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Author Topic: Game incorrectly prioritizes energy usage  (Read 734 times)
avogadro23
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« on: January 04, 2010, 08:24 »

First of all, I did look for the data/log.txt file, and could not find it, nor could I find any instructions on where to search.  I am running OSX and did a full user directory search using Easyfind, and couldn't find anything.  Perhaps the sticky instructions should be more specific.

Anyway, I was playing a local training game, where I had a farm, and ~4 smithore factories.  I had been buying energy from the store with my profits.  One turn, I had a deficit, and only had 80% of the required energy.  The game really screwed me over, because it chose to supply the energy to my smithore factories instead of my farm!!! This seems very wrong, making a bad situation worse.  

It seems that priority should be placed on supplying at least one farm.  Maybe what would be best is to make sure the highest producing farm gets 1 unit, and the remaining energy can be equally divided among smithore and crystite (with priority given to the highest-yielding factories).

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machinus
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« Reply #1 on: January 04, 2010, 09:46 »

It's supposed to be random to discourage energy negligence.
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Tei
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« Reply #2 on: January 04, 2010, 12:44 »

I think thats just bad luck.   Mule able for really bad things to happend, and programming intelligent energy use would ban these types of fatalities, and I think fatalities like the one that as hit you add to the game. 
Food is already too cheap and easy to get. You just need one plot or screw other player/bot, what you suggest will make more easy what is already too easy.
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Intergalactic Mole
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« Reply #3 on: January 04, 2010, 15:58 »

When you know you don't have enough energy to produce, for example if you are short 2 energy, you should switch out 2 of your non-energy plots for energy on the next round. That way you won't be short before production begins.
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