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#376 Re: Main Forum » Puzzle Castle » 2014-04-02 00:56:42

I've just looked through your videos, Nakula.  I understand why you had to take it!  You did well, and a quick addition of your tools used on all trips comes to 11,900.  Assuming they were from failed attempts on your house, this could drop to 5,950, meaning you would have made a small profit from robbing my house.  Your solution at the end to reach the safe that way (with only 1 of that expensive tool) was clever and one I hadn't considered!  I'll have to change that when I earn a little cash again.  For now, I'll put the safe inside the cube until I can rebuild funds to reset the main part.

The fact that you can't connect the two together is good for me smile
All I will say is that for a no-tool heist, solving the square is vital to reaching the vault.

#377 Re: Main Forum » Puzzle Castle » 2014-04-01 19:15:31

So it seems I'm James Roger Varga (thanks tigerbalm immunity - nice username!)

The first part, the large square in the middle, is still commit free and will stay that way. The second part is more dangerous and best not attempted without solving the first part first.

#378 Re: Main Forum » Puzzle Castle » 2014-04-01 02:45:48

So I've gone through a few iterations since I last posted. I don't know my name, but I'm currently at 3k, 1:1.

There's a square surrounded by a nasty looking electric fence.

To solve the whole puzzle, first you need to solve the square (no one has managed it yet, despite one player even getting a look inside).

If you solve it, you can then leave satisfied, or if you wish, venture further at your own peril (commit gates a-plenty).

#379 Re: Main Forum » Puzzle Castle » 2014-03-26 07:28:00

@Osmium_Planet thanks! I prefer thinking houses to guessing houses.

#380 Re: Main Forum » Heart Stopping Moments » 2014-03-26 07:02:03

My first was adding a commit gate to a trap where you needed the dog following you to survive. My heart skipped a beat upon realisation that I'd just given myself two choices: death by suicide or death by chihuahua.  I chose the chihuahua.  Second, was moving the position of a dog by 1 square on a trap I'd used for a long time. The effect was that when the dog followed me, instead of 4 places behind, it was 5 places behind.  The later dog trap couldn't work and again I was left with the choice of suicide or being doggy dinner.  I fed Fido.
My third and latest heart-stop moment was when I added new pits to my $58k house (castledraft price).  Wanting to know which way a chihuahua would move, I walked into the pit. I spent the next 5 mins staring at the screen in disbelief!

It would be nice to add decor to houses. First, build an amazing place, second, use your *ahem* hard earned cash to show off your wealth.

#381 Re: Main Forum » Puzzle Castle » 2014-03-26 06:44:47

I've evolved the plan again. Now, it's a little more dangerous outside, but still no commit gates anywhere.  Also, cutting anywhere will lock the door permanently.

$540, 0:0

#382 Re: Main Forum » Puzzle Castle » 2014-03-26 05:57:36

David Michael Scott! Congratulations! It took you 765 moves, but you got it! You nearly didn't... there's a certain step you need to make once. You did it once (around 500 steps in) then nearly did it again, which would have kept the door closed!  You didn't solve it the way I intended though, so I will make a slight amendment.  One switch in the right place ought to do it...

The chihuahua... he took a little nap.

#383 Re: Main Forum » Puzzle Castle » 2014-03-25 18:59:25

Value down to 100 after some added power cables (1 brick will solve it, but that will soon change)

#384 Re: Main Forum » Puzzle Castle » 2014-03-25 18:48:16

I've completely redesigned the house. It's a circle now.

New name: ???

Currently priced at 358 0:0

#385 Re: Main Forum » Puzzle Castle » 2014-03-25 17:03:29

Funny, I've never had a problem with dropbox or .tga files.  What imaging software are you using?

Here's a .png version.

https://dl.dropboxusercontent.com/u/234 … p00027.png

#386 Re: Main Forum » Puzzle Castle » 2014-03-25 16:46:32

And as I typed that, some 2k idiot came in, scouted it, then returned with a ladder and a brick to make the house broken.  Decisions decisions... rebuild or restart...

#387 Re: Main Forum » Puzzle Castle » 2014-03-25 16:42:30

Down to zero as someone inadvertently pointed out another flaw with the design. Hard to exploit (luck on their part) but I'll have to change it, nonetheless.

My second house was this one:
https://dl.dropboxusercontent.com/u/234 … p00027.tga

There were no commits until you cross the bridge to the second island, but most people didn't get that far.

Can you solve it?  I lost it due to a new part I was adding near the entrance. I'd changed the pitbulls to chihuahuas but put in real pits to test out some doggy death mechanics and I walked into a pit *sigh*

#388 Re: Main Forum » Puzzle Castle » 2014-03-25 07:40:49

Haha! So it did! I didn't notice that the first time I watched. The catch has been reinforced now, so luck won't open it any more.  Until I have more finances, the mechanism will remain kind of simple.

#389 Re: Main Forum » Puzzle Castle » 2014-03-25 07:33:45

Haha, don't you just love little serendipities like that!

#390 Re: Main Forum » Puzzle Castle » 2014-03-25 07:25:29

Aren't we all... but in a gentlemanly fashion, of course.

The puzzle is fixed with a couple of deterrents to prevent poor's simple circuit solution (with impeccable precision and foresight).

#391 Re: Main Forum » Puzzle Castle » 2014-03-25 07:16:07

Mr Ames! You solved it, but I have no idea how... You didn't use the correct method and showed me a flaw with the design (to be corrected when I can get back into the house).

However, how did you know that one and a half full circuits of the house would open the door?  After going around, you waited (jiggled up and down) until the door opened.

Regardless, the insides are about to get a makeover (thanks to the 700 I just scored from another house)

#392 Re: Main Forum » Puzzle Castle » 2014-03-25 07:03:09

MMaster, I've fixed it.  To prevent 2k brute forcing, it would need a lot of pits around it.  Time and patience...

Gyuri, I thought so - I didn't figure you for a wife killer.

#393 Re: Main Forum » Puzzle Castle » 2014-03-25 06:50:57

Hmm... I need to be clear. Did you commit suicide?

Two people broke in. One walked into an electric floor after a look around inside, the other found the vault and killed themselves (just now).

Edit: I'm guessing you were the first. The second killed my wife.

#394 Re: Main Forum » Puzzle Castle » 2014-03-25 06:48:30

Haha, the temptation to break the walls is a hard one to resist!

I thought you were the person after, who had a good go at it (1000+ steps)

#395 Re: Main Forum » Puzzle Castle » 2014-03-25 06:40:29

Thanks. 3 foolish deaths and I've already enough to strengthen some walls! Same mechanics inside though, just harder to brute force (well, 2 saws now!).

I've made it safer overall: no walking fast into the pits now.

#396 Re: Main Forum » Puzzle Castle » 2014-03-25 06:17:18

Current value 390 1:1. The first person to enter died in a pit (his choice - careless button pressing).

The three pits are merely brick deterrents.

#397 Main Forum » Puzzle Castle » 2014-03-25 06:14:59

AMWhy
Replies: 46

After losing my second large house, I've decided to take a different route and I've made a puzzle maze. It can be cracked for just one saw, but can you solve it blind without tools?

Totally commit free!

My name is Charles Kendrick Jones.

#398 Re: Main Forum » A General List of General ideas » 2014-03-06 01:40:17

Passing a turn would change the whole dynamic of the game. At present, perfect dog placement means the difference between a bat and a gun. Passing a turn would make house defence a lot harder!

#399 Re: Main Forum » Neighborhood view » 2014-03-06 01:34:07

Initially, every house would look the same (top down view, small yard, fence) but as new additions are brought to the game, you could have the option to modify your house (cosmetic changes for a cost to show wealth).  Also, if (and it's a big if) floors, or an expanded house are added to the game, this would be shown with a different house in the street-view.
The idea of dim light to show houses being robbed and no lights to show 'robbable' houses is excellent!

How would new houses (new players) be added to the neighbourhood? What about players who die and restart? would they always start from a new plot on the edge of town? What would happen to old houses/plots?

I guess the answer would be to have a fourth house image of an empty plot (a run-down house, maybe) and every time a new player is added or a player restarts, they are randomly given a new plot.

So, to recap:
When you enter the street view you see your house (no name) and surrounding houses (perhaps 9 or 16 on screen at a time).  All houses look the same.  Each house is in one of four states:
Owner away (black windows)
Owner home (lights on)
House being burgled (dim lights on)
House vacant (police tape)

You could only enter (attempt to rob) houses with black windows.  Hovering the mouse over a house would give details of robberies/kills.
The screen would refresh/update if you went off screen then returned (the equivalent of page down/page up in the present 'which house should I rob' view).

You would have to physically walk from house to house along a street. Meeting a policeman during night (or a dog owner during the day?) would prove fatal due to a night curfew (or overly aggressive dog).

#400 Re: Main Forum » A General List of General ideas » 2014-03-06 01:20:06

There are some good ideas here, although a curfew based on real time would be a nightmare for some players (I live in South Korea - I don't want to see a curfew every time I log in!). Better would be to have the day-night cycle on a 2 hour basis (every other hour is night-time: reduced visibility when walking the streets and danger from police patrols/other players with a specific tool). During daytime, you would be able to walk around freely, but breaking in to houses would be noticed by neighbours, so the response time from police would be shorter.

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