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#376 Re: Main Forum » I know it's been said but I can't help my addiction » 2014-02-19 16:11:36

i've thought about a way to check/modify my house from mobile devices, ever since one of my houses survived the first night for the first time big_smile

thumb up^^

#377 Re: Main Forum » no backpack dich? » 2014-02-19 15:37:36

jasonrohrer wrote:

You're so scared as you leave the house that you drop your backpack in the street, where it is scavenged by vagrants.

ty, now it's clear big_smile

#378 Re: Main Forum » The best house with $2k » 2014-02-19 12:31:54

redxaxder wrote:

I'm retiring this house. Have a look.

http://castledraft.com/editor/qPVRLJ

how do you get bounties from scouts?

i'm having lots of trouble with committing scouts after a fresh start, with that design i guess they'll just go up than out after being chased by the dog.

2k houses should be about committing scouts, no one will take 2k tools to break into a 600$ house, and not so many scouts will take a step on a power grid or get past an electric door.

i'm not bitchin' about your house, just struggling to find new ways to commit scouts, they're getting smarter everyday...

#379 Main Forum » no backpack dich? » 2014-02-18 23:04:10

mala
Replies: 7

hi everyone, a guy just entered my house with 1 drugged meat, he made 15 step and he went away.

Isn't he supposed to leave everything behind? my vault is empty and my money's untouched.

#380 Re: Main Forum » My house (215 deaths / $117 000) John David Appleton » 2014-02-16 22:05:05

that's something we should always do, when a top house, or a very wealthy one gets robbed to 0, it would help the community so much and keep the challenge always on.

Very great work with the wires btw and great combination with the wired wood wall.

I'm still finishing my house (i was close but i died during a test big_smile) but i think i will do something similar when it gets to an end.

#381 Re: Main Forum » The best house with $2k » 2014-02-16 11:13:20

not a good solution for 2k houses but i've solved the brick problem that way

http://castledraft.com/editor/xwZlUd

once the chihuahuas take the first step to the right, they won't even come back due to the dead cats

and if you managed to brick the chihuahua there are permacircuits that now require brutforce to be solved.

#382 Re: Main Forum » Clocks! » 2014-02-15 17:24:55

jere wrote:

mala, that light is the output. connect something to the wires up there.

damn i feel so stupid....

but than why the red light isn't flashing in the first scheme?

http://castledraft.com/editor/dPCXFv

#383 Re: Main Forum » Clocks! » 2014-02-15 17:00:44

colorfusion wrote:

The wiring is wrong, it's connected to the upper wires when it should be connected to the voltage switch. Look at some of the other castledraft posts for examples.

ok, now i think i've made the right connection

http://castledraft.com/editor/JB8u76

but i still getting no result from the first design, never saw a single tick in the counter.

the second one is ticking, red light goes on/off each step, but the output is always off. i've noticed the the "inverted voltage trigger" in the lower right is the only one that never change it's state (everything else but that and output does) is that normal?

#384 Re: Main Forum » Clocks! » 2014-02-15 12:30:42

colorfusion wrote:
mala wrote:

i've connected it to an electric floor and nothing happen, same thing with pit, nothing ever change it's state

That's exactly what a pulser should be doing. You need to connect it to some counters if you want to make a clock.

i did it as shown in the op (but maybe the wiring is wrong)

the third signal generator in my example is linked to a counter that it's linked to an electric floor, but it never powers on sad

#385 Re: Main Forum » Clocks! » 2014-02-15 11:50:42

i've connected it to an electric floor and nothing happen, same thing with pit, nothing ever change it's state

#386 Re: Main Forum » Clocks! » 2014-02-15 10:44:16

maybe i'm missing something, i've built multiple version of the signal generator but i can't get any of them to work.

http://castledraft.com/editor/KUy0gd

shouldn't i see a pulse while moving around?

i've linked it to a counter but i had the same result. am i doing something wrong? obviously yes but i don't understand what big_smile

#387 Re: Main Forum » failsafe help request » 2014-02-15 10:14:05

joshwithguitar wrote:

There are some very simple and some much more complicated ways of doing what you are trying to achieve.

The most basic way is to have the wired walls powered and have the circuitry beyond them require that power - for instance you could have a bit lock later on that will supply power to a hall of pit traps with the right combination, but only if the power supply has not been cut - http://castledraft.com/editor/VMsSMm. It is also very simple to have it so that alternating power from a clock bit is passing through the wired walls and that once you cut them the only way past a hall of pit + electric floors is to brute force through.

Now, using paradox's to send signals is something you'll only really want to do if for some reason you want the circuitry to remain unpowered. An example of this might be if you want cutting some unpowered electric floors to trigger the fail-safe. I did this in Mr Prices house - cutting the electric floors at the start would instantly open the cat door letting the cat through.  You can do this in lots of ways, one is to have it so the paradox provides half of the power required while a second out of phase paradox provides the other half. Here is an example:
http://castledraft.com/editor/7gbGFB

In this example there are two paradox generators - one in the top left that also acts as a trap, cutting the wire in front of you while standing on it will get you killed. The second is in the bottom right and is attached to a delay. The two paradox signals combined cause the trapdoors to be consistently powered but if you were to cut the electric wire half the signal would be cut and the trapdoors will open. Check out the Advanced Electronics section of the wiki for an explanation on how the components work.

Another option is to have one paradox circuit block a second delayed one - http://castledraft.com/editor/ydlfsO.
If the wire is cut the second will no longer be blocked and will now power a bit-storage unit that will close the electric doors in front of the vault.

I hope this helps, let me know if there is something more specific that you are after.


ty very much, still a bit confused about connecting traps to the clock, but you've been really helpful... again big_smile

#388 Re: Main Forum » failsafe help request » 2014-02-14 22:33:10

joshwithguitar wrote:

What do you mean by "failsafe circuit"? If you let me know what you are attempting I should be able to help.

i'm trying to divide my house into compartments, each sector will be separate from the next one with 3 layer of wall (concrete - wired wall - concrete),
that way if you skip trough by breaking the walls, you break the internal circuit and everything stops working.

How the hell do i make it work? big_smile i would need a couple of visual example, like those you made for clocks.
btw the work you and your brother did with the clocks is amazing, thanks to you i'm slowly building my own (and slowly trying to figure out how to properly set up traps with it big_smile)

ty

#389 Main Forum » failsafe help request » 2014-02-14 21:28:59

mala
Replies: 20

Hi guys, can someone help me with understanding how to build a failsafe circuit?

i'm not getting how to use the paradox circuit, and how to properly connect stuff to it.
Right now there are very few tutorials about this game and i'm still fighting over some logic gates big_smile

This one... really too hard to understand by myself.

Thank you very much

#390 Main Forum » double chihuahuas chessgame » 2014-02-14 07:30:31

mala
Replies: 2

Hi everybody,

I was trying to work on a chessboard house concept that i want to share with you.

It's based on having 2 chihuahuas moving in different direction (vertical/horizontal) and activating a series of logic gates.

Here's my first scheme, they're all "and gates" right now to make it simple.

http://castledraft.com/editor/QmlwSP

Unfortunately there are tons of problems i can see in this design (but we can fix them big_smile)

1st: Spacing. it requires a great amount of space to be set up to avoid wired wall to share the same signal.

2nd: Pressure plates. Since pressure plates do not have a return mechanism (they're locked in the new state till something switch them again)   you can simply walk to the opposite end of the room and eventually everything will be powered up by the dogs.

3rd: As a consequence of the 2nd problem i can't figure out how to avoid powering up some areas (i don't think a maze would work here).

I don't know if that's a stupid idea or not, i hope to get some ideas and maybe get to something good.

Hope you like the concept

#391 Main Forum » Jeffrey Alan Williams vs Charles Edward Knight » 2014-02-13 21:07:41

mala
Replies: 5

first one has a score of 3307/1293 (break attempt/died trying) while charles has got 3174/1281

impressive numbers given the fact that 95% of the players has a 2 numbers score.

obviously they're managing incomes to fortify the house while keeping the value low (never saw them above 10k) but so far they're doing a great job in keeping their aliases alive.

wondering which one will get the title of "unbreakable house", low value, but a great bloodtrail behind the shoulders. It could be a good challenge for some wealthy player willing to test his skill big_smile

#392 Re: Main Forum » low level house management » 2014-02-12 18:02:00

setz wrote:

You CAN move the pitbull without repaying. Just make sure you have the pitbull selected in the tools first then click on the pitbull and move it. It is free.

that's great news big_smile

at least i don't have to put it out of its misery just because it doesn't want to move big_smile

#393 Re: Main Forum » low level house management » 2014-02-12 11:57:15

simple example:

fresh start, i set up a nice house with just a couple of traps.

Than by watching videotapes, i realize the first one is a bit too obvious.

i can solve the problem by moving the contraption one tile to the right, but since i also have to move the only bulldog i can afford, i need to commit suicide and rebuild everything just because i cannot tell my dog to move 1 step aside, nor i can afford to suppress it and buy another one.

it feels kinda stupid

#394 Main Forum » low level house management » 2014-02-12 09:40:19

mala
Replies: 12

Hi, i'd like to address the issue of the "house objects refund"

right now whenever you validate an house it will lock its scheme till next validation.

now when you want to rearrange something after the validation, you need to delete the object and buy a new one even if you just have to move it by one tile. At higher level it's a drop in the bucket, but when you barely can afford a doorpit you definitively cannot afford to move it since you will lose the money and the pit.

How about a partial refund to rearrange objects inside the house?

a sort of fee due to the work you have to do to dismantle and relocate.

let me know what you think

#395 Re: Main Forum » family and free path » 2014-02-10 16:46:46

well but it's kinda weird... you should protect your family, not try to get rid of them asap.

I repeat, i haven't played the game too much, but this free path mechanic looks like is missing something.

and if no top house has a family, i really see a problem in that

#396 Re: Main Forum » family and free path » 2014-02-10 16:34:35

Sybernetik wrote:

In my view a wife is useless. I hear people say she can protect half your money in case your vault gets robbed, but it's more likely you'll loose half your cash when she gets killed. The room she takes up is much better spent on protecting your vault. When I start a new house I put the wife and kids by the front door and babysit the house until someone kills them.

and how the hell do you go on with 1k$ after your family is dead?

#397 Re: Main Forum » family and free path » 2014-02-10 16:28:39

joshwithguitar wrote:

There does seem to be a limit to this though, keeping a wife at the top of the list is pretty much impossible as someone will eventually come through with 40 guns and take her out.


That's the point, free path means no contraptions, thus easy breakthrough

#398 Main Forum » family and free path » 2014-02-10 16:06:23

mala
Replies: 14

Hi everyone,

i've spent the last two days building, robbing, dying and so on and i'm getting accustomed to the various game mechanics,

there's still lots of thing unclear but one is really confusing.

every time i build something, fist thing people will try to figure out is the "Family free path" that i'm forced to create due to the family mechanic.

Still i'm finding way too many houses with commitment gates right in front of you

http://imgur.com/g47T3Zk

i've got killed by some sort of clock i guess, but there was no way to look around since there was no free path at all.

Is having a family a drawback on the ability to protect your house?

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