Discuss the massively-multiplayer home defense game.
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Ok, so I finally finished my dog-maze, but much to my chagrin somebody managed to get through using a whole bunch of drugged meat and a single well placed set of explosives. Here's what the maze looked like:
I designed it to trap people who come in with a bunch of drugged meats. Without using explosives, you must lure the dog at the bottom center (next to the door) away and run around the loop in the section to the right. You must run around it counter-clockwise or else you'll be trapped by dogs (can you tell why that is? It takes some thinking!). After looping around, you can go back into the corridor from which the dog came (so if you just drugged the dog in the first place the house would be impossible without explosives). Here is what it looks like:
So long as you drug every dog immediately, before he leaves his niche, you can always backtrack. This was something I planned on fixing next, but alas... I died again.
I think I may give up on the dog maze. It's too much work and just not as secure. I did have an idea to wire up the whole maze and put in switches so that you must run through in exactly the correct sequence in order for power to be delivered to the very last part, which would be the safe surrounded by a huge pit and trap doors. This partly solves the problem of people using explosives to bypass parts of the maze, and if they destroy some of the steel walls or clip a wire, then they'll need a bunch of ladders at the end.
I started to implement this, but died testing it. The thing that made it really tricky was that not only do you have to account for every time you step over a switch as you navigate the maze, but you must also account for all of the dogs trailing you as well. I screwed that part up and died.
Ahh... bey bey, you must be Maurice Karl Kopp. I noticed just a bit earlier today that Mr. Taber vanished from the list. At first I thought someone had successfully robbed him, but then his house reappeared on the list... with its massive fortune intact. I then saw that Mr. Kopp's house value had dropped from around 40K to a few thousand.
I realize this is an old thread, but I just wanted to throw in my two cents and say that I really love the randomly generated names. It adds a really nice touch.
It seems that any trapdoors turned on when your vault is reached will stay on in house edit mode until you begin the self test.
Thanks
Thanks to you for creating this in the first place! ![]()
It works great now!
I love the paintings.
My only wish is that players could sell them through the already existing auctions (so that the player would receive whatever his/her piece sold for).
I've only had a couple houses since I started in v9. The first image was my very first house. The second and third are two different versions of a more streamlined/simplified version of the same thing. They're all pretty boring. Currently I'm working on a doggy maze... if I can just stop dying for long enough to actually get it built.
A few times back in v9 I had trapdoors that I had placed in previous build mode sessions that were up during build mode, and I could walk around over them. Trapdoors that I placed during that particular session were open though. Is that how it's supposed to be? I recall wondering why some of the trapdoors were up and walk-able while others were not (in build mode).
That's interesting. So it does show the total cost when I build it by hand, but for some reason, it's no longer showing me the total cost when I import the code from the stdout file. It used to before the latest version? Maybe it's something on my end.
As much as I am enjoying v10, I am also pulling my hair out. I've managed to kill myself while testing my own doggy labyrinth at least a dozen times so far. Each time I painstakingly reconstruct it, gather funds, etc. Then a simple slip of the finger - one space too far right/left and *poof* all gone. ![]()
I really need to be more careful.
This is such a cool tool thanks for making it! One thing I noticed is that it doesn't seem to tabulate the total cost of the house anymore. Is this intentional?
If you play enough you just might end up with your real-life name! ![]()
Isn't Carmen a male name too?
As someone who first started playing this game in v9, I must admit to greedily abusing the "pump & dump" loophole. It was basically free money, and I just couldn't resist. I have been playing v10 a lot now and I think the changes work really well. Getting rid of the ability to generate unlimited piles of cash is a needed fix. However, I'm also excited about the new dog dynamics. I don't know about others, but this has influenced me to change my home design to be much more interesting. Before I just had an endless wall/pit with a necessary magic dance (here was one version), but this time I gradually built something more playable. Unfortunately I carelessly died while testing my own house...
but I'll see if I can get it rebuilt.
I also really like the green text for unwatched tapes.
Alas, I died after learning that you apparently cannot club pit bulls after drugging them anymore. I got trapped. Despite this killing me and losing my paintings and well funded house
I actually think this is a good idea since it will make pit bulls much more dangerous. This should allow poorer players to make harder houses with less funds so that rich players can't just easily raid them.
Thanks, everything seems to be fixed now. I appreciate the help!
Hi,
I'm sorry to start out with such a bummer of a first post, but here goes...
Unfortunately, ever since the server fix, I have been unable to load or play the game at all. When I started the game this afternoon, it tried to load up and connect to the server, but then crashed. I received a standard looking Windows message saying the program had crashed. I tried again, but this time it just froze completely when trying to connect to the server. I let it sit there for a few minutes while I tended to some stuff in another room and then closed it via Alt+F4 when I got back and it was still frozen. (It was at the black screen with little white boxes in the top right corner - the boxes were not animated though, just frozen in their current state.) I tried deleting the game completely and downloaded a fresh install, but ran into the same problem: the game simply froze up when trying to start.
I was still waiting for the registration email for these forums to send me my password so I could post at this point, so I started browsing the web while I waited. A couple minutes later... I receive the infamous "blue screen of death." I have no idea whether this was at all related to the issues with the Castle Doctrine, but I have never experienced (or even seen in real life) the blue screen of death on any computer I've had in my entire life. After restarting my computer, Windows loaded up without any problems. I copied down the error codes it gave me and searched them on Google, but nothing particularly helpful came up.
Anyway, back to the game... I tried running it once more (call me crazy, but I really wanted to play). No luck. It just froze up again on startup. At this point I figured I should try it on another computer, so I downloaded it again from another computer and started it up... Exact same issue (minus the blue screen). The first time I start it, it crashes, and a Windows error message pops up. The second time I try to run it, it simply freezes on startup. I deleted it and turned the other computer off.
It looks like it seems to work fine for everyone else, and it did work fine for me before the server fix. So does anyone have any idea what might be the issue? Thanks for any suggestions.