Thank you Xot for your help. I'm on Holiday at Tignes where i practice snowboard
aralbrec wrote:First of all, that was probably the toughest image code verifier in the registration I have ever seen -- I almost didn't pass and was about to claim to be visually impaired
![Smile :-)](./images/smilies/icon_smile.gif)
Because of mass spamming, i was constrained to add this tough captcha. On 20 tries, I missed 3 of them. I think it's a good alternative to spams even if it's no clean the forum and the users. Thank you for you effort
![Smile :)](./images/smilies/icon_smile.gif)
aralbrec wrote:Do you know the probability that a round event (pest attack, pirate, etc) will occur? The document doesn't list that but details how to decide which round event occurs once it's already been determined that a round event will occur.
As stated in the document:
- Code: Select all
A random event always occurs after the production phase (even if visually, the event appears before the production like the Acid Rain Storm, Sunspot Activity and Earthquake).
At the last game round, the event is the return of the colonial ship. Otherwise, a random event is chosen.
A random event
always occurs after the production phase in the Atari version. And the last round event of the game is the colonial ship.
aralbrec wrote:Do you have the text associated with each of the round events available? If a fire in the store occurs, text scrolls across the bottom of the screen
Xot has well explained the Atari version.
aralbrec wrote:Finally, what are the odds you'll get around to completing the AI analysis?
Wow, i think when i'll have time. I'm actually writing a document about Alternate Reality on Atari ST and building some levels for Time Bandit.
I think i'll never finish (or maybe someday) the auction AI, i hate spaghetti code... Concerning all the other AI (land grant, development, assay, ...) it's done in the document.
aralbrec wrote:I should say thank you very much for doing the legwork and writing this document. Finding it has led me to write a new MULE port for another 8-bit computer that never saw a port in the '80s; this project is now well underway but of course there's still some info missing in the document. I really hope you have interest in completing it now that you know of several people making good use of it (besides me there are the new PC ports that you're probably already familiar with).
Glad to hear it!
If you have any questions (beside the auction AI), let me know here.
I've completed 99.9% of the english version of the mule document. I'll finish it really soon for you.
aralbrec wrote:One thing that was bothering me but forgot to ask: in computing the player score (section 12 status summary) it says players should get 35 points per mule. Does this basically mean an extra 35 points per exploitation (where a mule was installed on a plot)? I'm just a bit confused why the list has 500 points for land w/o exploit, 525 for land with food, etc instead of 500, 560, etc.
- the "Land" score is equal to: "500 points + Outfit price" for each land owned
- the "Goods" score is equal to the sum of the values of all the units in the player stock (the value is equal to the current price of the good) AND added by the value of each mule owned (this value is always 35).
Be aware, the current price is equal to:
- the "Buy price" (bottom price) for Smithore and crystite
- the "Buy price + 15$" for Food and Energy (that's why one should never sell at the last round if the price is not higher than 15$ to the buy price)
If you have a game which don't verify this, i'll have a look at it (Atari 800 win savestate only).
aralbrec wrote:In the production phase the 2nd economic bonus (economies of scale) has 1 EPC added if at least 1 exploitation of the same type is adjacent to the plot. Does adjacent mean above, below, left and right or does it also include diagonals? I'm pretty sure it doesn't include diagonals but I want to be sure.
You're right, it does not include diagonals.
Regards