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(+1)

A couple things:
a) In V 1.11.0 my character isn't slowing down when crossing mountain terrain. It does in the C64 version.
b) Skipping the auction in the last round is okay but sort of a bummer. My friends and I used to like to go to a "cash position" by selling all our goods; just for the fun of running up the cash score. I suppose the faster game is worth it!

Hi. Thanks for the feedback.

Did you know mountains don't slow you down if your planeteer is overlapping a plot's graphics (border and plot type symbol)? Please ensure this isn't the case during your testing.

I was hesitant to skip the last round auctions. I know some other people who do similar on the last round. What allowed me to make this change on good conscious is:

  1. In the survey I ran, a good portion of people emphasized the game went a little long or needed a way to be sped up.
  2. Selling all your goods does not guarantee your money score will be the same as if you hadn't sold; the only good that is consistent in this regard is smithore. For food & energy, you sell at a point loss. And there is a 3/4 chance you are losing some change if you sell your crystite as well. In a really close game, everyone selling everything would tend to lean the win to the players that focused smithore.

There's actually a bug in the C64 version's scoring of food. In this regard, selling all your food in the last round would actually retain points otherwise lost.

(3 edits) (+1)

I tried just outfitting a MULE and running around the unoccupied land and found no slow-down on the mountains. I'm running the latest Mac version. (Update: Tried it without a MULE in tow too and no slow-down on mountains that way either.)

Also, I appreciate the thoughtful response regarding last round auctions. It did strike me that this kind of "departure" from the classic game might be a good fit for your concept of switchable on/off new features.

Dan

(1 edit)

That *is* concerning. Thanks for cluing me into your computer platform. Apple ARM or Intel? The Apple version is built with a different compiler than the Windows & Linux versions--in such cases there is always an edge possibility that the significantly different environments would handle some bad code different than the other.

Unfortunately, I'm doubly boned in regards to reproducing & testing (and thus fixing) this issue myself, as at the moment and for the foreseeable future do not have access to my Intel Mac I use to build the Mac version. And I don't own an Apple ARM Mac to begin with. But I'm not without professional experience investigating this sort of hard to reach issues--it happens and these sort of the issues are the worst! I'll do what I can for the time being. But even if I suspect I found the problem and propose a fix, I won't be able to build a patch without my Mac.

As for making the last round auction skip an option--that is definitely a possibility and I will definitely promote it as such when possible and enough people complain about the current behavior.

Thanks for the feedback, Dan. If ever I get a test build for the mountain slowdown issue you mention, I will likely seek your help in testing / verifying an intermediary build.

Apple ARM. Always happy to help if you need a tester!

Dan