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1  Planet Mule 1 / Bugs 1.3.x / Re: Crash on starting the game on: June 21, 2011, 20:34
Thanks for answer.

I updated the video driver to latest version, and it solved the issue.

Best Regards
2  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Potential bug on food valuation for last turn on: June 21, 2011, 20:03
Quote
"We may get back to perfecting Planet MULE someday, but we are focused on other projects (I.E. MULE 2) and other newer productions for now."

Thanks for the explanation. This is crystal clear unfortunately, as could be feared.

A pity that developing mule2 implies dropping support for platemule, since this bug is as simple as it can be to be corrected, and its impact on gameplay is really sensible, deeply affecting all end strategies.

Not all bugs are created equal, so a new release should not target at solving them all. While some bugs might be time-consuming to solve, on top of having no effect on gameplay, this one is really not in this category.

3  Planet Mule 1 / Bugs 1.3.x / Crash on starting the game on: June 19, 2011, 22:22
This is as simple as the title says.

I can start the "login" screen, press "play local", then "new game"
and this is a crash.
Reproduced, each and every time.

You'll find in attached file the error log files.

This sentence has attracted my attention :

# The crash happened outside the Java Virtual Machine in native code.

Regards
4  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Potential bug on food valuation for last turn on: June 19, 2011, 22:13
As a quick complement :
i've just checked the original (C64) version of M.U.L.E

and the food price does not plummet on the last round !

It's correctly valuated, as usual (5 per player) resulting in hefty prices if too many players stop producing food on last round.
5  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Potential bug on food valuation for last turn on: June 18, 2011, 16:31
I was looking the log file of my (so far) only game on Internet, and witnessed something that looked strange to me regarding food and energy valuation on last turn.

As is explained elsewhere, the formula to calculate the new price is something like this :
new price = old price x (0.25 + 0.75 * (D/S))

Consequently, the worst that can happen is for the price to be divided by 4, which does happen when D(Demand) = 0.

This is just what happened on my game, and i guess for all games at large :

  INFO [Shop.calcBuySellPrice]                       Current Food price $154
  INFO [Shop.printPriceFactor]                       Food shop: 2, total: 14, needed: 0
  INFO [Shop.printPriceFactor]                       Food is decreased to 25%
  INFO [Shop.printPriceFactor]                       Food buy price $24 sell price $59

That point towards a massive devaluation of food price on last turn, since needed=0.

Ok, so let's say, there is no turn 13, so it is normal. ok. But now, what about Energy :

  INFO [Shop.calcBuySellPrice]                       Current Energy price $120
  INFO [Shop.printPriceFactor]                       Energy shop: 0, total: 78, needed: 36
  INFO [Shop.printPriceFactor]                       Energy is decreased to 60%
  INFO [Shop.printPriceFactor]                       Energy buy price $57 sell price $92

Hey, for energy, needed is not 0 ! It is the normal rule, one per producing land.
So Energy price do not plummet on last turn.

I was wondering : hey, why such a difference ?
It would feel more logical if the rule would be the same.
So maybe there is a bug for food ?
The normal is supposed to be needed=5 per player, for a total of 20.


Regards
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