Discuss the massively-multiplayer home defense game.
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I'm pretty sure the unfair advantage with wire sprites is if you make powered look different to unpowered. This way you can know if power is running through something or not. I'm pretty sure I saw a video of largestherb using a mod to do this recently so I'm not sure how effective the mechanism stopping it is. It would seem to be better if you could somehow have it that powered wires always use the same sprite as unpowered ones - though I guess this might not fit in with how the engine is structured.
I think the distinction between "hot" wire and "cold" wire is historical, and was useful when there was the voltage detector, so that the voltage detector would display correctly (according to the transitions.txt file). Otherwise, I see no difference in properties between hot and cold wires. Same for the wall_wood_wired.
Actually I see a little flaw in security here... The wall_wood_wired sprites are not signed
Welcome MMaster! You can have a look at this interesting thread about the numbers of different tools you could practically force the robber to use here: http://thecastledoctrine.net/forums/vie … php?id=576
Ok my house fell, but unfortunately I couldn't upload some of the .gifs to imgur because they are too large.
Ah! I recognize it, I died to it yesterday. I was about in the middle, on the grid path next to the void of pits. Nice house! What is funny with this kind of clock house, is that even if I keep track of the tempo, after a few minutes of counting and looking at the flashing lights, I somehow get hypnotized and hit the wrong key
This will not help you get the tape, but for your next self-test, replace the trapdoors with non conducting lights (the green ones). Much less deadly...
Maybe it has to do with pasted portions being on a "floating layer"?
Probably... I'm not good at gimp anyway. At least I know how to proceed now. Mabe I'll work on a mod someday!
This is the dummbest idea ever...
This is the dumbest post ever...
Read carefully the proposition, it doesn't affect starting players.
About the rich vs. poor ideas... Don't be upset because you are poor, there are millions of different houses you can build, and many of them will stand more than 3h if you take the time to learn the game and make progress. Each time you buy a new videogame, do you expect to master it after a few hours of play? That would spoil the fun
Also, you would most probably have been robbed by the first guy because he had the tools and did the correct scouting. So, being robbed by one or the other doesn't change much in the end... Your house had just gotten ripe
What are you using to edit them? I used gimp, and by default it compresses the images. That's what was causing the blueprint images to appear when I was working on the mod. As for the blue squares, I believe that the TGA files use the color of one of the corners as the "invisible" color. If that corner gets changed, even slightly, then the background won't be invisible anymore - hence, giant blue squares. One good way that I found to test that is to use the bucket tool (with the "color variance" (in Gimp's case, "Threshold") set to 0). Fill in the background with something like black, and the slightly different shades become VERY obvious. Fill those in with black as well, and then color everything back to blue (or whatever you want the background color to be).
OK, I think I'm getting it. It is not the corner of the image that defines the transparency, but the corner of each sprite (actually the bottom left corner). That makes it a bit difficult at first to locate the corners of the sprite... Plus, there may be several of these "corners" in each image.
(I use gimp too, and disable the compress option when exporting to tga)
[EDIT] The problem I have with lost transparency/big blue square happens when I do the following in gimp: select a rectangular area, copy (Ctrl-C) and paste (Ctrl-V) somewhere else in the image. If I export *right then*, the exported tga file looks fine, but if I launch the game all the sprites contained in the modified image are screwed-up. I come back to gimp, click on a random place to reset the rectangular area, then I export, everything is fine in-game (and the tga file looks exactly the same). I wonder why having an active selection in gimp messes up with the export process...
I tried to modify some sprites of the houseObjects... I tried to change a few pixels, or copy/paste a small area of the image (I do not resize, and I export as TGA). Sometimes it works well, but quite often it messes up the whole sprite: in-game, I have no transparency anymore and get a big blue square around he sprite, or the image of the object is replaced by a blueprint sprite. Any guideline for someone who wants to play a bit with these sprites? Thanks again!
joshwithguitar wrote:Knight or Williams?
Nope, Connel. I could go again and pick up 5k easily, but I'm paranoid you might visit me again. You go to bed sometimes, or to work? It's not healthy to stay a long time in front of the computer
Wow. Hard to believe. I've been away from the game for more than one day since my last death. I log in and find that Mr Connel's house is still here, now on the top page, and still broken right up to the vault. The easiest 68k I've ever grabbed...
I think all these advantages are part of Jason's devilish plan to have everyone buy the game twice
A starter tip I wish I had known beforehand: don't start playing this game. It is much too addictive.
You could also use it to optimize chain robbing. Leave the house with half of the tools while the alt comes in to occupy your empty house. Pick up a house. If your robbery fails but you can safely exit, come back home and pick up the rest of the tools to finish the job (by now you should have a sufficient knowledge about the target house to know which tools to take). Second case, if your robbery fails and you die, let your alt grab the main vault, and use the remaining tools to finish the robbery
You wouldn't even have to waste money to build a house to protect the leftover cash & tools... A chain-robber dream!
Yeah, I knew I should've mentioned that in my original post.
Thanks a lot Iceman, that explains everything concerning the visual weirdnesses.
Why did you leave the alive family members colourful? For aesthetic purposes?
I have another question: how did you generate the new propertiesSignature (for example in the houseObjects/wife/1 folder)? I imagine every state of every objects needs a specific key to encrypt the signature, and the server tests that signature to detect if you are trying to cheat with properties. Either you work on programming the game, or you submitted the new folder to Jason so that he delivered you the associated signature? Thanks!
As for the dead wife in the new life - I have NO idea what happened there. I don't think there's any way that my mod could've caused that. If you haven't launched the game since then, could you open the "log" file in the CastleDoctrine folder and let me know if there's any errors there?
This probably has nothing to do with the mod, unless that new wife/1 folder you created screwed up something... (the difference now is that the game detects and reads into that folder). I found nothing suspicious in the log file, but I probably relaunched the game before checking it. Anyway I located the bug in the recordedGame file, and I'll e-mail it to Jason.
You are all wrong. JWG is Jason Rohrer, that's why he can tweak the game to submit a house without any vault inside, so that nobody can steal him.
These aren't in contradiction. Mr. Price was able to become so rich through bruteforcing and wipe out his competition through bruteforcing. And now that he has 20 times more money than anyone else, yea of course bruteforcing isn't a tactic to deal with him.
Price/josh is out to prove me wrong for saying this:
I'm just wondering if it's even possible with excellent play to stay at the top for more than a week. Unless that top house systematically wipes out all competition, it doesn't seem likely.
Except... that's exactly what he did. He took out the competition.
Allright, I better understand the context. Still, I think that even using bruteforcing, this challenge is very difficult to achieve. Also, it must require a big amount of time. Just being curious, Josh, how many hours a day do you spend on the game during the this challenge?
Well, this time I'm pretty sure I just witnessed a bug, or maybe a way to exploit the game in some way. I was in building mode in an empty house, but away from the game, writing on the forum. Unfortunately I timed-out, landed on the house list, two guys came in a row, one took my vault, the other clubbed my wife and took her money. I use Iceman's mod so when I came back, my wife was then in grey, lying on the floor. I clicked on the suicide button, then fresh start, and... surprise! A new life with 2000$, but with a dead greyed out wife! She was really dead, no pulse, not moving during the self test. I suicided again, then it went back to normal. There must be something that, at times, locks items into a different state after robbing.
It is funny how 2 weeks ago, many threads started in attempts to deal with top houses being too easy to chain rob/brute force. Now, I read here and there the "problem" that Mr Price is too powerful, that any uber-rich player is totally immune because he can storm any house with a fraction of his money. These are both interesting discussions.
First, what I see, is that the in-game money amount is slowly reaching an equilibrium (no more 10 houses over 100k$ that you could brute force with 15 saws, top pages houses now hover around 40k, which I think is still a bit high but this may continue to stabilize), so less "easy" money is available. Chain-robbing can be effective, but I notice that when I get steamrolled this way, it is always by a player who is more skilled than me. If chain-robbing was so easy, everybody would be able to do it, and I would be stormed every day, but it is not the case at all. It looks easy when you watch the tapes, but to succeed you need to keep a high degree of concentration, make smart and quick decisions, you are not allowed to fail a single time, withstand the pressure... In some way, the same can be said about a super-rich player who is trying to take down a rising challenger. The longer your life is or the richer you are, the more difficult it is nervously (and also technically, because if you are at the top you will mostly rob top, better designed houses). Mr Price will fall some day, and it may be because of a stupid self-test mistake, a nervous breakdown, or simply when a good player finds a way to solve his house.
I consider myself an experienced player, and I truly think that he is not invulnerable. In the last 12 hours, I gathered 100k$, died, gathered 150k$, and died again. So, I got twice the opportunity to decently try his house. I failed, because, purely and solely, I was not good enough. I died "stupidly" because I didn't have strong enough nerves, or because I didn't choose the best moment/quantity of tools to attack. Many small details that are required to be at the top. But I'm sure it is feasible by a better player than me (or when I will be a better player )
Josh was already good at chain-robbing, and now he can design houses that can resist 100k$ brute-force attempts, and at the same time he can keep on taking down rising challengers. Why? Because, simply put, he is very good at the game! Again, if staying super-rich many consecutive days was easy, then many people could do it. To me, the fact that he can do it, means that the game is pretty well balanced, has still room for discoveries, and allows only good players to rise and stay on top, which is great!
Damn, while writing this, I timed-out and lost 37k$ between two chain-robberies. Nervous breakdown...
It looks like I must have robbed you again while you were off killing yourself. You'll notice I'm a fair chunk richer - you really should have moved that vault...
What? I moved the fault a few tiles south-east, and I thought you wouldn't wander too far around after reaching the fake cat. How did you proceed?
One funny thing is that I had 50k$ cash and 100k$ of resale value tools, way enough to have a try at your house. BUT... just one last robbery, to get my fav painting...
This was in Finn's house. How ironic! Now you even collect my bounties. The Sarsaparilla night is my favorite, very Sword&Sworcerish mood. I really like the two others (day and sunset), but I haven't seen them in weeks, maybe 2 months. I'm afraid they are lost forever. Jason, if you ever read my post, can you please check that they are still in some reachable house? Did they stay in the same house during all those weeks?
Hum. In the next life, maybe. I just stepped on a sleeping pitbull. I was close to steal my favorite painting and got nervous. The beast was just up the wall, I could only see half of it. Or maybe I should blame it on ice's grayscale mod, everything is gray. Not my fault. Sigh.
Thank you colorfusion, I understand now how these folders are organized. But I still don't understand why some non-broken pets and non-broken trapdoors (the robber didn't even see these trapdoors) would appear grayscale in build mode, next to coloured ones at the same time.
Now that I'm thinking about it, it reminds me of a strange behaviour: I noticed that sometimes after being robbed, some trapdoors appear closed (non-blocking state) in build mode, and I can walk on them, just next to other trapdoors that at the same time appear open (blocking). Even after doing a new self test, they may still appear with both states at the same time in build mode... Have you ever noticed that? Seems weird to me.
[EDIT] To summarize, It behaves as if sometimes, objects were being locked into robbery mode after a robbery.
If I understand, ice is saying that this is mainly for robberies. There's different versions of each sprite and he probably didn't include all of them as that's a pain (I'm guessing here).
The strange thing is that the mod was strangely blending in: for example after being robbed, I had gray dogs and brown dogs at the same time onscreen (all healthy) ! As well for some trapdoors.
Thanks for sharing the data! Did you have an estimation of how many accounts you would sell? Does the result meet your expectations?
I'm guessing you're doing some major reworking now?
I don't know... It is a brand new house, nobody has entered the main zone yet. I'm a bit reluctant to trash it all.