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Author Topic: Last round inconsistency in valuating commodities  (Read 1531 times)
keybounce2
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« on: February 15, 2010, 06:14 »

In the final round, food is considered useless, while energy is considered valuable.

On round 12, you are shown as having a demand of 0 for food, and zero for energy.
But in calculating the value of the commodities for end-game scoring, food goes down (colony has a need of zero), but energy goes up (colony has actual need).

  INFO [Shop.calcBuySellPrice]                       Current Food price $89
  INFO [Shop.printPriceFactor]                       Food shop: 0, total: 23, needed: 0
  INFO [Shop.printPriceFactor]                       Food is decreased to 25%
  INFO [Shop.printPriceFactor]                       Food buy price $15 sell price $50
...
  INFO [CollectionPhase.goToNextPhase]               (P10) keybounce2 Food: 6 critical: 0 surplus: 6 money: $13821

  INFO [Shop.calcBuySellPrice]                       Current Energy price $37
  INFO [Shop.printPriceFactor]                       Energy shop: 0, total: 26, needed: 42
  INFO [Shop.printPriceFactor]                       Energy is increased to 146%
  INFO [Shop.printPriceFactor]                       Energy buy price $39 sell price $74
...
  INFO [CollectionPhase.goToNextPhase]               (P10) keybounce2 Energy: 11 critical: 0 surplus: 11 money: $13821

http://www.planetmule.com/hi-score-game/game?game_id=18753
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trouba
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« Reply #1 on: February 15, 2010, 06:42 »

Double post:
http://www.planetmule.com/forum?topic=680.0
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Peter
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« Reply #2 on: February 15, 2010, 14:22 »

Yes that's true. In future versions the price of energy will drop on the last round.
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piete
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« Reply #3 on: February 24, 2010, 21:51 »

Just don't make food and energy drop unnecessarily fast, if on round 11 the prices are high and store's empty, they can still remain high even without demand. Just played a casual C64 game, last round food was 114 and energy 76 (EDIT: Don't remember what the prices were on round 11, but certainly not 4 times the last-round prices).
« Last Edit: February 25, 2010, 11:30 by piete » Logged
trouba
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« Reply #4 on: February 25, 2010, 06:13 »

According to Sacred Kroah's Decompilation,

Code:
[NewPrice] = [Current Price] * ( .25 + .75(D/S))

- so for zero demand, the price will fall to 1/4. Fair enough, who would eat Irata grass when the colony ship brings you enough rations for heroes feast? Wink
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Peter
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« Reply #5 on: March 08, 2010, 08:18 »

According to Sacred Kroah's Decompilation,

Code:
[NewPrice] = [Current Price] * ( .25 + .75(D/S))

- so for zero demand, the price will fall to 1/4. Fair enough, who would eat Irata grass when the colony ship brings you enough rations for heroes feast? Wink

Yes it will always drop to 1/4 which is what happens in the original Mule as far as I know.
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piete
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« Reply #6 on: March 08, 2010, 11:10 »

According to Sacred Kroah's Decompilation,

Code:
[NewPrice] = [Current Price] * ( .25 + .75(D/S))

- so for zero demand, the price will fall to 1/4. Fair enough, who would eat Irata grass when the colony ship brings you enough rations for heroes feast? Wink

Yes it will always drop to 1/4 which is what happens in the original Mule as far as I know.

No it doesn't, look at my post 3 posts back. Store's zero supply must slow down the fall in price, because in that game the prices were definitely not 1/4 of round 11.
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trouba
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« Reply #7 on: March 08, 2010, 13:30 »

A good question: When there was a zero demand and zero supply, how the price would change? Would the D/S ratio be 0, 1 or infinite?
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Pescado
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« Reply #8 on: March 08, 2010, 17:26 »

If there is zero supply, that means no one has any food/energy and there is none in the store. I do not think you can reach round 12 under these conditions because the colony would have prematurely failed because of them.
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piete
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« Reply #9 on: March 08, 2010, 17:47 »

Without looking at Kroah's decompilation or the actual disassembled code, I was talking namely about zero STORE supply. And the players had plenty of energy (and at least some food) on round 12 in that C64 game I am talking about.
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Peter
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« Reply #10 on: March 09, 2010, 10:01 »

In my version of Kroah's doc it says this about the demand in the energy price calculation:

Quote
* The quantity required is for each player (and not dependent on the round)
* The total amount required for the next round equal to the sum of the amounts required of each player for this round + 4 (for future operations)

This would mean that the current behavior in Planet Mule is like the original. In round 12 the price of Energy can go up like usual. But then I don't think that the original game showed a zero demand for energy in the last auction?
« Last Edit: March 09, 2010, 10:09 by Peter » Logged

piete
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« Reply #11 on: March 09, 2010, 13:47 »

In my version of Kroah's doc it says this about the demand in the energy price calculation:

Quote
* The quantity required is for each player (and not dependent on the round)
* The total amount required for the next round equal to the sum of the amounts required of each player for this round + 4 (for future operations)

This would mean that the current behavior in Planet Mule is like the original. In round 12 the price of Energy can go up like usual. But then I don't think that the original game showed a zero demand for energy in the last auction?

I have to play a game to be sure, but I think that round 12 doesn't show the demand (surplus/shortage) at all, it just shows the production and then goes directly to the choice of buyer/seller.
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Blitzen
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« Reply #12 on: March 28, 2010, 18:23 »

It shows demand, for food as well. The markets do respond, god I hope they mean "we are going to decompile the original and fix this all properly" when they say "as close as possible to the original" because anything less is a kick in the face to the original game and its creator.

IMHO
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Chuckie Chuck
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« Reply #13 on: March 29, 2010, 14:56 »

Thinking all this through, and come to think of it, the last round on C64 was like any other round, just didn't show the lines as piete stated.  However, if you were below what you would typically need in any other month, it would still put you on buyer side, and if you were over the required amount it would put you as seller.

Last round was pointless to buy or sale, but they still used the same formula for determining price, it doesn't change on last round, and it still does determine need (as if the colony was going to continue on)

The way the new version is set up, it's as if the ship is back to pick everyone up and abandon the planet.
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My other computer is a C64.
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