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#76 Re: Main Forum » Clocks! » 2014-02-16 10:22:34

joshwithguitar wrote:

I guess this is what happens when people who actually know about real electronics scrutinise our terminology smile.

I don't actually know any real electronics. The vocabulary has just been useful when talking about KOHCTPYKTOP. There are a lot of similarities between that game and the TCD's electronics model.

#77 Re: Main Forum » The best house with $2k » 2014-02-16 08:35:51

colorfusion wrote:
redxaxder wrote:
Pandamonium wrote:

This would screw you over though right?
http://castledraft.com/editor/Riijk4

1 water, two bricks.

Four bricks, unless you are assuming you already know where the buttons are.

Ah. You're right. The power loops around.

#78 Re: Main Forum » The best house with $2k » 2014-02-16 07:51:00

Pandamonium wrote:

This would screw you over though right?
http://castledraft.com/editor/Riijk4

1 water, two bricks.

#79 Re: Main Forum » Clocks! » 2014-02-16 07:13:12

joshwithguitar wrote:

redxaxder: Where did you get the term "D flip-flop" from?


http://en.wikipedia.org/wiki/Flip-flop_(electronics)

a flip-flop or latch is a circuit that has two stable states and can be used to store state information.

Flip-flops can be either simple (transparent or opaque) or clocked (synchronous or edge-triggered); the simple ones are commonly called latches.

The D flip-flop is widely used. It is also known as a "data" or "delay" flip-flop.

The D flip-flop captures the value of the D-input at a definite portion of the clock cycle (such as the rising edge of the clock). That captured value becomes the Q output. At other times, the output Q does not change. The D flip-flop can be viewed as a memory cell, a zero-order hold, or a delay line.

#80 Re: Main Forum » Clocks! » 2014-02-16 05:39:00

Pandamonium wrote:
joshwithguitar wrote:

If you look at my brothers original example you'll notice that the signal generator connects to the top part of the bit and that otherwise each bit is connected to the one before it. Each pulse of the clock sets causes each bit to take on the value of the one before it. You'll notice in the bottom left corner there is a single pulse generator. This is there to set the initial bit to "on", otherwise the entire thing would remain "off". Now each turn the "on" bit will cycle around the clock.

Hey jwg, are you able to "circle" the area;s of your brother image to explain?

I don't know where to connect the "output" wires to all this. It's kinda doing my head in.

This is the heart of the thing:

http://castledraft.com/editor/KoHbmW

This is called a D flip-flop. To use it, you connect a clock signal (http://castledraft.com/editor/iUYnu7) to the wire marked with a door. The vault marks the input wire. The shotgun marks the output wire. This circuit will copy the input level to the output at each clock pulse.

Hippasus has 8 of these set up in a loop, all connected to the same clock signal. So each of them copies the level the one behind had last turn.

In the bottom left of the picture you see one of these: http://castledraft.com/editor/ZRjDXK. This will generate a single 1-cycle pulse the first turn and activate one of the D flip-flops through its output side.

#81 Re: Main Forum » Clocks! » 2014-02-15 17:38:07

Each game turn runs the electronics for a number of cycles until they start repeating themselves. If, when that happens, something is getting constant current, it's on. Otherwise, it's off.

The light you put in the middle is getting a signal that goes on/off/off/off/off/... so it's treated as being off. Because it's live only for a single cycle each turn.

#82 Re: Main Forum » failsafe help request » 2014-02-15 17:31:02

Blip wrote:

I'm wondering... would a design like this function as indented? Because it seems like that would make a trap such that, once you step on the center electric floor, there's no way out even with tools.

That won't work the way you want. Cutting the grates won't make the power activate because the inner oscillators (which everyone around here calls paradox circuits for some reason) are still connected to each others' inverted voltage gates. The outer oscillators don't do anything either.

Here's an example of the kind of thing you wanted to make: http://castledraft.com/editor/4S3pqM

When the current through the indicator lights is cut, the string of lights becomes powered from both sides. The switch is there so you can play with it in the house editor.

#83 Re: Main Forum » Stop Getting Brute-Forced! The Modular Theory of House Design » 2014-02-13 17:31:39

The buy cost is roughly the same, but the majority of their saws are not bought; they're either stolen or inherited. Guns they might actually have to pay for.

#84 Re: Main Forum » Stop Getting Brute-Forced! The Modular Theory of House Design » 2014-02-13 09:02:17

joshwithguitar wrote:
redxaxder wrote:

I'll just leave this here...

http://castledraft.com/editor/nLABeP

Hmm, brick the cat, take 2 steps, club the dog.

Nice idea though smile. Possibly this would work better: http://castledraft.com/editor/eIKbHc

redxaxder wrote:

I'll just leave this here...

http://castledraft.com/editor/1ybnPD

4 minutes wink
Last edited by redxaxder (Today 10:04:56)
joshwithguitar Today 10:09:03
You loaded the thread too soon big_smile

I think it's a win if you compare the sell value of the saws to the buy value of the gun.

#86 Re: Main Forum » So how do you start ? » 2014-02-13 07:46:27

Since I've died and had to start over three times this week (this may seem low until you consider I haven't been robbing), I've gotten a restart routine going. First, I build my starter house, which costs about $1400. I camp it for about 30 minutes while doing other things and reset the kill count to zero after every death. Once I have about $500 in bounties I add in a backup dog and some luxury walls and leave the house alone to do other things for ~8 hours. It accumulated $10k while I slept last night. It was at $30k yesterday after I got home from work (this must be a fluke; the design isn't that robust), but I lost the money to a testing death.

While I won't share the design I'm using, I will tell you the principles I follow when designing a house for this purpose.

- I use one dog for the family, placed so that they have to shoot it to pass.

- I only use one trap, but I make it as opaque as possible. I don't want any visitors to learn how the trap works, even if they die to it. My current one revolves around manipulating off screen cat movement.

- Expect people who figure out your traps to visit again. Every time someone figures out a way to pass my trap without tools, I change my starter house design.

- I try to make the house resistant to $2k of tools as soon as possible. For reference, with $2k a robber might have 5 saws, 20 dog treats, 20 water, 5 wire cutters, 13 bricks, 1 gun, 10 clubs,  10 doorstops, 1 ladder. The tools they are most likely to bring are dog treats, water, saws, and bricks.

- Until I can afford to make my walls saw resistant, I bluff. I make every accessible wall at least 2 thick so that they know there's more wood behind it.

Also, based on how confident you are in the design, you can deliberately make the house grow in value slower or faster. If you want the value to grow slower, put an intimidating commit gate right at the entrance. This will scare away the more cautious high bounties looking for an easy score, and keep the value growth slow until you start attracting suicide robbers. If you want the value to grow faster, make the starting screen as inviting as possible; make everything appear safe and predictable to lure people to their death.

#87 Re: Main Forum » Cost of building going up and promotion for the wealthy to go robbing » 2014-02-12 23:27:11

WarmechaM1 wrote:

As a way to deter sitting atop your wealth

You can't sit atop your wealth unless you rob everyone defensively like jwg was doing; and even then it's a losing battle. Once you've attracted skilled thieves your house is going to fall. The game lies in how many you can fool into dying and wasting tools along the way. A lot of the fun of the castle doctrine comes from watching how people tear apart your defenses (and they WILL tear them apart).

#88 Re: Main Forum » Remapping Safe Move Confirm Button? » 2014-02-12 07:13:37

If the feature is missing from the game, you can pull this off pretty easily using autohotkey.

#IfWinActive The Castle Doctrine
Return::Space
Space::Return

#89 Re: Main Forum » Unsolvable houses » 2014-02-12 06:41:31

All houses must be solvable without tools -- if you have all the information about the house. Since robbers (initially) don't have this info, the tools are there to compensate.

#90 Re: Main Forum » Bruteforcing too easy, a proposal » 2014-02-11 18:44:51

What if the robber could bring fewer stacks of tools? Say.. 6.

Then trap diversity would become much more punishing to wealthy robbers, but houses that pile tons of resources onto the same mechanic would be just as vulnerable as before.

#91 Re: Main Forum » Server with "small puzzles" ? » 2014-02-11 18:24:47

comg wrote:

Hello everyone!

- Adding rotated objects (since we'd have less room for building)

By the way, why aren't rotated versions of existing tiles in the main game? Was this to force electronics to take up a lot of space?

I'm often disappointed when I get an idea for a cool circuit to use and then realize that it's too big to compete with magic dance traps.

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