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#51 2014-03-22 05:54:51

Kimenzar
Member
Registered: 2014-02-04
Posts: 183

Re: Fortress Theory Mod - Version 3

It's funny to see how people try to get past my CAD big_smile

Got your freshly buyed painting gyuri =P i think you have done all these runs right? big_smile

Last edited by Kimenzar (2014-03-22 06:01:44)

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#52 2014-03-22 07:01:09

gyuri
Member
Registered: 2013-07-09
Posts: 231

Re: Fortress Theory Mod - Version 3

Most of them. Those CADs are funny, but eventually I will figure out a way to get past them.

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#53 2014-03-22 11:03:43

Archonn
Member
Registered: 2014-02-02
Posts: 26

Re: Fortress Theory Mod - Version 3

Ugh. I find myself repeatedly putting chiuahauas in my house for testing, and then just leaving them there.

Though oddly, the dogs would be to push people towards my wife and people walk towards her and her gun anyway lol.

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#54 2014-03-22 12:13:50

Lord0fHam
Member
From: California
Registered: 2014-02-11
Posts: 487

Re: Fortress Theory Mod - Version 3

Frosty wrote:

Mac build: http://www.file-upload.net/download-873 … c.zip.html
smile

Edit: Updated version with SDL library correctly included.

tried to open and it crashed instantly and gave this:
Process:         CastleDoctrine [35043]
Path:            /Users/USER/Downloads/*/FortressTheory.app/Contents/MacOS/CastleDoctrine
Identifier:      net.thecastledoctrine
Version:         0 (0)
Code Type:       X86-64 (Native)
Parent Process:  launchd [205]
User ID:         501

Date/Time:       2014-03-22 12:12:30.598 -0700
OS Version:      Mac OS X 10.8.5 (12F45)
Report Version:  10

Interval Since Last Report:          63877 sec
Crashes Since Last Report:           4
Per-App Interval Since Last Report:  1092427 sec
Per-App Crashes Since Last Report:   4
Anonymous UUID:                      BE386F2A-676B-C576-A5E8-03C0DFECD9DE

Crashed Thread:  0

Exception Type:  EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000

Application Specific Information:
dyld: launch, loading dependent libraries

Dyld Error Message:
  Library not loaded: @rpath/SDL.framework/Versions/A/SDL
  Referenced from: /Users/USER/Downloads/*/FortressTheory.app/Contents/MacOS/CastleDoctrine
  Reason: image not found

Binary Images:
       0x100000000 -        0x1000b5fff +net.thecastledoctrine (0 - 0) <C3641489-9115-56AA-AEC9-2A53EF61ED37> /Users/USER/Downloads/*/FortressTheory.app/Contents/MacOS/CastleDoctrine
    0x7fff6e051000 -     0x7fff6e08593f  dyld (210.2.3) <6900F2BA-DB48-3B78-B668-58FC0CF6BCB8> /usr/lib/dyld
    0x7fff91832000 -     0x7fff91841fff  com.apple.opengl (1.8.10 - 1.8.10) <AD49CF56-B7C1-3598-8610-58532FC41345> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL

Model: iMac7,1, BootROM IM71.007A.B03, 2 processors, Intel Core 2 Duo, 2.4 GHz, 4 GB, SMC 1.20f4
Graphics: ATI Radeon HD 2600 Pro, ATI,RadeonHD2600, PCIe, 256 MB
Memory Module: BANK 0/DIMM0, 2 GB, DDR2 SDRAM, 667 MHz, 0x7F7F7F7F7F9B0000, 0x4354324732533636374D2E4B313646000000
Memory Module: BANK 1/DIMM1, 2 GB, DDR2 SDRAM, 667 MHz, 0x7F7F7F7F7F9B0000, 0x4354324732533636374D2E4B313646000000
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x88), Broadcom BCM43xx 1.0 (5.10.131.36.16)
Bluetooth: Version 4.1.7f4 12974, 3 service, 20 devices, 3 incoming serial ports
Network Service: Ethernet, Ethernet, en0
Serial ATA Device: WDC WD3200AAJS-40RYA0, 320.07 GB
Parallel ATA Device: MATSHITADVD-R   UJ-875
USB Device: Keyboard Hub, apple_vendor_id, 0x1006, 0xfa400000 / 2
USB Device: Apple Optical USB Mouse, apple_vendor_id, 0x0304, 0xfa430000 / 4
USB Device: Apple Keyboard, apple_vendor_id, 0x0220, 0xfa420000 / 3
USB Device: Built-in iSight, apple_vendor_id, 0x8502, 0xfd400000 / 2
USB Device: Bluetooth USB Host Controller, apple_vendor_id, 0x8206, 0x1a100000 / 2
USB Device: IR Receiver, apple_vendor_id, 0x8242, 0x5d100000 / 2
FireWire Device: d2 quadra (button), LaCie, 800mbit_speed


It's a trap!

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#55 2014-03-22 12:20:37

Kimenzar
Member
Registered: 2014-02-04
Posts: 183

Re: Fortress Theory Mod - Version 3

I think there is a bug with the poison gas:

http://castledraft.com/editor/bxKkcN

It turned on instantly for one of my robbers(after he saw and step), maybe it can conduct electricity and turn itself on cause it get power on the adjadent cable.

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#56 2014-03-22 13:26:50

LiteS
Member
Registered: 2014-02-07
Posts: 167

Re: Fortress Theory Mod - Version 3

Am I the only one who can't get this link to work?

http://massivedoctrinereflector.webuda. … Ticket.php

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#57 2014-03-22 13:35:16

Lord0fHam
Member
From: California
Registered: 2014-02-11
Posts: 487

Re: Fortress Theory Mod - Version 3

LiteS wrote:

Am I the only one who can't get this link to work?

http://massivedoctrinereflector.webuda. … Ticket.php

works fine for me, mac version doesnt though


It's a trap!

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#58 2014-03-22 14:17:00

Frosty
Member
Registered: 2014-03-04
Posts: 38

Re: Fortress Theory Mod - Version 3

Ok, one more try for the mac version. I replaced the @rpath library links with @executable library links. I hope it works this time, otherwise I'm afraid I'm out of ideas.

http://www.file-upload.net/download-873 … c.zip.html

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#59 2014-03-22 15:00:19

Lord0fHam
Member
From: California
Registered: 2014-02-11
Posts: 487

Re: Fortress Theory Mod - Version 3

Frosty wrote:

Ok, one more try for the mac version. I replaced the @rpath library links with @executable library links. I hope it works this time, otherwise I'm afraid I'm out of ideas.

http://www.file-upload.net/download-873 … c.zip.html

That works!

A note to iceman: It seems that there is no 5 min delay when you start. Is this on purpose?


It's a trap!

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#60 2014-03-22 16:49:43

Kimenzar
Member
Registered: 2014-02-04
Posts: 183

Re: Fortress Theory Mod - Version 3

Damn, I need to defend my house hard against you all big_smile

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#61 2014-03-22 17:07:58

Lord0fHam
Member
From: California
Registered: 2014-02-11
Posts: 487

Re: Fortress Theory Mod - Version 3

how do you kill CADs?


It's a trap!

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#62 2014-03-22 17:09:33

Kimenzar
Member
Registered: 2014-02-04
Posts: 183

Re: Fortress Theory Mod - Version 3

water and pistols i think

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#63 2014-03-22 22:59:31

iceman
Member
Registered: 2013-11-09
Posts: 687
Website

Re: Fortress Theory Mod - Version 3

Ok, I'm back!  Glad to see everybody's been having fun with this big_smile Thank you so much for putting up that Mac version and getting it working, Frosty!!!

I had really short chills and no house list delay to let  you guys have all the freedom you need to play around with everything.  Now that things seem to have settled down a bit more, I'm adding the 5 minute delay back, and I'm going to start off with 30 min chills.

C.A.D.s: They're pretty much home-defense robots - I'm interested in seeing what you think it stands for tongue They work like dogs once they're powered; if they lose power, they stop moving, and need to re-lock on you after they receive power again.  You can disable them by pouring water on them, but they might still be deadly- they just won't move.  To really destroy them, you have to torch them or explode them.  I figured the weakness of needing power balanced the strength of needing to be right beside them to disable/destroy.

Poison Gas That's working as intended.  It just needs to receive power from 1 horizontal direction, not both (the same for the vertical directions).  I wanted it to need stricter power requirements, but still be a bit flexible.  On a side not, I just popped into a house and realized that someone's using poison gas as wife protection.  I actually never even thought of that, although I'm really happy, since it gives you more choices in wife protection, which I really like.  It comes pretty close to being overpowered, though, so I might try to think of some way to balance it a little bit.

Mouse The mouse I'm thinking about changing.  I want the robot pets to have a different feel from the living ones, but the mouse really isn't that different than a cat.  I've been toying with the idea of switching the mouse from "cat mode" to "chihuahua" mode based on whether it's receiving power or not - what do you think? (Just right now, I thought of a design that could work as a much more compact clock design, maybe... I think that's partly why I was hesitant to do something like this before).

Registration Page
When you say it's not working, do you mean it's not giving you a download code, or that you can't login with the download code it gives you?  Also, I've noticed several people have 3 or 4 accounts.  I'm assuming that's because the download code wasn't working, or you forgot it, or something like that, not that you wanted to play with several accounts?  I really want to make registration as smooth as possible.

Mac Version
Big thank you to Frosty again!  It looks like it's working for everyone now?

gyuri wrote:

Is there actually a vault in Mann's house? I think I've seen it all but no (reachable) vault.

There is, but the self test might have been on a game with different rules wink I want it to be a challenge house, so whoever gets enough resources to rob him gets to show off the painting (which you should probably look at again when I do the next update wink) Has anyone noticed I hand-picked that name yet?

Lord0fHam wrote:

Iceman I've got an idea for an object. it's sort of like the CAD but in wife form. It is basically a Robo-Cop with a shotgun, a security guard of sorts.

I love the idea of having "patrolling" mobiles, with set paths - I think it could lead to some interesting designs.  It would be really hard to implement it, though - I'll keep it in the back of my mind.

42dustman wrote:

And Iceman, can we get some more starting cash (like, 5k)? I want to make some bigger experiments with those gas thingies. smile

I just halved the prices of all house objects big_smile It should (hopefully) keep houses in play for longer as well. And, it doesn't let you take Ichabod down as fast, so he might have a chance of lasting until v3, when I'm free to make a few... not so legal additions wink


Keep on experimenting, everyone!


Fortress Theory Mod - New objects, tools, and paintings!

I keep dying of a natural cause - Stupidity
The biggest thing that Castle Doctrine has taught me is that the price of your house is proportional to the stupidity of the mistake that kills you.

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#64 2014-03-23 00:22:47

42dustman
Member
Registered: 2014-01-20
Posts: 231

Re: Fortress Theory Mod - Version 3

iceman wrote:

Has anyone noticed I hand-picked that name yet?

I did. It's going to change from time to time ain't it?


Self-testing is torture.

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#65 2014-03-23 00:54:58

LiteS
Member
Registered: 2014-02-07
Posts: 167

Re: Fortress Theory Mod - Version 3

Iceman, when I say it's not working, I mean I get a 404 or timeout error on this link http://massivedoctrinereflector.webuda. … Ticket.php

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#66 2014-03-23 01:04:50

Kimenzar
Member
Registered: 2014-02-04
Posts: 183

Re: Fortress Theory Mod - Version 3

iceman wrote:

Poison Gas That's working as intended.  It just needs to receive power from 1 horizontal direction, not both (the same for the vertical directions).  I wanted it to need stricter power requirements, but still be a bit flexible.  On a side not, I just popped into a house and realized that someone's using poison gas as wife protection.  I actually never even thought of that, although I'm really happy, since it gives you more choices in wife protection, which I really like.  It comes pretty close to being overpowered, though, so I might try to think of some way to balance it a little bit.


Keep on experimenting, everyone!

In my version it receives only power from the top until you step on a button, but it turned on instantly for one of my robber coming from the left and it shouldn't be like that cause it doesn't get power from left or right. Yeah poison gas can be a good wifedefense, sadly yesterday someone came in with 7 pistols and killed my lovely wife ._.' it's now a kid defense.

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#67 2014-03-23 02:42:22

StefanLindskog
Member
From: Oslo, Norway
Registered: 2014-02-22
Posts: 268

Re: Fortress Theory Mod - Version 3

iceman wrote:

I just halved the prices of all house objects big_smile It should (hopefully) keep houses in play for longer as well. And, it doesn't let you take Ichabod down as fast, so he might have a chance of lasting until v3, when I'm free to make a few... not so legal additions wink

Things still costs the same at my house. Did you change it back?


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#68 2014-03-23 03:35:31

gyuri
Member
Registered: 2013-07-09
Posts: 231

Re: Fortress Theory Mod - Version 3

Kimenzar wrote:

Damn, I need to defend my house hard against you all big_smile

I think it was mainly just me ;-) I'm definitely the one who killed your wife. And I was also the one who died at the commit trap in the lower right corner, and I'm quite sure your vault was right behind that at that time.

The way your entrance looks right now I don't think I will try again, it was much more fun with all the wooden walls and CADs.

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#69 2014-03-23 04:32:30

Kimenzar
Member
Registered: 2014-02-04
Posts: 183

Re: Fortress Theory Mod - Version 3

gyuri wrote:
Kimenzar wrote:

Damn, I need to defend my house hard against you all big_smile

I think it was mainly just me ;-) I'm definitely the one who killed your wife. And I was also the one who died at the commit trap in the lower right corner, and I'm quite sure your vault was right behind that at that time.

The way your entrance looks right now I don't think I will try again, it was much more fun with all the wooden walls and CADs.

yeah my vault was behind that door =P i like this kind of traps, seems like easy to go through but it is also easy to missstep.
Yeah I needed something, so i could finally sleep big_smile

Last edited by Kimenzar (2014-03-23 04:41:12)

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#70 2014-03-23 04:40:56

Archonn
Member
Registered: 2014-02-02
Posts: 26

Re: Fortress Theory Mod - Version 3

On the turn before poison gas is 'active', if you move your mouse over it it actually says "Poison gas".

Aside from that, isn't it too easy to tell if its poison anyway, since the smoke doesn't take that extra turn to come on?

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#71 2014-03-23 09:56:33

iceman
Member
Registered: 2013-11-09
Posts: 687
Website

Re: Fortress Theory Mod - Version 3

Richard Jean Ragan has 24 paintings... will no-one take him down?!?!

42dustman wrote:
iceman wrote:

Has anyone noticed I hand-picked that name yet?

I did. It's going to change from time to time ain't it?

I meant I handpicked Ichabod's name... but you might be right about the painting wink

LiteS wrote:

Iceman, when I say it's not working, I mean I get a 404 or timeout error on this link http://massivedoctrinereflector.webuda. … Ticket.php

Huh, I have no idea. It's working fine for me.  Does it always not work, or just sometimes?

Kimenzar wrote:

In my version it receives only power from the top until you step on a button, but it turned on instantly for one of my robber coming from the left and it shouldn't be like that cause it doesn't get power from left or right.

You're right, I thought that the power supply was connected above as well.  I'll look into it.

StefanLindskog wrote:

Things still costs the same at my house. Did you change it back?

No, I just forgot to do the second step to change the prices.  It should be half-price now.

Archonn wrote:

On the turn before poison gas is 'active', if you move your mouse over it it actually says "Poison gas".
Aside from that, isn't it too easy to tell if its poison anyway, since the smoke doesn't take that extra turn to come on?

Yeah, the first one's a mistake on my part, and I'm going to fix it next update.  If you want the poison gas to look like it could be smoke, you have to have the robber see it a turn before the power turns on.  That way, it turns on the moment it recieves power.

Last edited by iceman (2014-03-23 09:59:48)


Fortress Theory Mod - New objects, tools, and paintings!

I keep dying of a natural cause - Stupidity
The biggest thing that Castle Doctrine has taught me is that the price of your house is proportional to the stupidity of the mistake that kills you.

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#72 2014-03-23 11:10:08

StefanLindskog
Member
From: Oslo, Norway
Registered: 2014-02-22
Posts: 268

Re: Fortress Theory Mod - Version 3

I've been completely cleaned out by guys with 2K worth of tools several times now. The trend is:

1. Enter
2. Wreck as much as you can
3. Take whatever smallchange you can grab
4. Get out

I would understand it if I had, say 2400. I don't. This kind of griefing will only make me stop playing FT. We are a very small player base as it is, so please stop it.


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#73 2014-03-23 11:14:46

colorfusion
Member
Registered: 2013-04-02
Posts: 537

Re: Fortress Theory Mod - Version 3

StefanLindskog wrote:

I've been completely cleaned out by guys with 2K worth of tools several times now. The trend is:

1. Enter
2. Wreck as much as you can
3. Take whatever smallchange you can grab
4. Get out

I would understand it if I had, say 2400. I don't. This kind of griefing will only make me stop playing FT. We are a very small player base as it is, so please stop it.

There are very few houses, so it shouldn't be unexpected that most people are solving low-down houses for fun and experimentation rather than trying to get money. I personally enjoy getting a lot of $2000 attempts at my house, and it lets me get more money to build if I manage to trick them.

Last edited by colorfusion (2014-03-23 11:27:24)

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#74 2014-03-23 11:24:03

gyuri
Member
Registered: 2013-07-09
Posts: 231

Re: Fortress Theory Mod - Version 3

iceman wrote:

Richard Jean Ragan has 24 paintings... will no-one take him down?!?!

Believe me, I tried. Whenever I made a nearly successful run, he changed his house. I've been real close once, but now it's impossible with 2k.

StefanLindskog wrote:

I've been completely cleaned out by guys with 2K worth of tools several times now.

It's a new mod with some new mechanics, people have to play and try out things. If you quit, the player base will be even smaller and the game will be more boring.

I've hardly ever had so much fun with CD as yesterday evening on FT with only Kimenzar and me playing. I hope he had fun too ;-)

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#75 2014-03-23 12:10:24

LiteS
Member
Registered: 2014-02-07
Posts: 167

Re: Fortress Theory Mod - Version 3

iceman wrote:
LiteS wrote:

Iceman, when I say it's not working, I mean I get a 404 or timeout error on this link http://massivedoctrinereflector.webuda. … Ticket.php

Huh, I have no idea. It's working fine for me.  Does it always not work, or just sometimes?

Always not working. I've tried multiple browsers, tried for a few days now. Could you send me an email to get me an account?

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