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Planet Mule 1 / Bugs 1.3.x / Null Pointer Exception Error
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on: October 12, 2011, 11:14
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My game applet completly closed on a land sale in #10 (player to player sale). I read somewhere in the forum about this bug before but couldn't find the topic. Here's the game, chat is worth reading, never knew that I have such a bad reputation http://www.planetmule.com/hi-score-game/game?game_id=49998Not sure if this error is related to Mainstreams bot or the game itself is bugged. Guess there's no need to send the log somewhere as it's a known bug. Still hope the developers find time to get rid of the 20+ glitches on the list but to be honest I doubt.
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M.U.L.E. Community / Website, Ranks & Forum / Re: unethical play
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on: September 22, 2011, 00:05
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Hmm, buying stite at $180 isn't collusion, is it?
Imho Mule Brynner is the unethical player selling and try to win that way.
Where's the point playing over an hour if it just needs a sore loser buying and a willing seller at the end to lead a game ad absurdum?
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Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Poll: Plot take away/free plot event
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on: November 02, 2010, 18:46
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My vote for the classic variation here, all events in #1. Why? It's just more exciting and bad news do hurt all the game anyway. There's a different algorithm regarding the losing plot event, classic will always take the plot most down and right on the map, PM takes a plot just if there's no mule installed. In the endgame I often recognized that radiation or quake as 1st and losing a plot next turn even in 2nd position is connected, just because there's no mule installed. Btw the chance to lose a land in round #1 is 0.3% in C64 and 0% in the Atari version. http://www.smithore.com/eventstats.php
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Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Turn 12: Food has demand zero; energy and smithore do not
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on: October 18, 2010, 21:32
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How did the original MULE value food in the last round?
Some sources say that the demand is zero which does lower the price significantly. This is what's currently in version 1.3.4. But I suggest it should be valued with the same demand as in round #11 with 5 food per player. Anyone who played the original and is sure about what happens?
I think there was another thread about this some time ago.
Depends on which original you ask for, they use a different algorithm imo. I'm not 100% sure for food and energy but ore value in the C64 version is based on last rounds store price. Results paying $100 for a mule in turn 2 even others bought ore for 85 in round #1. PM goes the nairata way there.
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M.U.L.E. Community / Announcements / Re: Experimental Ranking System
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on: October 14, 2010, 13:23
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Well, I like the new ranking system, especially with the coming "diminish rating time-factor". Pre version 1.3.3 host advantages will disappear in the stats slowly, at least for that ranking.
The opponents statistic list is very interesting to watch also, keep up the good work.
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Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Start Ranking 1st round
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on: October 02, 2010, 10:08
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As long as there are no good/bad news in#1 starting position advantage is minor imo, buying land for 1000 will usually cripple your development, buying out the store will drop your cash and others might buy land in #2.
Random was fine for me but Mt-Wampus is right, for example if there's just one 3 mountain plot on the map.
It's a small disadvantage for top players but following the 'last come, first served' philosophy highscore ranking based start position would make sense.
Well, secret bid, how to determine if 2 or more players don't place a bid?
Edit: Last played games could cause a tie as well, same is true for the highscore based model in case there are 2 new players with no games at all.
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