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1  M.U.L.E. Community / Announcements / Re: Version 1.2 Main Features Announced on: January 05, 2010, 04:39
To try and see about the store limit and the other original details, I played a few rounds of the C64 version.

A few notes about making this more like the original (in order of importance):
1. The wampus should be much harder to catch (he should move faster and you should not catch him as long after he leaves a mountain, you never used to be able to count on catching him easily nearly every turn)
2. The store should have some ore during the first auction turn (it has 8 in the C64 version).  The ore at the start is important, because then by auction turn 3, even when no ore is allowed to  be sold to the store, the price is only 65 or so, unless MULES are wasted.
3. The movement in the land auctions should be much slower, like half as fast
4. The number of plots auctioned per turn can sometimes be 3
5. The time clock should move just a LITTLE faster during your turn.  In the old version it was very difficult to place 3 MULEs.  Now it is quite possible to place 3 (even outer plots), get the wampus and get to the pub. Maybe 2-3% less time during turns.  Just enough to make it possible to do 3 plots that are relatively easy to get to, but not much else.

Also, the store can hold at least 157 units (the one game I played to the late stages was more crystite heavy, so i didn't see really high ore numbers). As far as a limit is concerned, I think some sort of limit is good, but something higher than 99 for sure.  Ideally, there would be some kind of store spoilage.  Following a first in first out model, any ore that has sat around follow a sort of exponential decay.  Say no spoilage the first turn it sits, 1 for 10 the next, 1 for 4 the next, etc.  But that is more for the "enhanced" MULE.  To help the balance now, I think a 256 limit would be nice.

Obviously some of those things are less important than others, and all are based on C64 version.
2  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Once land auction price is up it doesn't drop even if no one is interested on: December 30, 2009, 05:01

The person who was the last to come down?  What if one of the others got the 'jump' on them, on the way down?

The one with the highest bid, ever during the process?  I suppose that's the least prone to awful.

The person last to come down.  If othe rplayers get the jump on you, you shouldn't have been up there in the first place.  There needs to be some risk in driving the price high.  Also, with this feature implemented, you will see far fewer price increases to unreasonable levels in land auctions.

The second option is also a good solution.  This leaves you with two scenarios.

a. In a tie scenario at any price above the min, the winner is the lower ranked player. 

b. In a tie scenario at the min price, the buyer is the player to bid highest during that land auction. 

One possible exploit, what happens when a player simply has more money than the others.  He could raise the price higher than any others, and then come down and be the defacto purchaser in case of a tie.  This seems unlikely, but it could happen. This could be remedied if the price still only comes down a certain amount below the highest bid and never all teh way to the starting bid.

3  Planet Mule 1 / Old Bugs 1.1.1 / Possible negative event bug on: December 26, 2009, 02:38
Not sure if it is a bug or just really bad luck, but in the same turn (turn 5 of this game: http://www.planetmule.com/hi-score-game/game?game_id=11998)  I got hit with losing a plot and having a crazy mule due to radiation.

Seems like those two shouldn't hit the same player in the same turn.
4  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Once land auction price is up it doesn't drop even if no one is interested on: December 24, 2009, 03:53
This has been discussed int he suggestions threads. 

Forcing people to stay in the auction once they enter (for land only) would solve this.  In event of a tie at the bottom price, the last person to reach the bottom (after backing down from a higher price) would be forced to buy.
5  Planet Mule 1 / Old Bugs 1.1.0 / Re: 2nd game frozen selling on: December 23, 2009, 04:20
Just to help narrow down teh problem.  Here is another gme that had the same symptons.  The auctions wold "freeze" after one unit was traded.  Only if everyone backed off form the selling/buying position would it continue the timer. 

One player (user "skatay") said he only saw players running in place not actually moving up or down. I kicked him (at the beginning of an auction so the AI wouldnt stay in the locked "frozen" transaction), and the game resumed normal operation with AI, and the 3 remaining finished it out jsut fine.

I would be happy to provide as much description of the issue as i can.  I hope you guys can get this worked out, it seems to be plaguing many games.
6  Planet Mule 1 / Old Bugs 1.1.0 / Re: 2nd game frozen selling on: December 22, 2009, 03:30
http://www.planetmule.com/hi-score-game/game?game_id=11436

Same game.  This happened multiple time throughout the game.  It was a great game too Sad

When host kicked the one player who seemed ot be causing the bug, the cpu took over and kept trying to force the glitched sale.  the timer would not move when the glitch occured.  If the glitched prson backed off from teh sale, the timer would start again.  Obviously, since the cpu didnt back off and the timer would never move, the game was ditched.
7  Planet Mule 1 / Old Bugs 1.1.0 / AI Wampus hunting on: December 21, 2009, 20:42
In the later rounds, the AI seems to still catch the wampus (when all mountains are owned), and has even caught it and received no money.  This has only happened to me in training when teh skip development option is enabled.  
8  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Need many speedups - game takes too long on: December 21, 2009, 13:07
Just FYI, in full screen mode there is no chat window distraction.
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