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Author Topic: Global and Personal Events (Kroah 4.4.3, 4.6)  (Read 9387 times)
data2008
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« Reply #15 on: January 04, 2010, 12:13 »

Everything on that plot that was before gets destroyed, so it should be simply an "empty" plot with high crystite.
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Big Head Zach
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« Reply #16 on: January 04, 2010, 17:29 »

Everything on that plot that was before gets destroyed, so it should be simply an "empty" plot with high crystite.

What I think we're asking is whether the plot's terrain BPV values change; if it was a 3-mountain square before, does it remain one after the meteor hits, or (as you stated above) does it become a Plains space (with the proper BPVs; Food 2, Smithore 1, Energy 3)?
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data2008
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« Reply #17 on: January 04, 2010, 18:53 »

It should be a plain with the mentioned BPVs and High Crystite.
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Kroah
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« Reply #18 on: January 11, 2010, 14:10 »

It should be a plain with the mentioned BPVs and High Crystite.
This is debatable.

It depends if you want to keep original rule (that's what i was used to) or to give an other meaning to the meteorite strike.

Personally, i see the strike as a meteorite fall which destroys the installation, but not strong enough to wipe out the whole land. So, only the Crystite deposit should have the BPV updated (and the mule installation removed). But i can understand you want to adjust some rules.
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Intergalactic Mole
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« Reply #19 on: January 14, 2010, 00:53 »

None of this sounds definitive enough. The question is whether or not a 3 mountain plot would still be able to produce +3 smithores after a meteor strike. Yes or no.
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data2008
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« Reply #20 on: January 14, 2010, 10:21 »

Is a mountain plot in the original still displayed with mountains after the meteorite that hit that plot vanished?
If not, I guess it would be more logical it has destroyed the mountains...

Of course you could argue its now even more easy to pick up the smithore from the rubble  Roll Eyes
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ltbeeb
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« Reply #21 on: January 15, 2010, 18:10 »

I think the land should stay the same in case of a smithore war
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Kroah
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« Reply #22 on: January 21, 2010, 07:05 »

Is a mountain plot in the original still displayed with mountains after the meteorite that hit that plot vanished?
I can only contribute information on the Atari 800 version. The pseudo-code of the "Meteorite Strike" is the following (according to 6502 assembly):
Code:
printTitle "METEORITE_STRIKE";
if (level = tournament) {
  printMessage "_METEOR_MAKES_NEW";
  printMessage "_CRYSTITE_DEPOSIT";
}
Plot plot = null;
while (true) {
  plot = GetRandomPlot ();
  if (plot.Type != Store) {
    if (plot.Type != River) {
      if (plot.CrystiteBPV < 3) {
        break;
      }
    }
  }
}
DoAnim_MeteoriteStrike (plot);
plot.CrystiteBPV = 4; // VERY HIGH
plot.RemoveExploitation ();
plot.RemoveProduction (); // because production is computed before round event
plot.Redraw ();
To sum up, steps are:
- choose a random location with the contraints: no store, no rivers, no high or very high crystite
- set the crystite BPV to 4 (very high)
- remove the exploitation and production

Smithore BPV (mountains) aren't affected at all, so mountains are still here and visible after a strike.

But i should have asked this question before: what's your goal?
You want to:
- keep the vanilla Mule behavior
- or adapt it according to the majority feedbacks and feelings?
If a "planet mule" author can answer this, i'll be glad Smiley.
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Intergalactic Mole
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« Reply #23 on: January 21, 2010, 18:20 »

So basically all it does is raise the crystite to very high, kill the existing mule on it and erase any production that happened for that turn.
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Kroah
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« Reply #24 on: January 21, 2010, 19:54 »

So basically all it does is raise the crystite to very high, kill the existing mule on it and erase any production that happened for that turn.
Exactly, and only for a random plot picked among the non-store, non-river, non-high & non-very high crystite.
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Big Head Zach
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« Reply #25 on: January 21, 2010, 21:27 »

When we think of a meteor strike we think of something so devastating it flattens the planet.

What the game is suggesting sounds more like smaller meteorites, not Deep Impact / Armageddon. Something that would pelt the landscape and destroy structures / MULEs, but would leave natural features alone.
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Intergalactic Mole
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« Reply #26 on: January 21, 2010, 21:31 »

Technically speaking  Shocked
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nekobasu
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« Reply #27 on: November 23, 2010, 04:01 »

Some more details on global events in PlanetM.U.L.E. 1.3.4:

Planetary Pests and Radiation can only apply to the #1 player (this may be an off-by-one bug in the code, since I think the intention was for them to affect #1 or #2).

When a quake occurs and the mountain-moving coin toss passes, a mountain may only move if it is owned by no one or the #1 player, and it has a plains beside it. Of the mountains that meet this criteria, the game will prefer one that can move to an unowned plains.

When cutting plot production in half for a quake, round down.

A crater produces like a plains with 4 crystite. A meteor can theoretically strike the same place twice.

It is possible for no event to occur in the following circumstances:
1) Planetary Pests was selected and the leader has no food M.U.L.E.s
2) Radiation was selected and the leader has no M.U.L.E.s (unlikely)
3) Sunspot was selected and no player has a Solar M.U.L.E. (also unlikely)
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nekobasu
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« Reply #28 on: November 23, 2010, 04:17 »

Another interesting fact I hadn't noticed before:

Bad personal events do not happen in the last two rounds.
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Chuckie Chuck
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« Reply #29 on: November 23, 2010, 08:18 »

Never noticed this thread before, but if we are staying true to original M.U.L.E. we should change this formula.

On c64, the meteorite just destroyed the mule.  It did not effect the plots mountains, or change the ability to produce, it only boosted the crystite.  We currently have it wiping out EVERYTHING.
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