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#101 Re: Main Forum » Easiest/most compact way to make a counter? » 2014-02-19 18:43:20

I'm pretty sure this will achieve what you want:
http://castledraft.com/editor/wYBwj7

The bit-storage unit at the end will power after 70 moves (71 iterations of the clock as it ticks once when you first enter). The final counter bit is smaller as it doesn't have to switch itself off again and after that we have bit storage to indicate that it has passed 64 turns. It will then pass power though when the first 3 bits are on (1+2+4 = 7 turns later).

#102 Re: Main Forum » Wireless transmission and Step-limit exploits » 2014-02-19 17:56:23

Nice solution Jason! And I was all set to create the ultimate wireless network house that could put up with a large purge value...

I certainly can't think of anything useful/interesting or exploitative you could do with the top out limit once you've implemented the above changes.

#103 Re: Main Forum » Come and Get Me » 2014-02-19 07:48:42

Well the new dance is looking to be interesting - wish me luck on self test smile.

#104 Re: Main Forum » Come and Get Me » 2014-02-19 04:43:13

Would you like me to send you a map or do you think you'll want to take more cracks at it?

#105 Re: Main Forum » Come and Get Me » 2014-02-19 00:53:14

hmm, odd, as I think I remember you trying out Price's house before and doing a slightly different dance. Oh well, I'll make sure I change the dance tonight before your chills are up. And I guess I'll change the vault location smile. It would have been completely fair game to take it though - really my fault for just creating the same house.

#106 Re: Main Forum » My trap design » 2014-02-19 00:15:00

That's a pretty expensive house. Did you ever complete it?

#107 Re: Main Forum » Wireless transmission and Step-limit exploits » 2014-02-18 23:15:55

jere wrote:

http://i.imgur.com/I9hNPls.png

Well, this guy is having a bad day.

What have we unleashed...

#108 Re: Main Forum » Come and Get Me » 2014-02-18 22:52:34

I think I had a hacker come into my house as well - they did my magic dance after a few entries, got to my vault without tools and preceded to hang themselves. So, if it the same person I imagine they aren't too much of a threat for now.

edit: that is not to say you were in any way safe smile.
Also, you should send the alias of the likely hacker to Jason's email address so he can have a look.

#109 Re: Main Forum » Wireless transmission and Step-limit exploits » 2014-02-18 17:52:12

I think I agree with iceman here that single cycle steps would be too much of a change and quite possibly effect the game negatively. The ability to create tiny clocks with large cycle lengths would make the game a nightmare for new players and pretty much make stepping on electric floor without first cutting it far too dangerous. Timing puzzles would just become silly. Also, I think overall it would make the electronics more confusing for new players - they'd wonder why voltage inverted switches take a turn to kick in. Also, if you did this you would probably have to add sirens to self test if you want to preserve the idea that all houses are solvable - it would be quite easy to create a house that takes over 20 mins of button pressing to solve without tools (though this is probably already possible).

That's not to say it wouldn't be extremely interesting to play with, I'd welcome it from that side of things.  I don't think we've exhausted the interesting possibilities with the current set-up though. I also like traps that kill you as soon as you cut something smile.

My suggested solution would be:
1. Increase the cycle limit to as high as is reasonable. Make sure the code for electronics is as optimised as possible.
2. Purge to the (max cycle number)/2.
3. Localise electronics so that
  a) electronics topping out won't effect disconnected electronics.
  b) If one part of the electronics is unresolved not all other parts of the house need to be checked, hopefully reducing lag.

I think these things combined would make utilising time-outs entirely impractical.

#110 Re: Main Forum » [suggestion] self-test suicide post-review » 2014-02-18 06:34:22

Pandamonium wrote:
joshwithguitar wrote:

You can adjust the speed of playback by changing the "enableSpeedControlKeys" flag in the settings folder to 1. This allows you to use the ^&*() buttons to adjust the speed - ^ is very slow, & is normal speed and ) is as fast as possible.

Doesn't do anything for me.
(running via steam)

Odd... the maximum speed is not particularly fast, especially on a slow laptop - did you try pressing the ^ button to see if it slows right down? I guess all I can say otherwise is to double check the enableSpeedControlKeys file, but I'm guessing you've already done that.

#111 Re: Main Forum » Wireless transmission and Step-limit exploits » 2014-02-17 23:52:26

redxaxder wrote:

Before I found out about the cycle limit, I was considering the possibility of a trap that crashes the game by taking a gigantic number of cycles to simulate (don't think badly of me smile).

Yeah, Hippasus and I discovered you could crash the house last year and Jason added the limit when we informed him.

#113 Re: Main Forum » Wireless transmission and Step-limit exploits » 2014-02-17 22:24:26

My brother and I have been running experiments as well after reading iceman's first proposed idea of wireless communication. Basically it seems the whole thing is totally broken - you can have it so that things directly connected to power are unpowered. Sadly, it looks like Jason will have to fix this one.

#114 Re: Main Forum » Name your Price » 2014-02-17 19:57:47

Blip wrote:

Has anyone stayed at the top without destroying the competition? Because when I reached 250K a couple weeks ago and tried playing passively, I got brute forced pretty quick. And frankly, I think the "rob for a loss" strategy is really flawed and just ruins the game at the top level.

When I was at the top at price I would never "rob for a loss" - I only took out houses with above $50,000 value and I can tell you I spent much lower than an average of $50k on each successful robbery. Sometimes I would lose small amounts of money on a house, but only if I were to fail to get to the vault on the first run-through and have to return with a whole bunch of tools.

#115 Re: Main Forum » Multiplexing » 2014-02-17 19:33:54

jere wrote:

^I think that's it. I'm trying to think about how this is useful. Maybe that data wire is a huge electric floor hallway and that way you can have a bunch of crazy behavior on the other side without having the electronics there.

Look at the example I posted earlier in the thread. That house did pretty much what your are describing, except using trapdoors and dog-doors instead of electric floor. It works through the player sending pulses through the house to the "crazy" electronics on the other side. And it was pretty effective.

#116 Re: Main Forum » New Compact Clock Design! » 2014-02-17 06:42:47

I've noticed that the content on clocks on the wiki is fairly poor so I've created a Clocks Guide. It still needs a fair bit of work, some images would be nice and the explanation of how things work needs to be filled in.

I was thinking of copying over colorfusion's explanation of the signal generator from the steam forums but realised that the design is different from my updated one and so it could be confusing.

I guess adding some examples for connecting that can be built for less than $2000 would be a good idea as well, the current connecting example is pretty expensive.

arakira: That is pretty neat! Perhaps we should add it to the guide as well.

#117 Re: Main Forum » Multiplexing » 2014-02-17 05:25:17

A while ago now I created a house that relied the player sending different signals through the houses wiring in order to trigger core electronics to close the trap doors leading to the vault:
http://castledraft.com/editor/jyAZTg

In general it was pretty effective and there is a lot of potential for this sort of thing. For Mr Earl Wilson's house I used a similar idea of having different signals sent right through my house's electronics trigger the electronic doors to close.

The house above was made at a time when indicator lights were indestructible. To use it now the design would have to be modified a little to make sure the initial signalling electronics cannot be modified to provide full power to the trapdoors.

See if you can figure out how to get to the vault without tools.

#118 Re: Main Forum » How does Bounty get calculated? » 2014-02-17 02:38:19

Pandamonium wrote:

I just saw a tape where I got the bounty of $200???

How does it work now?

http://i.imgur.com/h82NaSk.png

Mr Libby must have started his life back when starting bounties were $200.

#119 Re: Main Forum » Clocks! » 2014-02-16 09:01:22

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

#120 Re: Main Forum » Name your Price » 2014-02-16 08:56:22

I would have like to see the insides of that house - the entrance hall seemed very close to Price's.

#121 Re: Main Forum » Clocks! » 2014-02-16 07:03:25

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

#122 Re: Main Forum » Clocks! » 2014-02-15 23:46:21

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.

It really depends on what you are trying to achieve. For most purposes I'd go with a binary counter instead. You can have a look at my new design and how to use the outputs here: http://thecastledoctrine.net/forums/vie … php?id=944.

If you really want to use a chain counter like my brothers design - and they have lots of interesting uses - the best way to figure out what is happening is probably to replace a lot of the standard wires with indicator lights. This way you can tell what is powered when and what parts you can attach things to use as output.

#123 Main Forum » New Compact Clock Design! » 2014-02-15 23:25:27

joshwithguitar
Replies: 20

I've created a new binary counter bit and modified the clock signal generator to allow for the creation of a complete 5-bit binary clock that fits into the top or bottom 4 rows of the map:

http://castledraft.com/editor/UMMwt8

You can easily mirror it so that it runs from left to right if you'd prefer.


For those not used to clocks the different bits will alternate in power of two ratios - from the right to the left you will see the lights alternate every 1,2,4,8 and 16 moves. Create it yourself and have a look. Moves in electronics occur whenever the robber moves OR uses a tool.

It is easy to feed the alternating power from either the top or bottom of the bit - to do so from the bottom just connect to the indicator light. From the top, place a wire bridge over one of the horizontal wires.

As an example:
http://castledraft.com/editor/c5NQgO

In this house each pit is attached to a different bit of the clock meaning that it will alternate between closed and open over a different number of turns. The first pit
will alternate every 16 turns, the second every 8, the third every 4, the fourth every 2 and the last every turn.

To attach from above this will work:
http://castledraft.com/editor/qip2RC

You can also attach the final output of the timer to a bit storage unit to create constant power that only begins in 32 turns (31 moves).

Here is an example - the power will switch in to the the pits and electric floors after 31 moves and stay on:
http://castledraft.com/editor/EP6EYn

Have fun! Read my original clocks thread if you want to know how it works.

#124 Re: Main Forum » How do you make/join another server? » 2014-02-15 19:32:12

There is a guide to setting up a server on the wiki:
http://thecastledoctrine.gamepedia.com/ … p_a_Server

If you set one up it will be completely independent of the main server and have it's own neighbourhood of houses.

As far as I'm aware no one else is running a public server at the moment.

#125 Re: Main Forum » That moment when... » 2014-02-15 19:17:25

From my standpoint the game population is still extremely healthy - it sure beats the average of 8 or so houses I was used to during the alpha run. There are still plenty of houses to rob and people playing, there is certainly no lack of content. It seems the thing being complained about is simply a lack of easy money - something that can easily be tweaked by Jason by increasing bounties.

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