Discuss the massively-multiplayer home defense game.
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I used to do the wired wall thing at certain points. I more often did it with electric floors - break one, break the thing. What I don't get about your design is how one would use the cat to do the dance in this thing. Once you're one step behind it will keep running away uncontrollably, wont it? It would have to be a lot more complex. Once the current prototype falls I'll try doing something like that but it seems very tricky to manage to me. I can only see it working with lots of other elements and I have my doubts about it.
since the cat runs indefinitely, all you need is a few buttons on the players side that have to be pushed at the right time in the right order (heck, one button that provides power on/off (double heck, one button that provides power on/on/off/off in a weird voltage switch fun)) to guide the cat safely across a deadly field of traps and doors and grids and junk, to safely hit the button at the end.
i don't think it is terribly difficult to accomplish, and it doesn't really solve the invisible logic that this change was perhaps aiming at shaving out (animals wandering off and doing who knows what behind a wall)
figured out how to do a new HALLWAY OF TRAPDOORS already. lets see if i can make a quick visual explanation..
http://castlefortify.com/c/2c2e2a3
there, without giving out any kind of proper working idea, something like this will be my next death-fun house
uuuuh.. my house is at $0, too.
nobody robbed me, all tapes are $0 and people either leaving or dying.
wat goon?!
Can I suggest that changes not be saved on reaching an empty vault?
Since family defence has to be based on pitbulls, the current behaviour means that once the vault is accessible, even unsuccessful attempts to reach your family will, if saved, weaken the defences - so it's only a matter of time before they're wholly depleted and your family is butchered.
perhaps robberies that get $0 can not save, to prevent the spam-fun?
Norbert Brewington obviously has no partner (trapdoor on first tile) and earlier they had $25,000 earlier. now they are showing up with $11,000.
did they just spend half their money on a new urn for their partner's ashes?
just for clairty, once an animal has seen you, it begins moving. even if you get to the other end of the map, behind so many layers of walls, it is still following you, right?
it might make chiwawas and cats (which are only really used step on switches) a bit less useful.
there have been quite a few houses where you had to 'surf' on a pile of chuaiauiauiauas to get past a mob of angry pitbulls!
hmm, i made quite a few trips to your 'broken' house to map it out in castlefortify for if you repaired it i could figured it out. think my last trip left 14 poisoned meats in your vault.
the castle doctrine has definitely filled up my notepad with some.. strange etchings. if i had any sticky-notes they'd probably be all over my wall!
i don't think it is that i dislike the chills, the endless bombardment of robberies was definitely a bit crazy. the chills is definitely the best way of tackling that, i think my problem is just adapting from my kamikaze ways. i am getting better at it and the chills are locking me out of the game a lot less now.
i thiiiiiink the introduction of chills and the introduction of 'this dog is a landmine' was just a big culture-shock and i keep playing when i am half-asleep and melting in hot humid heat and that makes me easily agitated with every little thing
it was a fair bit cooler last night and i wasn't sleep-playing and i didn't die very much at all!
*cracks knuckles, picks up guns* yessir
well, i am still not fond of these 'chills' (with such a small player-base.) but if they are here to stay it'd be nice to have some kind of in-game timer, so i don't have to write down 'donald von bakerson, 4:23am' on a notepad just so i know when i can come back and play again
Killing a child causes the wife to run to the child (so if you fail to protect children, the wife will become vulnerable too). Also, any family death causes the house state to save.
i've noticed something else, too.. but i can't remember which way around it was..
i entered a house, found a dead partner and two living children. the children ran. i killed one that lagged behind, and to my surprise, the one that was getting away turned right around and came back to their dead sibling and stood there, much like the partner does when you kill a child.
it struck me as strange because i'd never noticed that behaviour before..
this was a long time ago though, so i can't remember which recordedgame file it would be
bey bey wrote:Make a ten-deep corridor of electric floors leading to the safe and a few death corridors and watch what happens. I wouldn't step on electric floors until all other directions killed me.
What happens is that the person brings ten water bottles. Not quite the reaction I expected.
don't have them turned on 10 wire cutters is a lot more expensive
tonight the loading times have been a bit longer than usual.
is anyone else experiencing this?
could it be the crazy american heat wave burning up the server room?
here are a few of mine from v8 to v9
oh i wondered what this chills stuff was. how long til that expires? i kind of feel locked out of the game
aha! got your new code now
basically what i did this time is what i did last time, but last time i did it in mspaint
i believe they added a bunch more buttons at the top after my vidya
oh ah i missed that. i sent an email via the forum!
yep, it was mine who ran away.
i've been ~trying~ to recreate it where possible, by killing other peoples partner next to the doorstep, with some dead dogs in the original path and children having left first (or being left behind), then revisiting the house to see if the kids are gone or still there. so far they have always come back.
but i vow to keep killing people's partners in an effort to get their children to run away.
closing fraps (with fps overlay) likes to break tcd!
The backpack was never intended to serve as a nest egg.
That's what the spouse is for.
If tools cannot be sold, then a good house that builds up lots of tools (through robber deaths) will not be able to convert them into anything.
maybe i missed something, but i thought in v10 tools were only going to remain in the house if you reached the vault? i don't think too many would build up if that is the case, since each time new tools are left, the old tools are taken.
bit better now~
oh okay $50000000 floods into the game this is dumb again. send me a memo when its gone
the top house with $44,000...
was.. empty..
..but the vault had 90 guns.
edit: i have been robberying a lot and someone has been in my house the whole time. my cash/tools do not go into my vault until i return home, right?
edit 2: yes, good!
i'd totally up for tools you cannot sell~