Discuss the massively-multiplayer home defense game.
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What if we could just hang the paintings on the wall, without changing anything in the robbing system? Select one of your painting, then click on a wall you want to hang to. Just for the looks!
Anyone knows if there is a reason why you can't shoot a window with a gun? I just discovered this, and it seems a bit weird. If a brick can break a window, should not a gun be able to do so?
What if you simply *couldn't* live without a family? If you come home and discover that your wife and kids are dead... You're so depressed that you commit suicide. Then the first thing you'd want to protect would be your family. You would even consider putting them in separate rooms to avoid group murders. You would also have the possibility to permadeath your neighbours...
I had this message recently when I left a house while I had lost my internet connection. If you lose connection, you can't prove to the server that you didn't die in that house, so to avoid "disconnection cheating cases", you're killed. Maybe you had a problem with your connection?
I think it would be relatively easy to write a few lines of code and not allow player movement on pit tiles
Oh yeah, while you're at it, you could consider doing the same for drugged pitbulls. This would eliminate 30% of my deaths!
joshwithguitar wrote:You can adjust the speed of playback by changing the "enableSpeedControlKeys" flag in the settings folder to 1. This allows you to use the ^&*() buttons to adjust the speed - ^ is very slow, & is normal speed and ) is as fast as possible.
Doesn't do anything for me.
For me neither, because I have a Mac keyboard. I think these mappings are hardcoded, so the layout may vary (or simply not work) depending on your keyboard. Good luck
I have a simple Solution that i don't feel good about it. something like this: http://castledraft.com/editor/q90ZVO
The cheapest way to go through this is to bash through the middle concrete walls and drug the pitbulls. The cost is 700$ per square on the Y-axis, that's not too bad...
If the purge is 1 step, this layout would work exactly the same
It wouldn't work the same, because as soon as you stand on the welcome mat, power would trigger the Voltage-Triggered Switch at the top (sub-step 1). This VTS would then be powered for all sub-steps, and in turn would stay powered for all following steps.
Actually, removing the 0-th sub-step (or, equivalently, setting the purge counter to 1) would mean that your n-th step from the welcome mat would "resolve" any (n+1) cascade delay VTSs connected to a singularity circuit. Maybe one way to exploit it (if it is possible?) would be with a trap very close to the entrance.
In any case, this 0-th sub-step is like the 0-th index of an array whose valuable information starts at index 1.
What is the most compact 2 bit-clock that repeats and have 2 entrances at top for each signal?
The answer should be in this thread: http://thecastledoctrine.net/forums/vie … php?id=944
What is the best way or most efficient or most compact way for a pitbull hallway.(To protect his family)
I don't think an universal optimal solution exists. Given the space you allocate to protect your family, try different layouts and for each one, think about what is the minimum cost (guns/club/explosive/etc.) a robber would have to spend to get to your family. Look around the forum, many people post their house design after they die, you'll get many ideas...
joshwithguitar wrote:I don't think we've exhausted the interesting possibilities with the current set-up though. I also like traps that kill you as soon as you cut something .
My suggested solution would be:
1. Increase the cycle limit to as high as is reasonable. Make sure the code for electronics is as optimised as possible.
2. Purge to the (max cycle number)/2.
3. Localise electronics so that
a) electronics topping out won't effect disconnected electronics.
b) If one part of the electronics is unresolved not all other parts of the house need to be checked, hopefully reducing lag.I think these things combined would make utilising time-outs entirely impractical.
Firstly, I love traps that kill you when you cut something, and would hate to see them go. It's the only real way to kill a brute-forcer.
This solution might work; the key, I think, is 3; it prevents crazy circuits from breaking the rest of the house, without arbitrarily destroying all electronic devices created up to this point (excluding wireless stuff and electro-breakers), along with a nice solution to reduce lag.
I do agree on all these points but one, what I don't understand is why we need some magic number for the purge. The only thing I see that needs to be purged is the sub-step 0, which shouldn't be considered. To me it looks like a useless "before electricity starts to flow" state.
iceman wrote:I think that the solution that was mentioned near the beginning, to check electronic loops locally, is the cleanest one. It takes away the main purpose to abuse the electronic system, and it fixes most of the "directly connected to power but unpowered" problem.
What happens with circuit that hit 32 substeps?
There could still be electronic glitches at that point, but at least they would only happen locally, without magically affecting other parts of the house.
And what happens when that circuit is connected to otherwise disconnected section of house by pressing a button? Cannot it still be somehow abused?
I guess if a button makes a link between two components A and B, A and B are connected (and thus behave as a single component) if and only if the button is pressed.
Another possible solution is to find out how many substeps are needed for the worst case scenario on the available house space and test if setting limit to that value is going to be problem for the performance.
This worst case is at least millions, maybe trillions (just put in oscillators with with various prime numbers periods)
arakira wrote:The problem is, there would still be a magic number (this very number N), which is not natural at all.
It's very natural! Gate delay is a real thing!
These are 2 different numbers. The gate delay is the time required for a circuit to settle down. It already has a meaning in TCD: the number of sub-steps required before the circuit settles down. This new magic number N is another input data, which would arbitrarily put a cap on how long we allow the circuit to fluctuate before freezing it.
In fact, pushing this idea to 11 would mean just doing 1 electronics step per robber step. Then even the simplest paradox circuit would flip back and forth as the robber walked around.
While this would mean a bit of waiting around, wouldn't it make things a lot more intuitive? The fact that we needed a mod to show substeps is worrying. Especially because it all is a little arbitrary and based on these magic numbers.
I also love the idea of one robber step (or tool use) = one electronic step. There would not be hidden substeps anymore. It would change a lot electronics design, but would simplify the whole thing, and probably would still allow complex and interesting use of electronics.
The option of holding sub-state-1 as the "fall back" state if anything loops or exceeds the step count would fix the electrobreaker thing BUT also totally break clocks and other more complicated electronics that depend on later looping.
I wouldn't consider sub-step 1 as a fall back state, but the start of loop detection. If a loop is detected or the step count is exceeded, then electronics would settle down to their lowest seen state (as it is implemented right now, if I'm not mistaken). The only difference is, sub-step 0 would never be "visited".
EDIT : I think this would be equivalent to your purge system, with a purge counter set to 1. In other words, why would we want to set it to 8 or 16, wouldn't simply 1 do the job?
redxaxder wrote:If there was no loop detection and everything was simulated for N steps per turn (and took on the final state), then all the electronics would make perfect sense and wireless magic would be impossible.
I just had exactly the same idea. If 1 step would be e.g. 8 substeps and the substeps state would be carried to the next step it would be perfect, but I'm not sure what kind of contraptions would appear after that :-)
The problem is, there would still be a magic number (this very number N), which is not natural at all.
I have a solution: if, at some turn, the electronics get un-resolved after 32 sub-steps (constantly changing, without any loop detection), then the system heats, the house burns, and game over
But the step limit is like a magic number.
The problem with such magic numbers are that they don't look natural in-game, and they are arbitrary. So with this purge system, if we want to understand electronics, we will now have to deal with the 32 step limit counter, PLUS an 8 (or whatever) "purge limit counter", and understand the purge. To me that doesn't look like solving the problem, but increasing the overall complexity of the rules... If it goes on, soon we will have to read the source code to understand how electronics works
Wouldn't it be simple to use the first electronic step (instead of the zero-nd one) as a reference for looping states? Things that are directly plugged to a power source would be powered in any case.
EDIT: By the way, in real life this 0-nd step should never occur, whether someone is in the house or not...
Basically, the Linux package of the game contains the source code, so by definition the linux package has a built-in cheat for everything you want if you are competent enough in programming.
Really fun stuff, and great discovery! Too bad it is game breaking... As some people proposed already, I think dealing with each electronic connected component independently seems to be the way to fix it. Let's enjoy wireless transmission before v33 is released!
Or a cheap version: under 200$ !
For people who want a simple 1-bit clock, this may be more compact:
The pulse generator (top 3 rows) is identical, while the bit counter is a design I found some time ago. I wonder if there exists a way to combine the generator and the counter to make an even more compact clock...
Most probably, each row of grid is "half-powered" by some paradox circuits with reversed periods, for example: http://castledraft.com/editor/w07SjK. Each row of grids is powered one step out of two alternatively so each appears unpowered, while the trapdoors are constantly powered, from north/south grids alternatively.
Well, the idea with the zig-zaging pit is to force them to use more guns per tile - that is 3 guns per 4 tiles instead of 2. Sure you can bring guns and ladders instead but this is still more expensive than 2 guns per 4 tiles. I really don't remember seeing it exactly like the way I did it before, of course there have been many variations on that theme.
Oh yes you right, I forgot about that detail! To set up your fallen cats in the zig-zag scheme, you could consider letting one robber getting for free to your vault, in return he would permanently drive the cats into the pits. Then re-arrange the house. Would you consider that cheating? (I don't)
ventuswings wrote:Why not this?
http://castledraft.com/editor/36UkKoShoot the first dog, step on the dead dog, club the next, go to step 2
2 pistols and 39(if i count right) clubs are enough to kill your wife
Even less than that: you can brick the cat to save a gun.
This seems to have become popular ever since I did it as Mr Price... I've been trying to master the art of space efficient wife defence for a while now and still haven't settled on a perfect design. The problem with this one is that it only really works perfectly if someone has already been successful at robbing you and left a while bunch of dead animals in your pits for you.
As far as I can remember, I've seen this technique very often in most top houses since I started to play this game (november). I've used this http://castledraft.com/editor/MVz1dv also, it is a bit similar to Josh's proposition. Actually it may be a bit more efficient, because you can't force any pitbull to jump into a pit by bricking a cat.