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Planet M.U.L.E.

Planet Mule 1 => Bugs 1.2.1-3 => Topic started by: trouba on February 05, 2010, 08:23



Title: Food/Energy demand in turn 12
Post by: trouba on February 05, 2010, 08:23
Hi,

I have played a game last evening, and I think we encountered a bug (well, maybe two):

- In turn 12, three players switched their production from energy to crystite. The only player who was still producing a lot of energy was AI. During auction after turn 12, we observed that energy price rocketed up - which is IMHO wrong, because the demand for food/energy should be zero at the time.

- During the game, a meteorite strikes an empty plot. During next land grant, I won that piece of land, despite of I was ranked #1 at the time and two other players sweared they pushed and held their buttons as I did.

The game I'm talking about is this one:
http://www.planetmule.com/hi-score-game/game?game_id=17709 (http://www.planetmule.com/hi-score-game/game?game_id=17709)

Hope this helps,
Trouba


Title: Re: Food/Energy demand in turn 12
Post by: Peter on February 09, 2010, 10:33
1. The food requirement last round is 0 but the energy requirement doesn't change. I don't know how that was in the original though? I understand that it seems logical that energy should be zero since there is no next round, but currently the game doesn't work that way and we haven't planned to change it yet.

2. From what I see in the log "joelcade" took a plain before the crater was marked. Then "kipley" wasn't quick enough on his button so you "trouba" got the plot (you were 2 frames faster to press your button). The AI didn't even try to take the crater and took a later plot. No bugs there, but a previous poster noted a bug in the land grant which has been confirmed and will be fixed in future versions.


Title: Re: Food/Energy demand in turn 12
Post by: trouba on February 09, 2010, 12:55
Ok, understood :)

One more question - if you are not going to change energy demand computation for turn #12, will you consider to remove IMHO pointless auctions at the end of a game? ;)


Title: Re: Food/Energy demand in turn 12
Post by: Peter on February 09, 2010, 15:35
Actually we've decided to set the energy demand to zero on the last round (this can be round 6 and 9 in training mode). We have considered removing the last auction since it's only possible to lower your score by buying or selling unless you can trick an opponent to buy from you. However, since the original game includes the last auction it will likely stay.