

Re: Manor Lords

Posted: Fri May 03, 2024 10:05 pm
by matt1713
trucador4 wrote:
Fri May 03, 2024 5:57 pm
hello its not work in the game in GamePass?

Thanks
Unfortunately the table only works for Steam thus far. I'm not sure if BabyGroot has any plans on making it work for GamePass as he would likely have to purchase the game twice in order to get the pointers for the GP version.

Re: Manor Lords

Posted: Fri May 03, 2024 10:50 pm
by BabyGroot
trucador4 wrote:
Fri May 03, 2024 5:57 pm
hello its not work in the game in GamePass?
Thanks
I'm not sure about Game Pass, but try following this tutorial : viewtopic.php?p=243785#p243785