Manor Lords

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dumhed
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Re: Manor Lords

Post by dumhed »

How does the "Construction Goods Met" option work? I have it checked, but i don't notice any change in construction requirements for buildings.

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  1. Install Cheat Engine
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  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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nuisun
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Re: Manor Lords

Post by nuisun »

very nice CT real thx

declansindarin
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Re: Manor Lords

Post by declansindarin »

EDIT: Solved it myself - I see what I was doing wrong.

Thank you very much!

anonymouz
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Re: Manor Lords

Post by anonymouz »

A lot of crashes with the exact game version needed(with latest table)?!
Once it crashed, i even need to restart CT/Table, because clicking Game Data to fill the table with values, let the game crash again.
Dunno if this is a user error of some kind on my side, or something is off with the table?

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BabyGroot
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Re: Manor Lords

Post by BabyGroot »

anonymouz wrote:
Sun May 05, 2024 7:47 am
A lot of crashes with the exact game version needed(with latest table)?!
Once it crashed, i even need to restart CT/Table, because clicking Game Data to fill the table with values, let the game crash again.
Dunno if this is a user error of some kind on my side, or something is off with the table?
Table for steam version.

Paperangel
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Re: Manor Lords

Post by Paperangel »

It's possible to edit the Berries deposit with the table.
However, I couldn't change the Wild Animals deposit. Is it planned for a future table update ?

matt1713
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Re: Manor Lords

Post by matt1713 »

Paperangel wrote:
Sun May 05, 2024 4:39 pm
It's possible to edit the Berries deposit with the table.
However, I couldn't change the Wild Animals deposit. Is it planned for a future table update ?
The wild animals have been a pain to lock down on. They operate differently from any other deposit/resource. So it may be a while (if ever) that the Wild Animals resource pointers (BabyGroot has some pointers, but they're not the resource ones like for berries or stone) are found/operational.

Paperangel
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Re: Manor Lords

Post by Paperangel »

matt1713 wrote:
Mon May 06, 2024 3:22 am
The wild animals have been a pain to lock down on. They operate differently from any other deposit/resource. So it may be a while (if ever) that the Wild Animals resource pointers (BabyGroot has some pointers, but they're not the resource ones like for berries or stone) are found/operational.
Thanks a lot for your answer.
The table is already good enough as it is, so it's alright.

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merrowind
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Re: Manor Lords

Post by merrowind »

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

kinq06
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Re: Manor Lords

Post by kinq06 »

Hopefully original author of table is okay with it, OG table is for Steam version and i've made one with a Gamepass version.
Attachments
ManorLordsTableV3Gamepass.CT
(911.71 KiB) Downloaded 653 times

predragunn
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Re: Manor Lords

Post by predragunn »

What does the Market ATT setting do?

matt1713
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Re: Manor Lords

Post by matt1713 »

Has anyone managed to find the pointers for the building worker slots? I'm hoping to change the amount of workers (at least) in the storehouses/granaries to 6 or more (maybe 12+?). I'm hoping to remove the need for cluttering storehouses/granaries because you need all those workers for making stalls in the market (and 10x transporting of materials since they use handcarts).

Jumb4
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Re: Manor Lords

Post by Jumb4 »

Unit stats are broken in the patch update v 0.7.960.

matt1713
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Re: Manor Lords

Post by matt1713 »

@Jumb4, that's the open BETA. It's probably not worth updating the table/pointers for it when it's going to need updating (in all likely-hood) again within a week when the official update happens and the update is more stable/polished.

matt1713
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Re: Manor Lords

Post by matt1713 »

@BabyGroot - I've been noticing for a while now that the Unit Stats script sometimes fails with militia units. This ~90% of the time stems from the archer unit(s) for some reason.

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