Discuss the massively-multiplayer home defense game.
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Here is mine http://castlefortify.com/?id=111dac3 i left the most important bit out . This is pretty much the impossible turned off grilles trick
So in this version, you wait 31 turns and then can go right in?
I have definitely seen people try to hack my electric floor trap (http://castlefortify.com/?id=9a66737) by going back and forth 90 or so times, and then dying. At the time I was like, what the hell do they think they're doing?
So I'd be cautious about a system that doesn't create a narrow window for success (unless I'm missing something here)
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Triad Best Main wrote:Here is mine http://castlefortify.com/?id=111dac3 i left the most important bit out . This is pretty much the impossible turned off grilles trick
So in this version, you wait 31 turns and then can go right in?
I have definitely seen people try to hack my electric floor trap (http://castlefortify.com/?id=9a66737) by going back and forth 90 or so times, and then dying. At the time I was like, what the hell do they think they're doing?
So I'd be cautious about a system that doesn't create a narrow window for success (unless I'm missing something here)
I'm impressed with the narrow window for success. I'd been doing simple things of this nature: http://castlefortify.com/?id=c249658
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http://castlefortify.com/?id=1a009a6 is what I use when I'm trying to build a maze and I don't want to get robbed while I'm farming small houses to fund construction. It's vulnerable to suicide spam, obviously, so it's not going to protect much more than the starting cash, but it's small size means that you get plenty of space left for deathtraps.
And on the subject of making a narrow window for success: if make it so there's only a single turn window like [disable-trap wire][off switch][on switch][power], and put electric floors on 3 sides of your exit tile and the safe on the 4th side then you can only ever be robbed once. It's annoying to come home to a bunch of shorted electric floors and not even have enough money to fix them.
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http://castlefortify.com/?id=1a009a6 is what I use when I'm trying to build a maze and I don't want to get robbed while I'm farming small houses to fund construction. It's vulnerable to suicide spam, obviously, so it's not going to protect much more than the starting cash, but it's small size means that you get plenty of space left for deathtraps.
I know what you wanted to do because I have been using a similar layout as my starting layout since it's really cheap and fast to build but this one has a serious weakness - the dog is not safe. Can you spot the weakness?
Tip: It has to do with the corner between the doors.
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Oh I see you can shoot through the diagonal gap...
OK the fixed version is only 4 squares high even though it goes right across, so not too much space lost. Thanks for the insight.
Also, if someone kills a family member and then dies to a dog the dog will start spawning inside a closed door where they died, but I'm not sure how it will behave when you start moving, whether adding a second layer of doors or an extra dog might prevent that trick, or whether I would even want to prevent it.
Last edited by bgorven (2013-04-07 17:40:20)
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Oh I see you can shoot through the diagonal gap.
Exactly! I think the drugged meat works as well, which is even cheaper.
You can still use a similar layout though... you just need to make it a U-shape using 3 dogs (1 per side) and place the whole thing around the entrance instead of the corner.
The U-shape doesn't have the "diagonal gap" weakness.
Last edited by Matrix (2013-04-07 17:27:36)
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I always feel like building around the door makes it hard to expand the level into a good dungeon though.
I have this dream of being able to become rich entirely through dropped items.
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I knew I should have created a thread for mine.
Ed, just saw your work at http://castlr.fonkle.com/. Glad I didn't see it till now or else it totally would of discouraged me from building castlefortify! Really like how you got the isometric view, transparent tiles, and cost structure in there. Nice stuff man.
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This is awesome, thank you!
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This is awesome, thank you!
Thanks for checkin it out! If you create something cool, be sure to post it so we can see what you're up to!
Share castle designs: http://castlefortify.com
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Daniel wrote:http://castlefortify.com/?id=3af3cad
Top area is really a mcguffin for the player to think they have solved the level. Then as they progress down the trapdoors the 1st chihuaha triggers the power off on the third step.
Solving requires some bouncing around to get the 2nd chihuaha disabling the 1st chihuahas trigger.
This is freaking genius. Even being able to see the whole thing I still had to spend 10 minutes just figuring out the right order. And to think, after making a bunch of arbitrary movements, you still have to take that leap of faith and step out onto the trap doors... SCARY
One question tho: what about using electric floors instead of trapdoors? I only suggest that because one vulnerability this current map has, is you could bring one crow bar and 7 ladders, kill a family member with the crow bar, use 7 ladders, die, and then rejoin, and use 4 ladders to get to the vault. To my knowledge there's no way to destroy an unpowered electric floor at this point.. thoughts?
Yeah I know I always created a safe passage when I was testing that design and the final test was always tense.
http://castlefortify.com/?id=2347ce9
Here ya go. The mcguffin now only activates the top three trapdoors, the rest will be powered already, so no ladder tricks. Yes, almost any trap can be sprung by brute force if family members are alive. Unpowered electric floors are really very powerful. I think making the poisoned meat throw-able to any square and having dogs chase it could alleviate the strength of these electric floor tricks. I also think electric floors should cost as much or NEARLY as much as electric trapdoors, as they are essentially the same thing but reversed, $150 - $200.
I also have an idea for alleviating the need for thick walls by using electric floors all around the trap area. Will draw it up and post it soon.
Are you sure you draw this one correctly?
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Matrix wrote:even if there are still family members alive with this layout he can make walls of thickness 30 which prevents reaching the vault even with the method you mentioned.
This is something I kinda like about the current state of the game. Even if you can make a system robust against a single attack, and even if you can make a few areas robust against 3 attacks, it seems like it would be possible to make the entire map robust against 3 attacks. At some point there's gotta be a vulnerability somewhere in there..
That said, the downside of the current version is once someone comes in and kills one of the family members, the map gains in strength, until all of them are dead, in which case the map may become unbreakable..
In the current version it's actually possible to make a system that is robust against 4 attacks, not just 3 (3 family members + another attack after that) for about $12.000 or less without using a 30 thickness.
Or you can make a 30 thickness wall and achieve the same for about $20.000 or less, I think.
However building systems that are robust against 4 attacks is not really necessary in practice, because robbers usually kill the wife to get 50% of the money as soon as they get the chance. So in practice, if you really want to defend in this way, you would go for a system that is robust against 3 attacks, yes. This is possible with about $9.000 or less in the current version of the game.
Now my question is, did you actually manage to build a system that is robust against 3 attacks (that's not relying on thick walls)?
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Thanks for checkin it out! If you create something cool, be sure to post it so we can see what you're up to!
Of course! I'll probably post up my current house design whenever someone breaks it. It's a very scalable design that starts out as a $1980 iteration (gotta have that first crowbar) and relies on psychological warfare rather than combination locks. It's working quite well so far. So well, in fact, two people have committed suicide when they actually had an open route to leave the house. Poor guys.
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It's a very scalable design that starts out as a $1980 iteration (gotta have that first crowbar) and relies on psychological warfare rather than combination locks. It's working quite well so far. So well, in fact, two people have committed suicide when they actually had an open route to leave the house. Poor guys.
lol - yeah psych warfare is much cooler than combination locks, lookin forward to seein it!
Share castle designs: http://castlefortify.com
Let me know about any Castle Fortify issues here: https://github.com/SethArchambault/CastleFortify/issues
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Very cool stuff here!
One thing this makes me realize is how HARD a good house can be to figure out, even if you have a map of the whole thing. So those people who cheat by turning the shroud off don't necessarily help themselves that much. After all, in Deadly Rooms of Death (DROD), you get to see the whole map, and there's still a puzzle to solve.
Anyway, it's clear that buyable maps (v6) won't break the game. If anything, it will make it much more interesting (simple 24-button combo locks that rely on simple hidden circuits will no longer be viable).
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Anyway, it's clear that buyable maps (v6) won't break the game. If anything, it will make it much more interesting (simple 24-button combo locks that rely on simple hidden circuits will no longer be viable).
Wow cool! Is there a page we can goto to see the v6 roadmap?
Share castle designs: http://castlefortify.com
Let me know about any Castle Fortify issues here: https://github.com/SethArchambault/CastleFortify/issues
Contributing is easy! Check the readme: https://github.com/SethArchambault/CastleFortify
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Triad Best Main wrote:Here is mine http://castlefortify.com/?id=111dac3 i left the most important bit out . This is pretty much the impossible turned off grilles trick
So in this version, you wait 31 turns and then can go right in?
I have definitely seen people try to hack my electric floor trap (http://castlefortify.com/?id=9a66737) by going back and forth 90 or so times, and then dying. At the time I was like, what the hell do they think they're doing?
So I'd be cautious about a system that doesn't create a narrow window for success (unless I'm missing something here)
I left the most important bit out as I said . And I can make it more than 90 , I have made it upto the 100+ already . I once had a 10k+ house with this . No one ever stole from me. . Also i have seen your house . The first thought i had was this house seems too simple and must not have a power supply , I added the prices of all the things I saw and concluded that you did have a hidden power supply .
Last edited by Triad Best Main (2013-04-10 02:08:43)
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@Segarch:
I wrote http://castlr.fonkle.com/ but never announced it properly, you beat me to the punch
I've already implemented some of the things on your roadmap on it - do you want access to the source code?
I'd be up for collaborating with you on this.
Cheers
Ed
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I've already implemented some of the things on your roadmap on it - do you want access to the source code?
I'd be up for collaborating with you on this.Cheers
Ed
That would be awesome! Would love to get that code - and I'm totally down for collaborating. Let's do it.
Share castle designs: http://castlefortify.com
Let me know about any Castle Fortify issues here: https://github.com/SethArchambault/CastleFortify/issues
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That would be awesome! Would love to get that code - and I'm totally down for collaborating. Let's do it.
Sounds good!
I just made my first ever commit to github... the place I work uses SVN.
https://github.com/edwardoka/castlr/
Cheers
Ed
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segarch wrote:That would be awesome! Would love to get that code - and I'm totally down for collaborating. Let's do it.
Sounds good!
I just made my first ever commit to github... the place I work uses SVN.
https://github.com/edwardoka/castlr/Cheers
Ed
Sweet, can't wait to peruse through it - welcome to the world of git.
Share castle designs: http://castlefortify.com
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Here is my favorite map! http://castlefortify.com/?id=738d003
Last edited by Dinnanid (2013-04-10 20:04:37)
Dinnanid
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Here is my favorite map! http://castlefortify.com/?id=738d003
lol. Please tell me you did that by writing "error" over and over in the code panel.
Share castle designs: http://castlefortify.com
Let me know about any Castle Fortify issues here: https://github.com/SethArchambault/CastleFortify/issues
Contributing is easy! Check the readme: https://github.com/SethArchambault/CastleFortify
Twitter: @SethArchambault
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