wesleyshaver

wesleyshaver

Joined Member # 2394881
4 Posts 6 Replies 832 Reputation

If I leave Legendary Heroes running until sleep mode initializes and then wake up the computer it always crashes like so: http://i.imgur.com/iVh3ZTs.jpg This has happened since at least version 1.1 I'm currently running 1.3. Here's the dxdiag: ------------------ System Information ------------------ Time of this report: 9/7/2013, 1

1 Replies 3,341 Views

There is a simple way to solve the problem with wildly random damage and attack rolls. All rolls should be based on coinflips. Instead of using 1d30 like it is currently a roll should use 15d2. Problem solved. This is basic game design, how it escaped the supposedly "strategy" devs is beyond me. Wildly random rolls isn't strategy it's luck. Incidentally this is one reason why the original Starcraft is a tournament-level game.

161 Replies 517,546 Views

Combat Speed The way you describe 'combat speed' only makes sense if you think of them as "action points" with different actions (movement, attack) having different costs. For example a horseman and a footman armed with swords should not have different # of attacks per turn (or even a different speed stat). They should be differentiated by the COST of the movement action. For example: Footman: 20 speed, movement cost 4 speed points per tile,

469 Replies 1,482,726 Views

Camp #3 is the best but I have concerns about some of the imprecise language Frogboy uses to describe the priority for what gets sent where and in what proportion. The proportions should be very hard-edged. Imagine a Kingdom with 5 cities. If only one city has a forge that city should get 100% of all iron shipments in the kingdom. If two cities have one forge each city should get 50% of the Iron shipments. If one city has 4 forges and another city has one they

565 Replies 1,540,387 Views

Peasants should be raised into conscripts by requisitioning a # of troops from your population with "0 weeks" training. These Peasant conscripts would be useful for raising an army quickly to meet an unexpected threat (at the cost of many lives once they enter battle). When returned to town conscripts should be able to be disbanded so they are re-added to the population pool as farmers or whatever. Once you "train" a number of your population they should be considered prof

126 Replies 382,064 Views

Anyone familiar with 4x games knows that the more cities you conquer/found the more powerful you become in a linear fashion. Therefore once you have a few more cities than the opponent it becomes a boring mopping-up exercise. In real life having an enormous empire presents many problems. Here is how to address this in game terms. All military units should require monetary upkeep. Each additional city you hold should offer you slightly less income due to&nb

30 Replies 149,480 Views

We all know that once you conquer about half the map the game becomes boring mop-up. Here is how to fix this: Imagine you set up a 1v1 against the AI. You both begin inhabiting an area suitable in size for 10 towns. The North border of this map is an impassable mountain range, the Southwest border of the map is an impenetrable forest, the Southeast border is ocean that you can sail on but further out it becomes un-navigable stormy seas. As you both fight over t

3 Replies 3,707 Views

Here is how the resource model should work. It would be simplest as a "Pull" model as seen below: Each city has a "Warehouse" tab. The size of the warehouse is upgradeable (50 units, 100 units, 200 units). The player designates the absolute value or percentage value of each resource that will be stocked in the warehouse: I have a 100unit warehouse in Knightville which will be the production center for Knights. I designate the warehouse to

148 Replies 496,828 Views