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Author Topic: It's truly different from the real mule  (Read 901 times)
ddebernardy
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« on: January 20, 2010, 04:50 »

Imo, this remake (up to 1.2 anyway) completely changes the dynamics of the real Mule.

In the Atari 800XL Mule:

  • Land Grant at tournament level is much faster. As in, really very much faster. It's not uncommon to miss the plot you want because you click too slow.
  • The AI does a much better job at picking its land. It surveys for Crystite all over the place, reaches for High/Medium Crystite spots, and generally prefers adjacent spots in order to take advantage of economies of scale.
  • The Mountain Wampus is hard to spot on the screen. It's a mere dot, and you really need to pay attention in order to find it. As much as I like the critter's graphic, it's far too big.
  • The Mountain Wampus shows up on any mountain, including those that have an owner.
  • The Mountain Wampus changes mountains. Several times in each turn. This makes him very hard to catch.
  • The Mountain Wampus never, ever shows up on the mountain that you're onto. In particular if you're clicking on it. (This is per manual, btw.)
  • The AI never goes after the Mountain Wampus. Ever, ever. (Also per manual.)
  • The AI loves to produce Smithore and Crystite. The attached map (I'm blue) should make this rather obvious. The only thing that Green is producing is Crystite. The other two switched to mass-producing energy and food, in instead of Smithore and Crystite, because we experienced shortages and they had enough food to switch their mules.
  • Also note that it takes advantage of economies of scale, etc.
  • Clicking when you're on any pixel of your spot of land does NOT settle your mule. You need to click when you're on the little house. This makes losing mules very common when you try to place too fast.
  • Best I remember, I've never seen any spoilage of Smithore in the real thing. And in the attached map, purple completed a turn with 51 Smithore without a hiccup. (I did get Crystite spoilage, however; at 50, just like you've implemented.)

My biggest griefs, though, have to do with auctions. Basically, the players move much slower in the "real" thing, and when they move they don't make the timer slow down as much as in your remake. The way it's currently implemented completely changes the gameplay. Specifically:

  • When you're auctioning a plot of land, you can increase its price by about 2,000 before the timer stops. If you increase it by that much, you're basically stuck with a pricey land -- since the time's out.
  • Likewise, the timer is faster and players are slower, during auctions for resources. Also, players don't have such a dramatic effect when they move up or down: the maximum price increase probably is around 500. (I've never seen an AI go that high, but it seems like the max based on how high they go as compared to the remaining time.)

As to AI behaviors during auctions:

  • AIs do their best to increase the price when they're competing with you for of a plot and it's clear you want it. They'll take it all the way up to 1600+ and let you deal with the pricey plot if thereafter.
  • AIs buy as high as 350 for food when they've a severe shortage, and they'll actually buy Smithore at 45 and Crystite at 60.
« Last Edit: January 20, 2010, 04:57 by ddebernardy » Logged
Big Head Zach
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« Reply #1 on: January 20, 2010, 08:26 »

    Imo, this remake (up to 1.2 anyway) completely changes the dynamics of the real Mule.

    In the Atari 800XL Mule:

    Being the Atari 800XL Mule does not make it any more "real" than the Commodore version. Both versions have their fans and the developers are trying to accommodate both in their remake.

    • Land Grant at tournament level is much faster. As in, really very much faster. It's not uncommon to miss the plot you want because you click too slow.

    This has to do with the way network play is currently implemented, requiring clients to synchronize their games with the host, and account for lag so as to make things "fair and comfortable". There is a discussion on this very topic.

    • The AI does a much better job at picking its land. It surveys for Crystite all over the place, reaches for High/Medium Crystite spots, and generally prefers adjacent spots in order to take advantage of economies of scale.
    • The AI never goes after the Mountain Wampus. Ever, ever. (Also per manual.)
    • The AI loves to produce Smithore and Crystite. The attached map (I'm blue) should make this rather obvious. The only thing that Green is producing is Crystite. The other two switched to mass-producing energy and food, in instead of Smithore and Crystite, because we experienced shortages and they had enough food to switch their mules.
    • Also note that it takes advantage of economies of scale, etc.

    As to AI behaviors during auctions:

    • AIs do their best to increase the price when they're competing with you for of a plot and it's clear you want it. They'll take it all the way up to 1600+ and let you deal with the pricey plot if thereafter.
    • AIs buy as high as 350 for food when they've a severe shortage, and they'll actually buy Smithore at 45 and Crystite at 60.

    Please see the AI forum to discuss issues you have with the current AI. Chances are it's already been reported and is being addressed gradually. Keep in mind that the developers do not have access to the original source code (it was lost by EA / not recovered by the Bunten estate), so all efforts on correcting AI behavior are being done by tediously decompiling machine code and from user input based on experience.

    • The Mountain Wampus is hard to spot on the screen. It's a mere dot, and you really need to pay attention in order to find it. As much as I like the critter's graphic, it's far too big.
    • The Mountain Wampus shows up on any mountain, including those that have an owner.
    • The Mountain Wampus changes mountains. Several times in each turn. This makes him very hard to catch.
    • The Mountain Wampus never, ever shows up on the mountain that you're onto. In particular if you're clicking on it. (This is per manual, btw.)

    • Clicking when you're on any pixel of your spot of land does NOT settle your mule. You need to click when you're on the little house. This makes losing mules very common when you try to place too fast.

    There currently is no "house" to focus on when placing a MULE. While the developers are attempting to achieve original spec as closely as possible, there may be instances where graphics/memory limitations of the original are clearly evident, and will be improved to make gameplay accessible and take advantage of current video technology. If you feel this difference warrants its own discussion, feel free to post a topic on it.

    • Best I remember, I've never seen any spoilage of Smithore in the real thing. And in the attached map, purple completed a turn with 51 Smithore without a hiccup. (I did get Crystite spoilage, however; at 50, just like you've implemented.)

    Both Smithore and Crystite have a 50-unit cap between turns. If you saw someone with more than 50, it is because they produced Smithore/Crystite in the same turn. This is to original spec.

    My biggest griefs, though, have to do with auctions. Basically, the players move much slower in the "real" thing, and when they move they don't make the timer slow down as much as in your remake. The way it's currently implemented completely changes the gameplay. Specifically:

    • When you're auctioning a plot of land, you can increase its price by about 2,000 before the timer stops. If you increase it by that much, you're basically stuck with a pricey land -- since the time's out.
    • Likewise, the timer is faster and players are slower, during auctions for resources. Also, players don't have such a dramatic effect when they move up or down: the maximum price increase probably is around 500. (I've never seen an AI go that high, but it seems like the max based on how high they go as compared to the remaining time.)

    All covered in this topic.

    Please make sure to check the forums before posting a new topic with a list of complaints. Chances are very good that the differences you've discovered are already being discussed. Rest assured that the developers and the fan community at large are both committed to presenting the original game (with modern interface improvements), as well as designing the proper spiritual successor that the Bunten family fully approves of.
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