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1  Planet Mule 2 / Ideas / Alter fewer players similar to 18xx on: February 15, 2010, 06:25
In some games, like monopoly, changing the number of players has a serious affect on the starting supply of goods and the consumption. In others, like 18xx, the game is "in theory" the same -- 18xx has about the same total starting money, divided among the players, and consumes corporations/trains at about the same rate.

In MULE, having a 2 player game means that you will develop land much slower, bring income into the colony much slower, and then your lower-valued colony is still judged at 12 rounds.

How can it be made closer to the 4 person game? How can "game play" be kept more-or-less constant as players change?

Ideas:
1. Fewer players == more rounds
2. Fewer players == more time per round, more starting cash/resources, and more land given out.

Thoughts?
2  Planet Mule 1 / Bugs 1.2.1-3 / Last round inconsistency in valuating commodities on: February 15, 2010, 06:14
In the final round, food is considered useless, while energy is considered valuable.

On round 12, you are shown as having a demand of 0 for food, and zero for energy.
But in calculating the value of the commodities for end-game scoring, food goes down (colony has a need of zero), but energy goes up (colony has actual need).

  INFO [Shop.calcBuySellPrice]                       Current Food price $89
  INFO [Shop.printPriceFactor]                       Food shop: 0, total: 23, needed: 0
  INFO [Shop.printPriceFactor]                       Food is decreased to 25%
  INFO [Shop.printPriceFactor]                       Food buy price $15 sell price $50
...
  INFO [CollectionPhase.goToNextPhase]               (P10) keybounce2 Food: 6 critical: 0 surplus: 6 money: $13821

  INFO [Shop.calcBuySellPrice]                       Current Energy price $37
  INFO [Shop.printPriceFactor]                       Energy shop: 0, total: 26, needed: 42
  INFO [Shop.printPriceFactor]                       Energy is increased to 146%
  INFO [Shop.printPriceFactor]                       Energy buy price $39 sell price $74
...
  INFO [CollectionPhase.goToNextPhase]               (P10) keybounce2 Energy: 11 critical: 0 surplus: 11 money: $13821

http://www.planetmule.com/hi-score-game/game?game_id=18753
3  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Better way to sell land... on: February 15, 2010, 00:41
I never see anyone not a beginner sell land. I'd like to see something done about that.

Why do people not sell land? I think there's two reasons:
1. You get your money too late -- you sell it now, and you get the money next round. By then you'll no longer need the money.
2. You can't control a minimum bid.

Things I'd like to see:
1. If you want to sell land, it sells right after your turn. Before the buying/selling phase.
2. You can specify a minimum price.
3. If it has a mule on it, that is flagged and clearly visible.

Land with a good mule is much more valuable than land that you have to run a mule out to. I routinely have empty plots for much of my game.
4  M.U.L.E. Community / General Discussion / Re: What other classic games should be remade? on: February 15, 2010, 00:29
Abolutely Populous is worth a remake. But do it right.

The IBM populous stank.
The Amiga one was wonderful.

But I can't find the Amiga Populous (nor the Amiga Killing Game Show) anywhere to run in an emulator -- the copy protection on those must have just been too good.

(In fairness, I did see deprotected KGS's, but they didn't get the clock-rate right -- the game got faster and faster each level, and was unwinnable by level 5 iirc.)

It wasn't just the sound. The controls in the Amiga version were better.
5  M.U.L.E. Community / Website, Ranks & Forum / Re: login and password box close to text on: February 15, 2010, 00:25
Both 3.5 and 3.6 for me are impossible to click in the username/password field.

I have to tab into those fields.
6  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Plural for Wampus? on: February 15, 2010, 00:20
Before you can talk about the plural of Wampus, you need to establish the existence of two or more. Everything discovered so far is that Wampus only are seen singularly; the implication is that there is only one of it in existence -- and it is both immortal and teleportational. Kinda like the Winslow.

Now, if there is only a single Wampus, then the plural is meaningless. It's like asking what the pluras of God is. Everyone knows that "Dios" is already plural. :-)

One fish, two fish.
One God, Two God.
One Wampus, ...
7  Planet Mule 1 / Matchmaking / Re: Co-op Game Feb 2010 on: February 15, 2010, 00:17
Sounds like fun
8  Planet Mule 1 / Computer A.I. / Re: A.I never going into crystite? on: February 14, 2010, 02:23
Why not reserve the AD award for the AI's?
9  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Forum feedback: Correcting an email address on: February 14, 2010, 02:08
I could not find a better forum section for this, sorry.

If you register an account with a wrong email address, you have no ability to correct that email address, forcing you to re-register with a new name.
10  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Sell crystite first on: February 14, 2010, 02:05
I'd like to see the crystite selling happen first, BEFORE smithore.

Simply put: It's too hard to buyout the smithore if you don't get your funds until after-wards. The market manipulator in me wants to manipulate markets.
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