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#51 Re: Main Forum » Michael Elbert Price- untouchable? » 2014-02-08 04:58:55

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 smile

#52 Re: Main Forum » Michael Elbert Price- untouchable? » 2014-02-08 04:57:47

One question: would you have killed my wife if she was carrying 50k$? 100k$? I know you're not a murderer, but you know, these days...

#53 Re: Main Forum » Michael Elbert Price- untouchable? » 2014-02-08 04:51:17

My wife had around 1200$, just enough to patch the house with wooden walls and a few electric floors. Thankfully I remembered the name of a broken house with easy cash to start with...

#54 Re: Main Forum » Michael Elbert Price- untouchable? » 2014-02-08 04:43:55

I knew the weakest point was the wooden walls around the cat cage... And yet I let it be. Oh well, I bounced back...
I like my name!

#55 Re: Main Forum » Michael Elbert Price- untouchable? » 2014-02-08 04:23:35

Can you please tell me my name Josh? You robbed me for about 95k$ earlier. Just curious...

#56 Re: Main Forum » [MOD] Grayscale Robbery Mod » 2014-02-08 01:50:11

I see a strange behaviour... After I have been robbed, some house objects appear with the grayscale mod when I am in building mode! It looks like these are the items that were triggered/pets that have been seen/walls that have been destroyed during the robbery.
They were so impressed by Mr Price's power that they definitely lost their colors...

#57 Re: Main Forum » Crowdsourcing the fall of Mr. Price » 2014-02-07 21:56:06

Damn Josh, you just killed my cat !! I am very upset...

#58 Re: Main Forum » Visibility issues and Gamma » 2014-02-07 19:53:23

Ooo... I just realized maybe I was the last one not using this technique sad

#59 Re: Main Forum » Linux build of the game has a little built-in cheat for magic dances! » 2014-02-07 12:59:10

So we have to rely on davinci's great generosity whether he wants to share his awesome knowledge with us... god bless us...

#60 Re: Main Forum » Visibility issues and Gamma » 2014-02-07 10:41:37

I just found a solution to the visibility issues I was complaining about, and I wonder why I haven't found it a long time ago. Basically, you can see more stuff through the shroud if you have a high gamma monitor (which I guess, few people have) or if you take screenshots and edit them to crank up levels (as I do, but it is long and painful. Yesterday I even got killed because I was switching between the game and the image editor, I thought I was in my image editor, I pressed up... and died. I'm sad I can't scout Mr Price's house, but that's another story). Well, my solution is to create an ICC profile for my monitor that works well with TCD. On my Mac I started a robbery in windowed mode, and next to it I opened Preferences->Monitors->Calibrate, and I wiggled the cursors until I had the furthest vision in a various set of configurations. Then I saved the profile and I switch it on every time I play TCD. No need to screenshot anymore in every corner, I feel free smile
I'm not sure whether Windows has an integrated tool to create custom ICC profiles, but I know there are free softwares to perform it.
The only drawback is that the shroud has quite hard edges now but it is very interesting to see the shroud moving in real time as you move, and it gives the game and old fashion look, which I think goes well with Iceman's grayscale mod.
I can upload the profile if anyone is interested in trying it, but to get the best results I think each monitor needs its custom profile.

#61 Re: Main Forum » [MOD] Grayscale Robbery Mod » 2014-02-07 10:08:46

The only thing that I was afraid of was mixing up the pressure toggle switch with the unpowered indicator lights (in grayscale, they all look almost the same), so I restored the original lights.

#62 Re: Main Forum » [MOD] Grayscale Robbery Mod » 2014-02-07 05:34:56

Awesome, this is a really nice work! I love the dark mood it gives. And it reminds me of my old pitbull's glowing eyes suggestion smile

#64 Re: Main Forum » [Idea] A tool for breaking combination locks. » 2014-02-07 04:57:47

Combo locks are boring, but are not to difficult to brute force if you have the cash. So, the best way to deal with them is to ignore them until you have enough cash to crack it. It would be nice to have a note on the front door, left by previous robbers, that would say "beware, 6-bit combo lock inside". So most people would just ignore the house.

#65 Re: Main Forum » This seriously needs to be changed... » 2014-02-07 04:46:01

LiteS wrote:

The only problem I see with the conducting and nonconducting lights is they don't stop live animals, and animals behave differently around their dead comrades, so not all traps can be tested this way.

In these cases, what I do is: I set the deadly traps for the pets (I do not replace them with lights), and I modify my house to add an exit corridor returning to the entrance (for example just after that trap, or near the vault). Then I try it, and if I realize it doesn't work or I'm stuck, I still have a safe way around to the exit.

#66 Re: Main Forum » Linux build of the game has a little built-in cheat for magic dances! » 2014-02-07 04:36:09

DaVinci, in case you haven't noticed, this forum is a place where people come to share what they know about the game to make it better. If you want to brag about how you know how to exploit the game without explaining it, you better post it on your facebook wall instead.

#67 Re: Main Forum » Clocks! » 2014-02-03 08:13:04

joshwithguitar wrote:

I had my own go at a trinary counter and ended up coming up with something a fairly similar size to yours:
http://castledraft.com/editor/uXqANt

I find your solution much more elegant than mine. You use blocking mechanisms to avoid electricity flowing again in each zone, while I use these ugly "delay" gates (power source+voltage trigger switch). It is smaller, too (and cheaper).

#68 Re: Main Forum » Clocks! » 2014-02-02 19:25:43

I finally decided to have a try at building a clock (I remember being stuned the first time I entered Huckabee's house. Loved it!). I had fun today building a "waltz" clock, a clock with period 3 (I had never seen one before). I'm not sure if this one is really interesting for building a trap, because if you are facing a trap that turns on/off based on an odd number period and if you can move a bit around, then you can move back and forth until you are facing the trap the way you want (if you want to do this in front of an even period trap, you may have to use a tool to catch up the tempo). Maybe with the help of pets it could become interesting.
However, this is my try, and it is the most compact I can build so far:
NXvhPLI.png
The 3 first rows are the pulse generator, nothing new here.
The idea of this clock is that there are 2 storage areas, the indicator light zones. On the first step, the lights on the left turn on. On the second step, the energy passes to the lights on the right. On the third step, they are all reset (there is a test on wether the two zones are on at the same time).
I'm pretty sure this can be improved, so I'd like to tempt electronics specialists around here if they can build some more simple or smaller waltz clock!

#69 Re: Main Forum » Suggestions Page » 2014-02-02 15:29:13

Keyboard shortcuts for selecting house objects! Would be less fastidious than going in the menu all the time (or alt-clicking) when in building mode.

#70 Re: Main Forum » Questions need a quick reply please. (Can you stay afk in your house?) » 2014-02-01 19:02:23

You'll have to hit a key every few minutes, I'm not exactly sure how many (maybe 10 minutes?). If not, you won't die but you'll be kicked out of your house (and open to robbers)

#71 Re: Main Forum » Was i cheated? » 2014-02-01 08:25:49

Well, one chance out of 2 at the entrance, then 4 doors, then 3 doors, that makes one chance out of 24 in total. It is very possible to by lucky here, especially if you get robbed often (usually I get visitors more than 24 times in a single hour). So this may be just a lucky guy among 23...

#72 Re: Main Forum » It's Impossible to make money when you hit the zero money... =/ » 2014-02-01 05:06:10

There are many houses that are "free" to scout if you are being careful. I mean, houses without entrance fees (commit gates) where you can walk down a lot of corridors (possibly coming in and out if you get spotted by a pitbull), and figure out where is the vault. The important thing is to make sure that your way back to the exit door cannot be cut by a pitbull. Sometimes you discover that the house was brute-forced and has some destroyed walls which create a path to the vault! That is what hapened to me this morning, after I got completely robbed during the night. Now I'm back on business smile

#73 Re: Main Forum » Meta-Game and Common Trap Mechanics » 2014-01-31 17:20:49

cbenny, this is a really exquisite trap!

#74 Re: Main Forum » Finding paintings » 2014-01-31 17:16:43

In the Sarsaparilla serie, I have only seen the night one recently (quite often, it is one of my favorite). The two others, I haven't seen them in weeks, and I scouted hundreds of houses... I wonder where they are...

#75 Re: Main Forum » Random Discussion » 2014-01-31 12:16:10

arieltonglet wrote:

Then Mr. Coston stormed in with 168k in tools. Weird in the end, because even if all the tools was from another houses's safes, it would still be something like 85k in tools for a 75k house

Your house may be listed as a 75k house, but actually it may contain the equivalent of up to 150k of fresh new tools. And, generally, wealthy houses have A LOT of tools in the vault (maybe 80%?). So in the end, it is almost always lucrative to storm a "75k" house with more than 75k of tools.

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