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Want more? Advanced embedding details, examples, and help! Publication date Language English. Show More. So here's how to remap the keys and get at the options. Start the game. Press the Scroll Lock key so that you are in partial keyboard emulation mode.

Escape out of the MAME options back to the game. Press Scroll Lock again to go back into full Atari keyboard emulation. Reviewer: Kommie - favorite favorite favorite favorite favorite - August 29, Subject: To start F2 changes the number of players. F3 changes the difficulty F1 starts the game "0" on the num pad does the rest. When the game asks you to press either "option", "select", or "start", I don't know what those buttons correspond to on the keyboard, and I have tried pretty much all of them.

Does anyone know how to do it? Software Library. Your task is colonizing the planet IRATA which is Atari read backwards and in the course of doing so, controlling as much land, producing as much goods and making as much money as you can. The player who turns out to have performed best in these activities after the last round has ended, wins the game and is even declared "First Founder" if the total colony score based on all players' riches is high enough.

The other players may congratulate the winner. Each player plays the role of one of 4 settlers. If there are less than 4 human players, the remaining settlers are controlled by the computer. After a color has been picked purple, blue, green, orange , one of 8 species must be chosen.

The computer will always go for "Mechtron". By this method it is possible to provide beginners a fair chance in a game against experts. K : Bad example: Mining on plain tiles is not very effective. At the beginning of a round, 4 of the 44 tiles of which the map consists, are distributed.

A frame moves from tile to tile called 'plots' in the game. Who pushes the button first, will get the tile. If you did not push at all, you leave the land grant empty-handed and may complain a lot about a malfunctioning joystick or invent other excuses. After the land grant up to 5 at most times only 1 or 2 tiles are sold in an auction to the successful bidder. If the currently offered tile is not sold, the auction is over, no further plots are sold in this round. The most important unit for the settlers are the M.

Already installed MULEs can be moved to other empty tiles or led back into the town for selling or changing the equipment. In this development stage each player plays on their own, while the others must watch but may provide helpful advice, threats or sardonic comments.

First a MULE needs to be bought in the town, then it needs to be equipped for gaining resources on an empty plot of the player. The fast shrinking time bar in the right hurries the players to make decisions - or mistakes which frequently happen while acting under time pressure. If the bar has run down, the player's development is over. MULEs not installed in time run away and nothing happens on the plot which will lead to much approval of the other players.

A player can also finish his turn voluntarily by moving his figure into the "pub" in the town to win some dollars by gambling. The time bar shrinks twice as fast if you do not move your figure. Resources are produced or consumed in the production stage. In the trading stage, any surplus can be sold to other players or the "store" of the town in order to get more money to buy land, MULEs or other resources you need i.

Unlike other players, the store has unlimited money and keeps all goods it buys, just to sell them at exorbitant prices to the players again next round. The price of a resource is determined via supply and demand and availability: Prices for rare goods rise, while prices for other goods move around some standard level. The sum of the players' and the store's supplies determines the price development.

That is why meanwhile events which reduce food production makes the food price explode while energy boosting events can make the energy price crash. Note: The game ends instantly and declares the defeat of all players if neither players nor the store have any food or energy units at the end of a turn. Food is best produced in river tiles, plains are also okay. It is needed to grant maximum playing time during the equipment stage.

At the beginning 3 units are enough for that. Later the required minimum increases. With even bigger shortcomings you are lucky if you have enough time to enter the pub. Half of the food you did not consume in a turn will "spoil". A player without any food can not do anything in the turn, which is a real disadvantage, especially in early game. Energy MULEs are best located in plains tiles looking "empty" , river tiles also work, though.

For every non-energy MULE food, ore, crystite you must produce 1 energy unit. Shortcomings lead to total production outage of a randomly chosen MULE per unit. Like food, energy also "spoils" if neither used nor sold. In the course of the game, energy shortages are more serious than lack of food, because of the negative impact on your production. Worst case scenario is a food shortage due to energy shortage. Smithore is a metal that serves two purposes: first, it is a mediocre good, but a reliable source of income as opposed to Crystite which price is determined by chance , and can be stolen by pirates.

A player can store a maximum 50 units of smithore, all exceeding units are spoiled. Ideal plots for the mining for smithore are tiles with as many mountains as possible. No mining are allowed in the Rivervalley. Crystite only appears in tournament mode.

The problem is that it is not clear at the beginning which tiles are appropriate for producing crystite, so you must either try your luck or go to the assay office to find out. Moreover, crystite stocks are always a potential target for the pirates stealing all the existing crystite units in the game. Also the price range behaves rather wildly as it is calculated randomly and not by supply and demand like the other resources.

Like smithore, crystite cannot be mined on river tiles. Whereas food, energy and smithore have clear tile types for optimum production, crystite productivity can not be seen at the beginning of the game. Finding out about crystite sources requires visiting the assay institute in the town, running to the centre of a plit and then pushing fire button.

The dialogue "Sample ready to return to office" appears. After returning to the assay office, you are informed if the tile has "high", "medium", "low" or "no" crystite resources. It is also possible that a "high" tile is placed directly under the town and is inaccessible as well.

The Cave Wampus is a native life form on Irata. It lives in the canyons of the hills and mountains. As it is afraid of MULEs, it only appears when the player is walking around alone. A dark pixel representing the Wampus appears in irregular intervals on random mountain tiles and stays there only for a couple of seconds, before it appears on another mountain. It makes a sound by which skilled hunters know about its Y-position on the map. If you manage to reach that pixel on time, you catch the Wampus and get a chest with money as ransom.

Human players can catch the Wampus once per round. After all players completed the development stage, the installed MULEs begin producing resources. Each MULE can in theory produce up to 8 units of a resource type. The real production depends on four decisive factors:. Food is best produced on river tiles, energy in plains and smithore in tiles with as many hills as possible.



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