owenblade
Mule Forum Newbie

Posts: 6
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« on: November 05, 2010, 09:17 » |
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I know this is a bit of a general question as depends on how far away from the store the plots are and terrain but thought it would be interesting to compare 'best case' scenario. I'm having problems with the C64 version and emmulator I am using as it is only allowing max. of 2 new MULES per turn - any suggestions as to best emmulator or speed tweaks for my currrent would be much appreciated  Using CCS64 v3.6
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piete
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« Reply #1 on: November 06, 2010, 13:01 » |
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Can't remember right now but it's either of the last two (and I can easily do 6 "refits" on the left side). Your problems don't have anything to do with the emulator, in the original you just could do less. If you choose flapper species in the original you can do more (and try humanoid and you will cry...  )
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Blitzen
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« Reply #2 on: December 10, 2010, 14:27 » |
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In c64 Mule, with standard races and tournament mode, you should be able to deploy:
- 4 NEW food Mules to close plots on the right side of the store, pub unlikely - switch nearly any 4 outfitted plots to crystite, pub unlikely - 3 NEW Mules almost anywhere, pub likely - with just 1 food, late game 8th round or later, put out a single NEW food Mule anywhere on river, bring a traveller the pub ain't happening - you should also be able to let go of at least 7 Mules (1/2 of the store's max supply)... but my memory is fuzzy on this and I think it is higher, certainly not 14 but it might be 10 -- buy a mule, outfit it as food, exit store to the right, press your button, watch mule run away, repeat
Of course mountains beside the store will blow all this to pieces, but for most maps these should be accurate. This is all from memory, having played Mule on a yearly basis for the past 25 years or so on original hardware.
Good luck!
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_______________________________________ Death to all smurfs. Even the pretty one. Grin
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Chuckie Chuck
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« Reply #3 on: December 10, 2010, 17:00 » |
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That seems pretty accurate to how we are running now, although I do think we have just a little bit more time in Planet mule, if I'm changing plots to crystite, and they are very close to the left of the store, I can sometimes get up to 6, if I'm doing it on the far right, I think the limit is about 3. (no pub of course.)
I think on c64, I can do between 2 and 4 depending on where on the map.
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My other computer is a C64.
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Chuckie Chuck
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« Reply #4 on: December 10, 2010, 21:27 » |
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I'm doing a test using Vice64 and my original mule game disk right now, so it's the same executable I played as a kid, not something I downloaded. I'll tell ya how it turns out.
Update, had to pause and save my game state because of busy schedule this afternoon, but immediate conclusion is that for the most part, Blitzen is pretty right on about it. The difficulty in the emulator is keyboard doesn't adequately mimic the commodore/atari joystick responses, so I find myself having to correct a bit more, costing me valuable time (those quarter second mistakes add up to one or two less mules than theory allows, and I can remember with the real thing of doing better.)
More later...
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« Last Edit: December 10, 2010, 23:09 by Chuckie Chuck »
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My other computer is a C64.
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dynadan
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« Reply #5 on: December 11, 2010, 03:28 » |
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As I was reading Blitzen's post i at first thought he was talking about planet mule. I think the time is about right. I think the slight differences come from planet mule being easier to place a mule. I wish you could only change 5 left side plots....possibly easy hack would be for outfitting time to be slightly longer.
Anybody know the max left side stite changes you can do on c64?
I think the max let go limit as of now is between 7-9 mules depending on how fast you can do it.
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Chuckie Chuck
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« Reply #6 on: December 11, 2010, 03:41 » |
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letting go of mules on the 64 is a higher limit than p.m., strictly because the movements inside the store are just slightly faster on the 64, but out on the field, movements are slower on the 64, but very close.
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My other computer is a C64.
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