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#251 2014-04-07 08:52:53

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

Re: Fortress Theory Mod - Version 3

Stanley David Carty


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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#252 2014-04-07 09:16:47

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

Re: Fortress Theory Mod - Version 3

Well, so much for that dog commit XD It was a long shot- I was hoping the different setup would get you.

Meanwhile, I'll just keep on refreshing the web neighborhood view until my value goes to 0.

EDIT: Wow, did you just take out 10k for my starter house? XD

Last edited by iceman (2014-04-07 09:19:21)


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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#253 2014-04-07 09:29:48

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

Re: Fortress Theory Mod - Version 3

I had a big WTF moment when I discovered this:

XVSjGnA.png

All that to control just two electric floors. lol

Last edited by 42dustman (2014-04-07 09:31:07)


Self-testing is torture.

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#254 2014-04-07 09:37:55

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

Re: Fortress Theory Mod - Version 3

What, it's just a clock hooked up to some innocent wiring... <_<

If anyone can tell me what it does (privately - I like that trap wink), I'd be really impressed!


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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#255 2014-04-07 09:44:47

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

Re: Fortress Theory Mod - Version 3

Seems like a memory on the first sight

Last edited by Kimenzar (2014-04-07 09:45:24)

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#256 2014-04-07 10:40:23

DaVinci243
Member
Registered: 2014-03-27
Posts: 72

Re: Fortress Theory Mod - Version 3

iceman wrote:

i need house maker

http://thecastledoctrine.net/forums/vie … ?pid=15563

Last edited by DaVinci243 (2014-04-07 10:40:43)


noob programmer haking on open-source game.

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#257 2014-04-07 11:12:50

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

Re: Fortress Theory Mod - Version 3

DaVinci243 wrote:

Yeah, I thought that I hadalready said thanks for that.  I'll put it in when I have time to implement it the way I want to.  Thanks for saving me time on where to look for it, though.


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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#258 2014-04-07 11:25:15

DaVinci243
Member
Registered: 2014-03-27
Posts: 72

Re: Fortress Theory Mod - Version 3

iceman wrote:

---

Didn't see the post, sorry.

Saving on the server seems very ruthless and evil in my opinion. Can cause great damage because unlimited accounts = unlimited houses.

Saving on client is logical since text files are easily kept.

Now, a load & save function.

I'm thinking about making a simple form in a .dll that is called through The Castle Doctrine, but I'm not sure if it would work. But that would be the most easiest to do in my opinion.

Otherwise you'd have to deal with in-game GUI which will require you to study how it works.


noob programmer haking on open-source game.

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#259 2014-04-07 16:17:09

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

Re: Fortress Theory Mod - Version 3

Kimenzar wrote:

Seems like a memory on the first sight

Kind of...
Anyways, I'm back to scouting your house, 42.  Did you switch your magic dance yet?

DaVinci243 wrote:

Saving on the server seems very ruthless and evil in my opinion. Can cause great damage because unlimited accounts = unlimited houses.

Saving on client is logical since text files are easily kept.

Now, a load & save function.

I'm thinking about making a simple form in a .dll that is called through The Castle Doctrine, but I'm not sure if it would work. But that would be the most easiest to do in my opinion.

Otherwise you'd have to deal with in-game GUI which will require you to study how it works.

Are you thinking about damage to the server because of space, or just in-game exploits?  I'm not sure either one would be an issue- there's not enough people to stop the server by saving houses, and it would be functionally identical to building a house, just much faster.

Anyways, I want to get into GUI big_smile


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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#260 2014-04-07 19:00:58

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

Re: Fortress Theory Mod - Version 3

I just realized that I could do something to make family a bit less annoying.  What I'm thinking of is not counting wires as blocking, so if there's a wire in between the wife and the exit, the game won't complain.  However, the wife won't actually be able to cross the wire- she'll just walk up to it and stop.

What do you think about that?  It gives you a bit more versatility, but is also a bit more open to exploitation; it can prevent family from moving at all, for instance.  Come to think of it, probably not such a good idea, but I want to hear your thoughts.


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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#261 2014-04-07 19:29:54

GotABigTrap
Member
Registered: 2014-02-26
Posts: 200

Re: Fortress Theory Mod - Version 3

I'm not sure i'd change that aspect of it myself.

I rarely run into situations where I wish I had wires in wife path.  What might be better is to have an inverted panic button.  That actually would increase family ability to interact and solve the situation where you want to send power across without blocking them.

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#262 2014-04-08 05:51:58

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

Re: Fortress Theory Mod - Version 3

hahaha! look at your name iceman:

LtrfBGy.png

iceman wrote:

Anyways, I'm back to scouting your house, 42.  Did you switch your magic dance yet?

The switches and the wiring are packed in so tight that I can't change it without doing away with some of the systems.

Last edited by 42dustman (2014-04-08 06:09:44)


Self-testing is torture.

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#263 2014-04-08 05:56:59

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

Re: Fortress Theory Mod - Version 3

GotABigTrap wrote:

I'm not sure i'd change that aspect of it myself.

I rarely run into situations where I wish I had wires in wife path.  What might be better is to have an inverted panic button.  That actually would increase family ability to interact and solve the situation where you want to send power across without blocking them.

inverted buttons for everything big_smile Like the toggle switch, triggered switches in different layouts, and a sticky interrupt button.

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#264 2014-04-08 06:43:47

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

Re: Fortress Theory Mod - Version 3

Gotchya, 42... Unfortunately, I don't have enough money to build an actual house, so whoever logs on next get's a nice surprise wink

EDIT: Or maybe I'll just kill myself with sheer stupidity.  Did I really try to do a MD without even a dog there?!?

Last edited by iceman (2014-04-08 06:46:09)


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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#265 2014-04-08 06:53:29

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

Re: Fortress Theory Mod - Version 3

Nice one iceman. That last little "magic dance" of mine sure was clever wasn't it? If only you didn't have a ladder...


Self-testing is torture.

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#266 2014-04-08 07:00:28

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

Re: Fortress Theory Mod - Version 3

Drawing a new house right now, this one is going to have poison gas in it, lot's of poison gas.


Self-testing is torture.

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#267 2014-04-08 07:43:53

DaVinci243
Member
Registered: 2014-03-27
Posts: 72

Re: Fortress Theory Mod - Version 3

iceman wrote:
Kimenzar wrote:

Seems like a memory on the first sight

Kind of...
Anyways, I'm back to scouting your house, 42.  Did you switch your magic dance yet?

DaVinci243 wrote:

Saving on the server seems very ruthless and evil in my opinion. Can cause great damage because unlimited accounts = unlimited houses.

Saving on client is logical since text files are easily kept.

Now, a load & save function.

I'm thinking about making a simple form in a .dll that is called through The Castle Doctrine, but I'm not sure if it would work. But that would be the most easiest to do in my opinion.

Otherwise you'd have to deal with in-game GUI which will require you to study how it works.

Are you thinking about damage to the server because of space, or just in-game exploits?  I'm not sure either one would be an issue- there's not enough people to stop the server by saving houses, and it would be functionally identical to building a house, just much faster.

Anyways, I want to get into GUI big_smile

The problem is, an attacker can possibly send the required queries to the server to create huge text files.


noob programmer haking on open-source game.

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#268 2014-04-08 10:22:54

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

Re: Fortress Theory Mod - Version 3

Just died self testing my new home and thus burned 98% of all the money in the server. Yay!


Self-testing is torture.

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#269 2014-04-08 11:03:33

gyuri
Member
Registered: 2013-07-09
Posts: 232

Re: Fortress Theory Mod - Version 3

Most of the money came from two sources: me doing suicide runs and tool dumping two weeks ago and Grimsley's dual-accounting. Now there aren't any broken houses, so tool dumping is not an option any more. I might start doing suicide runs again, but there is nothing to rob now.

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#270 2014-04-08 16:51:00

GotABigTrap
Member
Registered: 2014-02-26
Posts: 200

Re: Fortress Theory Mod - Version 3

haha I got the top house now with like 4,000$ and a painting that was stolen from me several lives ago.  Just see if you can get that back from my house fortress

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#271 2014-04-08 16:56:09

poor
Member
Registered: 2014-03-23
Posts: 113

Re: Fortress Theory Mod - Version 3

Is there a build for Linux yet? I'd like to get in on the action here.


"Safety" is relative
Current life: None; I'm quite dead.

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#272 2014-04-08 18:45:49

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

Re: Fortress Theory Mod - Version 3

poor wrote:

Is there a build for Linux yet? I'd like to get in on the action here.

I'll finally be able to play around with building the game on Linux tomorrow, so I really, really hope I'll have something by the end of this week.  Of course, the Mac build took me over a week to iron out (even Jason was confused!), so no promises, but I'm definitely working on it.

GABT, I'll check out your house wink


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.

Offline

#273 2014-04-09 08:32:15

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

Re: Fortress Theory Mod - Version 3

How about a new boss house?


Self-testing is torture.

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#274 2014-04-09 08:55:37

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

Re: Fortress Theory Mod - Version 3

Just wait for v3, when Silence will fall wink


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.

Offline

#275 2014-04-09 09:51:10

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

Re: Fortress Theory Mod - Version 3

How about retired houses with some changes that make them impossible to solve?

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