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#1 2014-02-12 22:30:17

sebastian
Member
Registered: 2014-01-31
Posts: 68

[MOD] Sweden mod

~~~~~~~~~~~~~~~ENGLISH~~~~~~~~~~~~~~~

I got the idea of this "Sweden mod".

And did it.

Sweden mod with English language pack: http://www.sebbe.eu/castledoctrine/SWEDEN_MOD_v32.zip
Sweden mod with Swedish language pack: http://www.sebbe.eu/castledoctrine/SWEDISH_MOD_v32.zip

Unpack in the root of your castledoctrine folder. Allow it to replace files.

Sweden mod ONLY contain sprite & language Changes, and are fully compatible with the core game.


Now to the explanation behind Sweden Mod:

As you might know, self defense laws and castle doctrine laws, vary in each country. The Original Castle Doctrine game, unfolds in USA, where its okay to use deadly violence against a criminal while the criminal commits crime.
But in Sweden, you might wonder.... Nope. Self defense in Sweden are VERY restricted, and theres no "Castle Doctrine" in sweden, rather duty to retreat - even in our homes!

So I Think, it would be cool to give US people insight on how we "Swede's" solve crime problems.

So I decided to replace all deadly sprites with corresponding non-deadly sprites in this Swedish Mod. In Swedish Mod, you cannot die. Rather, you are arrested instead, by the police.
Being arrested has the same consequences as dying in the original game, eg you have to start over from the beginning.


Now to the replacements being made:

House Objects:
Electric Floor -> Motion Detector.
Stepping or staying in a Active motion detector will trigger an alarm, which will dispatch police and you get arrested.
Can be sabotaged in its off state with Wire cutters, or Circumvented with a 1kOhm resistor if its active.

Pit Bull -> Security Guard.
Stepping on the same tile as a security guard is pretty obvious. The security guard will arrest you.
Guard can be clubbed, shot as normal.
It can also be put to sleep with sleep dart.
If the Security Guard triggers a police alarm, he will get fired (lose its job and become off-duty).

Power Source -> Alarm Transmitter.
Circumventing the Alarm Transmitter, of couse, does disable it. Any connected detectors will no longer work. Circumventing the Alarm Transmitter, will activate any Toggleable Alarm Lasers on its path as a consequence. (Had to replace the Power source, since a normal alarm system would being triggered if anyone tries to cut Power).

Pit -> Permanent Alarm Laser.
Does have its own transmitter built-in. Stepping into a Permanent Alarm Laser, will of course get you arrested.
Can be circumvented with mirrors.

Trapdoor -> Toggleable Alarm Laser.
Same as Permanent Alarm Laser, but can be turned off by a Active Alarm Transmitter.
Can be circumvented with mirrors.

Wife´s Shotgun -> Wife´s Defense Spray
Any Square adjacent to Wife will get you sprayed with vision-blocking red spray containing UV color so police will find you. Also, the wife will call the police.


Tools:
Water Bottle -> 1kOhm Resistor.
Can be used to circumvent Active motion detectors or Alarm Transmitters

Ladder -> 4 Mirrors.
Can be used to circument any Alarm laser.

Drugged Meat -> Sleeping Dart.
Can be used on security guards and Chihuahuas. (It would not make sense to throw drugged meat at a security guard)

Chihuahuas and cats will get very scared by going into a Active alarm, and will stay still permanenty, so the chihuahua and cat does not trigger the alarm.


About self-test: Of course, you forgot your ID card at home. So your security guards will try to even arrest you, and if you trigger a police alarm, you will be arrested for causing a false turn-out.


Note: Since the robber does not obey the law, the wife, security guard, family members, and animals can still be killed in game.

Terminilogy changed ingame:
Death -> Arrest
Bounty -> Fine
Suicide -> Call Police
Chills -> Survelliance by police


ctdoc.png


What do you Think?




~~~~~~~~~~~~~~~SWEDISH~~~~~~~~~~~~~~~
Jag fick den här idén att göra en svensk variant av spelet, baserat på svenska självförsvarlagar.

Och gjorde det.

Sverigemodifikation med engelskt språkpaket: http://www.sebbe.eu/castledoctrine/SWEDEN_MOD_v32.zip
Sverigemodifikation med svenskt språkpaket: http://www.sebbe.eu/castledoctrine/SWEDISH_MOD_v32.zip

Packa upp i roten av din "CastleDoctrine"-mapp och svara JA när den frågar om att skriva över.

Sverigemodifikationen ändrar bara på bilder och texter, och är fullt kompatibla med grundspelreglerna.


Här till förklaringen bakom Sverigemodifikationen:

Som du kanske vet, så varierar självförsvarlagar och rätten till sitt hem, i olika länder. Originalversionen av "The Castle Doctrone" utspelar sig i USA, där det är okej att använda dödligt våld.
Men i Sverige kanske du undrar? Nej, här är självförsvar väldigt restriktivt. I Sverige har du Skyldighet att retirera - Även i ditt hem!

Så jag tycker det skulle vara roligt att ge USA-personer lite insikt om hur vi svenskar sköter det där med att avvärja kriminella.

Jag bytte ut alla farliga fällor mot ofarliga motsvarigheter. I Sverigemodifikationen kan du inte bli dödad, snarare gripen av polisen.
Om du blir gripen av polisen så har det samma konsekvenser som i originalspelet - du får börja om på nytt.


Nu till de föremål som blivit utbytta:

Hemsaker:
Elektriskt golv -> Rörelsedetektor.
Om du går in eller stannar i en rörelsedetektor's bevakningsfält medans den är igång så kommer polisen att tillkallas till platsen och du blir gripen.
Du kan sabotera rörelsedetektorn när den är icke-aktiv, med avbitartång, och manipulera den med ett 1kOhm-motstånd medans den är igång.

Pit Bull -> Väktare.
Om du hamnar på samma ruta som en väktare så är det rätt självklart vad som händer - även väktare har rätt att gripa personer.
Väktare kan klubbas ner eller skjutas som vanligt.
Eller så kan du söva ner väktaren med en bedövningspil.
Om väktaren av misstag råkar lösa ut ditt polislarm så kommer väktaren bli avskedad.

Strömkälla -> Larmsändare.
Om du manipulerar larmsändare så slutar den fungera. Då slutar även anslutna detektorer att fungera såklart. Som en konsekvens aktiveras alla larmlasrar på vägen eftersom den tappat kontakten med larmsändaren. (Var tvungen att byta ut strömkällan till detta eftersom ett vettigt larmsystem larmar när man tar bort strömmen).

Hål -> Permanent larmlaser.
Har en egen larmsändare inbyggd. Om du bryter någon av laserstrålarna så tillkallas polisen.
Kan kringgås med speglar.

Fallucka -> Avslagbar larmlaser.
Har en egen larmsändare inbyggd. Kan stängas av ifrån en larmsändare.
Kan kringgås med speglar.

Din fru's hagelbössa -> Din fru's självförsvarsspray
Hamnar du i rutan brevid någons fru och frun är försedd med självförsvarsspray så blir du sprayad röd i hela ansiktet och det är dessutom UV så polisen lätt kan binda dig till brottet. Dessutom ringer frun polisen.


Verktyg:
Vattenflaska -> 1kOhm-Motstånd.
Kan användas för att manipulera aktiva rörelsedetektorer eller larmsändare.

Stege -> 4 Speglar.
Kan användas för att kringgå laserlarm.

Drogat kött -> Bedövningspilar.
Kan användas på väktare och hundar. (Det skulle inte göra någon nytta att kasta drogat kött på väktare)

Hundar och katter blir vettskrämda av aktiva larmdetektorer och står still hela tiden för att inte lösa ut larmet.

Om självtestet: Oj du glömde ditt legg hemma, så dina anställda väktare kommer givetvis försöka gripa dig och du kan ju inte lösa ut ditt eget larm, då kommer du bli gripen för att ha orsakat en onödig polisutryckning.


OBS! Eftersom inbrottstjuvar inte följer lagen så kan väktare, din fru, dina barn, och dina husdjur, fortfarande bli dödade i spelet.

Begrepp ändrade i spelet:
Döden -> Gripen
Skottpengar -> Böter
Självmord -> Ring polisen
"Chills" -> Övervakning av polisen

ctdoc_swe.png

Vad tycker ni?

Last edited by sebastian (2014-02-14 12:10:49)

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#2 2014-02-13 12:11:19

MasterPain
Member
Registered: 2014-02-03
Posts: 15

Re: [MOD] Sweden mod

Pretty cool! Is there a way to change the names in the name generation files too? The mod would definitely benefit from that.

I won't play it though, but simply because (IMHO) "duty to retreat" laws are the kind of bullshit I don't like even being reminded of. We have these here in Brazil too. You can't kill a burglar, so you have to retreat as well (that or kill the fucker anyway and dump him in a ditch somewhere, praying no one finds out).

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#3 2014-02-13 12:20:09

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

Re: [MOD] Sweden mod

This is pretty awesome!!  I love how creative you got designing the non-lethal traps.  I'm sure it was pretty hard to figure out a system that wasn't completely illogical.  You did a great job with the artwork as well! (I love turning a corner to have 5 security guards facing me =P)

Also, interesting things happen when I just merge your folder with a copy of my grayscale mod: =P
original.jpg

Last edited by iceman (2014-02-13 12:20:26)


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#4 2014-02-13 13:10:15

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,235

Re: [MOD] Sweden mod

AMAZING!

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#5 2014-02-13 15:31:23

sebastian
Member
Registered: 2014-01-31
Posts: 68

Re: [MOD] Sweden mod

Iceman: Yes, it was pretty hard to find out a non-lethal "arrest"-alternative to those traps.
But I did find out a logical scheme.

However, the "pit.tga" was harder. Had to replace every pit piece  with a number (1, 2, 3, 4 .... 16) and then load ingame and look how the pit parts gets sewed together, and then paint a dotted line in top and bottom of pit part.
Then look ingame again, and then align every pit piece (by moving the dotted lines inside the .tga file) so the dotted lines become straight lines (then I knew the pieces was aligned). Then I could paint the lasers without they getting misaligned.
Report here (with a print screen) if it "looks wrong" when you use mirrors on a Permanent Alarm Laser.

About name generation: There's a plausible explanation of that too:
In sweden and a few other countries, if you get in jail, and the justice system sees theres a risk that you will get assaulted due to people taking matters in their own hands (to get "revenge"), when your'e set free from jail, you will get a new identity from government (new name, new SSN, new adress, and so on). Only the government can tie your old and new identity, to prevent people from using the new identity to commit new crimes. (This is however a rare case that previous criminals get a new identity, but it happens sometimes)

Last edited by sebastian (2014-02-13 18:13:26)

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#6 2014-02-13 18:19:17

jere
Member
Registered: 2013-05-31
Posts: 540

Re: [MOD] Sweden mod

^That's really clever sebastian. What a great mod!

Your views on self defense have been interesting. It's unexpected, but I tend to agree with a lot of what you're saying. Sometimes I think it's really strange that police in the UK don't carry guns normally. Then I read articles like this and think maybe we've got it wrong.

Anyway, I don't see TCD as a political message (if it's supposedly advocating vigilantism and anarcho-libertarianism, it doesn't do a good job... the result is clearly hellish). So I think anyone should be happy to play it either way.


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#7 2014-02-14 00:19:24

sebastian
Member
Registered: 2014-01-31
Posts: 68

Re: [MOD] Sweden mod

Iceman: Those "interesting things" are propably because Everything with wire, is signed. Apparently, according to the instructions, you get a unfair advantage if you modify the wire sprites.
I guess it have with transparency to do, if you modify these sprites in a certain way, you will see through walls or something....

If you wonder about the reason the security guards are grey?
Yes because Swedish guards have a grey uniform. (I Think the state did this to prevent confusion with cops, since Swedish guards look very similiar to cops, and non-government personell must be easly differed from government personell even at a distance). theres a Another guard type, "Ordningsvakt" - "Order guard", which wear blue uniform, but they are part of government and not allowed to protect private property, they are like privately paid cops, for pubs and large events where the state doesn't want to pay the costs to uphold a good order.
Some have black and some have completely White. It varies with different shades of grey, but blue is forbidden. Green is military so it wouldn't work either. Red would look very strange :-)

v_ktare_jacka.jpg

Last edited by sebastian (2014-02-14 00:25:12)

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#8 2014-02-14 01:29:55

joshwithguitar
Member
Registered: 2013-07-28
Posts: 538

Re: [MOD] Sweden mod

I'm pretty sure the unfair advantage with wire sprites is if you make powered look different to unpowered. This way you can know if power is running through something or not. I'm pretty sure I saw a video of largestherb using a mod to do this recently so I'm not sure how effective the mechanism stopping it is. It would seem to be better if you could somehow have it that powered wires always use the same sprite as unpowered ones - though I guess this might not fit in with how the engine is structured.

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#9 2014-02-14 04:37:36

arakira
Member
Registered: 2013-12-01
Posts: 176

Re: [MOD] Sweden mod

joshwithguitar wrote:

I'm pretty sure the unfair advantage with wire sprites is if you make powered look different to unpowered. This way you can know if power is running through something or not. I'm pretty sure I saw a video of largestherb using a mod to do this recently so I'm not sure how effective the mechanism stopping it is. It would seem to be better if you could somehow have it that powered wires always use the same sprite as unpowered ones - though I guess this might not fit in with how the engine is structured.

I think the distinction between "hot" wire and "cold" wire is historical, and was useful when there was the voltage detector, so that the voltage detector would display correctly (according to the transitions.txt file). Otherwise, I see no difference in properties between hot and cold wires. Same for the wall_wood_wired.
Actually I see a little flaw in security here... The wall_wood_wired sprites are not signed wink

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#10 2014-02-14 06:22:27

joshwithguitar
Member
Registered: 2013-07-28
Posts: 538

Re: [MOD] Sweden mod

arakira wrote:

Actually I see a little flaw in security here... The wall_wood_wired sprites are not signed wink

Ok, that explains what I saw in largestherb's videos, Jason should probably fix that...

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#11 2014-02-14 10:28:49

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

Re: [MOD] Sweden mod

sebastian wrote:

Iceman: Those "interesting things" are propably because Everything with wire, is signed. Apparently, according to the instructions, you get a unfair advantage if you modify the wire sprites.

I think they're actually because of the 1 folder (which holds the default robbery properties and image).  Most of the objects in the game actually don't have one - they just automatically pull from the 0 folder (which has the attributes when editing your house), since they're exactly the same.  I had to add a 1 folder to all objects, so that robbing and editing would look different, but you didn't.  When I merged the two folders, all folders were copied over by your mod, except the 1 folders (since there weren't any in your mod's folders).  So, the default for most objects is the "grayscale" version (that's why there are still dogs in the top right), but once they change they turn into the "swedish" version (why the dogs turned into security guards).

joshwithguitar wrote:
arakira wrote:

Actually I see a little flaw in security here... The wall_wood_wired sprites are not signed wink

Ok, that explains what I saw in largestherb's videos, Jason should probably fix that...

Yeah, that's a pretty big issue... come to think of it, that's more or less what happened in my picture.  Since the 1 folder would be gray, and the 2 folder colored, that means the wired walls are powered right then.


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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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#12 2014-02-14 10:53:40

sebastian
Member
Registered: 2014-01-31
Posts: 68

Re: [MOD] Sweden mod

What happened? Seems like the cat and chihuahua sprites are signed now, because when I replace the tga files, it complain on incorrect object sig.

Last edited by sebastian (2014-02-14 10:53:51)

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#13 2014-02-14 10:59:25

jere
Member
Registered: 2013-05-31
Posts: 540

Re: [MOD] Sweden mod

http://sourceforge.net/p/hcsoftware/Cas … ngeLog.txt

I'm guessing this?

Fixed signature weaknesses for object groupWith settings and to prevent deletion of states (thanks Arakira).

Last edited by jere (2014-02-14 10:59:35)


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#14 2014-02-14 11:01:40

sebastian
Member
Registered: 2014-01-31
Posts: 68

Re: [MOD] Sweden mod

Yes but chihuahua's/cat's does not have any groupWith. Also Everything else works flawlessly. And when i replace the tga only, it complains on incorrect sig.
I cannot find anything in the properties that should require a signed Sprite on cat and chihuahua, so I guess its some bug?

Last edited by sebastian (2014-02-14 11:02:54)

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#15 2014-02-14 12:10:23

sebastian
Member
Registered: 2014-01-31
Posts: 68

Re: [MOD] Sweden mod

Solved it. Turned out some sprites had incorrect sizes.

Now the mod is updated.
See top post to download the new version.

Updates:
Added signatures for objects.
In English version: Replaced the relay names so they become "NC Relay" and "NO Relay".
In English version: Replaced the toggle button names so they become "NC Pressure Switch" and "NO Pressure Switch".
Updated language file.
Fixed incorrect sprite sizes in cat and chihuahua.
Updated toggleable alarm laser, to be off by default.

Löste det. Visade sig vara felaktiga storlekar på bilderna.

Nu är moddet uppdaterat.
Se förstaposten för att ladda ner den nya versionen.

Uppdateringar:
Lade till signaturer för objekt.
I Engliska versionen: Bytte ut namnen på reläerna så att det blev "NC Relay" och "NO Relay"
I Engelska versionen: Bytte ut namnen på dubbeltryck fotströmställare så att det blev "NC Pressure Toggle Switch" och "NO Pressure Toggle Switch"
Uppdaterade språkfilerna.
Fixade felaktiga bildstorlekar i katt och hund.
Uppdaterade avslagbara larmlasern, till att vara avslagen per default.

Last edited by sebastian (2014-02-14 12:27:04)

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#16 2014-02-15 09:26:02

booper
Member
Registered: 2014-02-15
Posts: 35

Re: [MOD] Sweden mod

this is an awesome mod (been using it for several days), but the grey uniforms for security guards have gotten me caught several times because they are hard to see in the shadows. i've lost several 25K+ houses when scouting other houses because i was moving too fast and the grey + black on grey+ black didn't register as a security guard for me and i walked into it around a corner. i know this is my fault (for moving too fast), but it's happened more than three times. can you add some highlighting to the security guard tile or change it from gray? i don't want to switch to the original tile set, but i also don't want to keep getting caught.

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#17 2014-02-15 11:06:45

sebastian
Member
Registered: 2014-01-31
Posts: 68

Re: [MOD] Sweden mod

Should I do the guards lighter or darker? Whats preferred?

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#18 2014-02-15 11:20:56

booper
Member
Registered: 2014-02-15
Posts: 35

Re: [MOD] Sweden mod

bright yellow, like a canary tongue (btw - thanks for this awesome mod, again!)

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#19 2014-02-15 11:37:11

sebastian
Member
Registered: 2014-01-31
Posts: 68

Re: [MOD] Sweden mod

Here it is (Booper):
http://www.sebbe.eu/castledoctrine/booper/pitbull.tga

replace gameElements/houseObjects/pitbull/0/pitbull.tga and gameElements/houseObjects/pitbull/11/pitbull.tga

Its only guards that is normal that will be yellow. Sleeping, dead, or fired guards will be grey.
But yellow its not that realistic. Only personell that is yellow (guards, cops and order guards) is when they do duty in the traffic, for safety reasons. (HI-VI Wests)

all other: Don't do the replacement. It will look very strange :-)

Last edited by sebastian (2014-02-15 12:04:14)

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