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Planet M.U.L.E.
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Planet M.U.L.E. 1 Discussion
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stop running up land auction
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Topic: stop running up land auction (Read 1765 times)
anubis34
Mule Forum Newbie
Posts: 8
Re: stop running up land auction
«
Reply #15 on:
September 18, 2010, 00:44 »
ok 1st olny played on the c-64 not atari or nintendo
thing I remember about the game in 1983ish
1--any mining MULE on the river would sink in the mud and be lost
2--when the house had a shortage the price would go up.
3--you had to install Mule on a plot, in a house. if not the mule ran away
this Mule is a beginner game (6 round type)
4--everything spoil over 50 (also food and energy)
5--AI would buy over the store line (not stop at the sell line or half way)
6--AI would also buy out the store if other players had a shortage
7--AI would also not always sell at the store sell line if nothing was in the store.
would make u run up the price and yes the AI may not even sell.
8--AI will buy above the store sell line, if someone bought out the store, and the AI
had a shortage. would go to far sometimes.
9--food on the river was the place to be, almost set u up to have all the food/time
you needed. had the 4 like the vary high tite not the -3 to 3 setup
10--supply and demand--did not work on the total colony making 20 food in round 10
4(player)*5(food)=20. If a player/players had a shortage price would up,
store and player shortage= 235.
i may be wrong but now if 1 player has a shortage but the other 3 make over the
demand for the round. the demand has been made. and the price stays lower.
11--all river plots are high tite (the rules for the high tite did not apply and did not
count as the 4 min plots in the game)
A few updates ago thay had someone rework the AI we play with now, I will say nice try
but you have made the FORST GUMP of AI"S. Don't know if this person ever play the game
or not. (not). i'm not rippin the person who updated the AI, it was a nice 1st
try. but you did miss by that much.
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