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#76 Re: Main Forum » How does this happen? » 2014-02-23 21:47:33

Sybernetik wrote:

I thought that garbage was patched. Guess not... Boy do I feel cheated.


This one isn't a bug - its just the natural result of the sophisticated electronics system and the ability to send signals across unpowered wires. This kind of thing has been a part of the game for a while now. Dying to this kind of trap is just another learning experience - I'm sure you will think twice before making the same mistake. To remove this kind of thing you'd have to really dumb down the electronics.

#78 Re: Main Forum » castledraft.com — another house editor » 2014-02-23 18:38:33

Great! Now if only there was an undo function... tongue

Ooh, I just realised that the new "fill" function allows for the creation of multiple unique tiles: http://castledraft.com/editor/RsuuRz

#79 Re: Main Forum » Only in the world of Castle Doctrine... » 2014-02-23 18:23:33

colorfusion wrote:

Nobody has a job or pays taxes, but the the state can afford to constantly pay out $2000 for every new citizen and occasionally massive bounties.

Well, the state does claim houses and money whenever someone dies and perhaps there is a Goods and Services tax on tools sales and renovations?

#80 Re: Main Forum » How'd you hear about this game/what other indie games do you like? » 2014-02-23 18:16:03

I've been interested in Jason's games for a while now ever since my brother introduced me to Passage and Gravitation. I found out about the game when I was checking his site to see what new things he had come up with (months after the game was released).

One other game of Jason's that might interest people here is Primrose, a game I got into after most players had left. It is a free coloured tile based puzzle game that allows you to watch the games of other players including the top scoring games. It should appeal to those who enjoy the emergent trap building in this game as you can come up with strategies and designs beyond anything that Jason envisioned. If you do play, don't look straight at the top scoring games, instead try to figure things out for yourself first.

Otherwise, I think anyone who enjoys the electronics building in this game would really like SpaceChem if you haven't played it already.

#81 Re: Main Forum » What are the rules on dead kids exactly? » 2014-02-23 17:18:34

I'm pretty sure it is just the tile next to the welcome mat that a sleeping dog won't remain on. I also think dogs will revert to their position if put to sleep where another (non-drugged) dog starts.

Also I'm pretty sure that now if a family member blocks the path other family members will attempt to find another path and will continue until the body if completely blocked. This was added to make the shotgun more effective as you could no longer kill a child next to the welcome mat and then walk up to the immobile wife with a club on a second visit.

#82 Re: Main Forum » castledraft.com — another house editor » 2014-02-23 06:02:28

Ok, I've done some experimenting and figured out a fast way to reproduce it. Start with the default house, pick a non-unique object from the palette and replace one of the family members or the vault with the object. Now use the tear-dropper on the same tile and try drawing with it. For me this always causes the error.

#83 Re: Main Forum » castledraft.com — another house editor » 2014-02-22 17:41:15

There is one bug I've experienced on multiple computers and browsers that can be quite annoying. It's to do with the eyedropper - sometimes when I use it it will delete the last item I placed every time I put a new one down, as if I was moving the vault or a family member. I just tried it out then and got it to work, so this update hasn't fixed it. Has anyone else had this problem?

#84 Re: Main Forum » Meta-Game and Common Trap Mechanics » 2014-02-22 17:35:21

jacksonblue wrote:

http://castledraft.com/editor/ZIbn9M

This is what I use from the start. I would preferably replace the chihuahua with a pit bull later on.
It incoraprates 2 trap designs form this forum with a little editing.


You can make that house a bit cheaper by getting rid of most of the power supplies:
http://castledraft.com/editor/2ZV0ey
Now at least you'll have some money to lure robbers with.

#85 Re: Main Forum » House login failed » 2014-02-22 17:07:22

You will be able to extract an exact copy of your house to import to castedraft from your recordGame files. Click on "import" in castledraft and then "instructions" to see how. Sorry this is a bit late, but you'll know for next time!

Also, you should send your recordGame file to Jason in an email: jasonrohrer@fastmail.fm

Crashes like this are fairly rare now and Jason wants to know whenever they happen because they obviously have a big effect in a game like this.

#86 Re: Main Forum » FAQ Page » 2014-02-22 03:37:52

Leaf wrote:

Because steal walls are no longer conductive. It's written in the OP under the first question:

"Steel walls no longer transmit power, use wired wooden walls instead."

#87 Re: Main Forum » Do you wanna rob me? » 2014-02-21 18:24:21

"Gibson" is the guy who's house I accidentally  entered with tools for your place.

I got a cat to open the door for me, I'm too paranoid to go any further, who knows what changes you've made smile.

#88 Re: Main Forum » Do you wanna rob me? » 2014-02-21 18:07:27

You forgot to mention the fact that for my $14k I also got 4 nice paintings smile.Well, I did spend a fair bit more than $14k overall though - I accidentally went into Mr "Gibson"'s house instead once with a full set of tools and found that my lack of wire cutter meant I couldn't safely do anything.

Sadly I'm too paranoid to trust that "solving" a house won't get me killed - especially when there is a cat running loose through a house. Anyway, I might give it a go now...

#89 Re: Main Forum » Soo, been going better and better. Now i'm getting nervous. » 2014-02-21 17:49:04

If your house is incomplete but you don't have time to upgrade buying more dogs is always a good way to go. More paintings can often attract unwanted attention and you may as well not waste the money by throwing away tools.

#90 Re: Main Forum » Don't worry Curry » 2014-02-21 17:46:11

I'll have to return at some point and see if I can figure out the cat herding puzzle...

#92 Re: Main Forum » [Idea/Suggestion] Wireless electronics. » 2014-02-20 20:27:17

Transmitter and receiver tiles would be way overpowered: image a house that  has a button connected to a receiver out the front and otherwise there is a wall of electric doors. The electric doors over the map in modular compartments with a receiver in the middle. If you input the right code on the button an electronic system in the corner sends a signal which opens all the doors. Inside one of the modules is the vault.

#93 Re: Main Forum » Don't worry Curry » 2014-02-20 17:50:49

Well, that was a debacle - almost got taken out by sirens on my first run through and wasted a whole bunch of tools on the second. Enjoy watching the tapes, it was a fun (and nerve wracking) way to waste money.

PS.
House updated smile.

#94 Re: Main Forum » failsafe help request » 2014-02-20 17:32:46

mala wrote:

actually the clock power is needed to grill the robbers, but if he cut trough the wall every grid will stay unpowered

Well you can run power through the wall to an inverted switch that cuts power to the electric floors. Using wired floors the brute forcing cost will be fairly cheap though. One ladder costs as much as 18 water, so even if you have only one trapdoor and less than 17 electric floors it is better for it to default to "off" when cut.

#95 Re: Main Forum » Need help figure timing/planning out for a simple trap. » 2014-02-20 16:48:57

The floor starting on is a good way to fool new players though who think "well nothing can come from there otherwise it will get fried". Perhaps there aren't enough of those players around any more though.

#96 Re: Main Forum » failsafe help request » 2014-02-20 16:44:04

mala wrote:

how do i connect that and the clock so that cutting will make full bruteforce necessary?

The most simple way to do this is have it so that the alternating power from the clock runs through wooden walls in a similar way to the example I gave. As long the clock power is needed for the robber to pass trapdoors to get to the vault then cutting the wire should make the house "unsolvable" without brute-forcing.

#97 Re: Main Forum » Family » 2014-02-20 06:41:47

Well, with this house can step on the shotgun before the wife gets it and club her.

#98 Re: Main Forum » No decent tutorials... » 2014-02-20 05:24:53

Clocks are made using the games wiring. You can learn about how to use them from the guide on the wiki: http://thecastledoctrine.gamepedia.com/Clocks_Guide

The trick to avoiding clocks is to make sure you wait a few steps before stepping over wired floor. Clocks tend to act in cycles meaning that the trick to this house is to wait until the floors depower and move across them while they are off. You can learn the cycle lengths by visiting the house and watching them. Or, you can come in with water and take out the electric floor whenever it is powered.

#99 Re: Main Forum » No decent tutorials... » 2014-02-20 02:30:47

Hi Leaf and welcome to the forums!

Leaf wrote:

For instance... why doesn't this not work:

http://imageshack.com/a/img842/3871/i2dv.jpg

The lights don't light up, im guessing that means the floor won't be electrified.  I'm trying to get a trap to fire here.

The lights aren't lighting up because you are in build mode where electric floors, doors and light always appear unpowered and trapdoors always appear powered (with the exception of when you return to a robbed house).

You can use the self test to check whether things power as you wish them to. If you try the setup you've shown in self test you should notice that the lights always light up no matter what buttons are pressed. If you want buttons to stop power flowing to a light or trap you need to place them on the path from the electric source to the trap - so Cool_Roxas isn't exactly correct.

Make sure you read through the wiring guide of the wiki if you haven't already:
http://thecastledoctrine.gamepedia.com/Wiring

#100 Re: Main Forum » Family » 2014-02-19 20:57:26

I took out a few top 8 houses recently and a number had alive wives - making it a lot easier for them to rebuild after my robbery. As Mr Price I kept my children alive. And now that there is less excess money floating around keeping your family alive is much easier.

My advice is to just give it a serious go. Start your house with at least one dog guarding the family. Buy a shotgun and a second dog soon after so that you are safe from $2000 murderers. Every time you update add a few more pitbulls. You will be quite grateful next time your vault is robbed and you still have $1k + left over to rebuild.

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