Discuss the massively-multiplayer home defense game.
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can you post your vault layout? sometimes it is possible to see when walls end too early through the door.
also, if you have 20 visitors who decide to step through a door, chances are 1 of them will get it right. (1 in 17 chance)
:-D alright, mr. mason
@mmaster: depending on how much is the house (more than 1200, say), that corridor of windows can be secured with a pit, too.
the security around the combo lock can be more or less, but the concept should hold.
http://castledraft.com/editor/qGO0xL is a combo lock with a 'commit' button that involves a magic dance.
there's only one chance to get it right, and there's no indication of whether it is right or wrong until its too late. this type of combo lock is nice because it has a combination (something like 100011100) and 1) it is invisible to the robber and 2) harder to brute force, because you can not flip one switch in isolation, instead a strategy has to be used to turn 1000111000 -> 000000000.
here's a cheap (1100$ to build, 900$ left over to lure in robbers) build that usually gets me a few early bounties: http://castledraft.com/editor/LYIFQF
edit:
this is a psych trap.
* the robber feels like they discovered something by finding the doggie window that disables the trap.
* the doggie will always turn the grid off once the robber walks past a certain point. and won't activate until the tile is stepped on again
if the robber did the little dance correctly, the robber won't fry when the robber steps on the first one (also conveniently on tile 10, the window scroll tile, where we are tempted to see more).
otherwise, the whole house is now armed until the robber leaves and comes back.
i agree that simulating the environment is complex. the writing a bot is very complex, too, and i haven't seen how the number 4^2000 was arrived at, but i guess it is if the bot were to look at every single possible path in an empty house (2000 tiles with 4 directions to move in?). there are ways of pruning that number significantly. (i haven't read the mentioned thread, but i would like to :-)
1) once you visit a tile, you don't need to figure out all the other possible paths to that tile, necessarily. (if you have 'sequences' of events, then you do need to figure out the order to visit tiles, though)
2) only passable squares need to be considered in the brute force (since there are no tools for moving past walls)
3) this problem should scale horizontally, by spinning up multiple processes across multiple machines, as long as you give each process a different seed (and determine an idempotent strategy) to brute force the house with.
re: peek map: i didn't realize it was only given once you enter a house (i didn't see that mentioned in the original rules - 'peek map' is/was pretty vaguely defined).
1) if you give the bot the full map, what is to stop the bot from simulating the environment and brute forcing the house offline (inside a castle doctrine simulation or on a separate server) without any risk of death on the bot server? chills would not be as relevant, either.
this is a cool idea, and i would write a bot to do it, but 2) the code for solving these types of problems is usually a mix of logic, heuristics (fuzzy logic with guessing) and brute force (which is guaranteed death). maybe the goal should be to see which bot can solve the puzzle in the shortest number of steps?
i saw chad come to my place a few times, so i returned the favor. it quickly escalated... http://imgur.com/a/X24SU
:-D
bright yellow, like a canary
(btw - thanks for this awesome mod, again!)
this is an awesome mod (been using it for several days), but the grey uniforms for security guards have gotten me caught several times because they are hard to see in the shadows. i've lost several 25K+ houses when scouting other houses because i was moving too fast and the grey + black on grey+ black didn't register as a security guard for me and i walked into it around a corner. i know this is my fault (for moving too fast), but it's happened more than three times. can you add some highlighting to the security guard tile or change it from gray? i don't want to switch to the original tile set, but i also don't want to keep getting caught.