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#26 Re: Main Forum » Rob List - Hugeify Edition » 2014-02-13 19:35:33

Pandamonium wrote:

Whoa... are you really getting that high a commitment ratio?

From new blood $2k players, yes.  It's not photoshop, I just grabbed what I had.

#27 Re: Main Forum » Help » 2014-02-13 17:17:17

What is this exactly, I assume we are talking about something different from a screenshot here?  How does one go about making this?

#28 Re: Main Forum » Rob List - Hugeify Edition » 2014-02-13 12:04:42

I can probably post the changes somewhere, that's the state my client is actually in now.

I kinda want to hear from Jason though, just to be sure this isn't going to cause problems on his end.

#29 Re: Main Forum » Rob List - Hugeify Edition » 2014-02-13 11:10:13

The only thing I can think of is it got chopped down to prevent the server from needing to send as much, at least per request.

But in reality this is basically the same if you add up hitting the scroll twice as often.  And it's done with half as many requests anyway.

I was a bit surprised to find the support is already there for doing it anyway, didn't take any actual tricks to get it to expand.

#30 Re: Main Forum » Own House Timeout possibly extended? » 2014-02-13 10:35:28

I don't think you die from timing out in your own house?  I thought it was only from timing out in other peoples houses.

Maybe I'm wrong about this.

#31 Main Forum » Rob List - Hugeify Edition » 2014-02-13 08:26:17

PlasmaChroma
Replies: 18

Wouldn't this be a lot nicer to use?  The tiny list pages really are seriously a bit of a pain to deal with, for me at least, maybe people like it.  Adding [many] extra lines is mostly trivial.

Edit: Even more bigger.  Nobody?  Bad idea?

N7OGtxs.jpg

x0OpgB8.jpg

#32 Re: Main Forum » Remapping Safe Move Confirm Button? » 2014-02-12 09:48:23

Unfortunately it looks like the key is hard-coded in rather than in an .ini file. 

I think for what you describe it would require changing the value from 13 to 32.  And you'd also need to be able to build it.

Overall, autohotkey is probably the easiest idea here.


void RobHouseGridDisplay::keyDown( unsigned char inASCII ) {   
    if( mSafeMoveMode && mSafeMoveProposed ) {
       
        if( inASCII == 13 ) {
            mSafeMoveConfirmed = true;
            // apply move again, now that we have confirmation
            moveRobber( mSafeMoveIndex );
            }
        }
   
    HouseGridDisplay::keyDown( inASCII );
    }

#33 Re: Main Forum » James Paul Jarrett » 2014-02-10 18:24:49

For some reason I'm finding that huge cat cage terrifying.  Like when a guy has that many cats there has gotta be something wrong.

#34 Re: Main Forum » James Paul Jarrett » 2014-02-10 18:18:40

I can't even guess how exactly Eric Joseph Nall's first trap works.  It's something unique I think.

#35 Re: Main Forum » James Paul Jarrett » 2014-02-10 17:53:52

I got through James Paul Jarrett earlier today with a large tool bag, not sure if he'll recover or not.  Chances are I might be Marvin.

#36 Re: Main Forum » Linux build of the game has a little built-in cheat for magic dances! » 2014-02-07 13:18:54

It's the same source code that builds on all platforms, near as I can tell, beyond maybe setting a few paths and makefile changes you are getting the same product.  SDL is a cross platform graphics library, there's not really any secret stuff going on for linux compared to any other platform.

All that being said, it is possible with a few particular EDITS to the source code to have a great deal of access to everything.  And that goes for any platform, linux or not.

#37 Re: Main Forum » Highlight houses you have already been into » 2014-02-06 11:51:41

I've been considering coding this up actually.  Unfortunately what you get from the server to identify users literally is just the name string, there is nothing else to go on.  The user ID's that come in on the house listing for everyone else just shows up as "1" on client end, so you can't uniquely identify anyone in the game for real.

Essentially if the player you visited died and someone else was now using the name, you'd have a hard time being 100% sure they hadn't been replaced.  The only thing I can think of here is comparing the entry stats or value and looking for some reasonable tolerance.

#38 Re: Main Forum » Meta-Game and Common Trap Mechanics » 2014-02-05 15:40:37

This is probably in the links somewhere in the thread but I haven't looked up everything yet.  Pretty popular sequence trap.

Also if someone does get through it then it's pretty trivial to setup in a different configuration.

"The Gauntlet"

GwQ9o0i.jpg

#39 Re: Main Forum » Few Things I Noticed About The Game » 2014-02-01 12:24:21

I'm thinking the sight range is actually farther than 4.  At least I recall being in magic dance houses that went farther.

One thing that makes them really difficult is the inability to preemptively short out wire floors via water (which upping the cost to wire cutters makes it pretty costly).  If floors could have water dumped on them ahead of time, I think a lot of these traps would have to change due to a low cost infiltration.  Although that would probably just result in more trap-doors getting used, but that would introduce a different set of vulnerabilities.

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