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#101 Re: Main Forum » robbed without a tape » 2014-01-20 04:45:15

I have just been robbed, and I see no tape. I thought this had changed in v29? Maybe this is related to another thing I don't understand:
Yesterday, I checked the neighbourhood list and clicked on a house to rob. Then I had the black waiting screen with the blinking dots (there must have been some connexion lag on my network). After waiting more than 30 seconds, I tried to quit the game by pressing ESC, but I got the message "you can't leave now, you'll die". Does it mean that you can die from timeout even before entering a house? Or, I imagine that probably the server sent me the house data and my connexion got broken just before receiving it (a very small window). But at least this should leave a tape, right?
Also, a last question... The client sends the steps he made while robbing at the end of the robbery, so, in case of disconnection during the robbery, I guess it is impossible to watch the real tape? (since the simulation is done on the client side)

#102 Re: Main Forum » Electronics Tutorial? » 2014-01-18 06:20:33

OK, I see, thanks. I guess you are you looking for looping states locally, in each whole circuitry? (where "circuitry" is a maximum cluster of connected electronic devices)

#103 Re: Main Forum » Electronics Tutorial? » 2014-01-17 16:42:52

Can anyone please explain how the final state is computed if there is a loop in the electronics sub-steps sequence? I read somewhere on the forum that it is about a "lowest state" of the components, but I don't understand exactly what it is.
Also, I don't understand Josh's last example from http://castledraft.com/editor/2sP62y (the last 6 diagrams, 2 bottom rows). What is the order in this sequence, row by row or clockwise? And why the switch is off, then on, then off again...
The current trend seems to be a loop of electric floors which you can't disconnect because you get instantly fried, which is very counter-intuitive (for example in Morel's house).
In order to survive in such houses, you have to know how these sub-steps arecomputed, that means, you have to know how the algorithm is implemented. This electronic stuff is very interesting and allows some funny tricks, but I imagine this can be frustrating for new players.

#104 Re: Main Forum » lag in Morel's house » 2014-01-15 08:46:55

The rule is that an animal doesn't want to step next to a dead animal, unless it is a dog who has the possibility to jump on you.

#105 Main Forum » lag in Morel's house » 2014-01-15 03:20:25

arakira
Replies: 8

There is something strange happening in Morel's house. Every time I reach the vault (it happened 4 or 5 times), I get stuck at least 30/40 seconds at the black exit screen, with the three white (then orange, then red) dots blinking, and often the exclamation mark. Twice, I even got killed by timeout after being stuck at that screen for too long. I never had this in any other house, and it happens every time I reach Morel's vault. It is fine if I just enter and immediately leave his house.
This may be related to the heavy electronic stuff that is in this house? On my old dual core 2,4Ghz computer from 2008, the game gets sluggish when I walk around all his electronic stuff.
(same problem in v28 and v29)

#106 Re: News » Version 29 Released » 2014-01-14 14:56:31

I see no countdown for the 10' robbery... will I suddenly die after 10 minutes?

[edit] I just read the e-mail, the timer starts at the last minute... That is going to send a rush of adrenaline, I like it.

#107 Re: Main Forum » Maximum number of item types a house can FORCE a robber to use? » 2014-01-07 20:09:46

I think it would be nice to reduce to 5 or 6 slots. I've never felt restricted by the 8 items limit, and lowering the limit would add some tough tactical decisions when preparing the backpack. If you reduce down to 5, we may see many houses with a mix of different kind of walls: putting metal AND concrete walls around doors could for example force the robber to bring some expensive crowbars... that could be interesting.

#108 Re: Main Forum » Visibility issues not related to the shroud » 2014-01-07 19:53:19

Yes, I understand that there is a geometrical reason behind the ability to throw, I just mean that it is annoying when you don't know it. You have to learn a new "hidden" rule, and, even after you learn it, you'll have to draw a line between centers of tiles, and look for intersections... Sometimes you plan a robbery requiring a precise throw, and you don't want to gamble on whether or not you'll be able to perform the throw (or end up being frustrated if the throw is not allowed). To me it just seems more natural that if you see some object, than you can throw at it or shoot it.

#109 Re: Main Forum » duplicate painting » 2014-01-07 08:50:50

I thought the paintings were made by friends of yours, so may I ask where does the copy comes from?

#110 Main Forum » Visibility issues not related to the shroud » 2014-01-07 08:06:51

arakira
Replies: 12

I noticed two weird things related to visibility.

First one is about throwable objects. In some cases an animal is in sight (I mean that he can see you, and hovering the mouse displays its name) and is at throwable distance, but you can't throw him anything. For example in this case:
XXD            X:wall; D:dog; P:player
P
I guess there is a condition testing if some straight line is found between you and the dog, but the player is not aware of this rule and so the ability to throw objects looks, at times, arbitrary. It would be clearer if any object in sight -and of course within range- could be reachable.

Second one is just cosmetic: animals that felt into a pit or trapdoor are drawn almost at the bottom of the tile, and so are invisible if there is a wall beneath.
P             P:pit with crippled animal
X             X: wall
This can, sometimes, make a big difference smile

[edit]
While thinking about the first point, I got to realize this paradoxical behaviour:
A
  XB
Imagine X is a wall. A and B can see each other if the player is on tile A, but not if it is on tile B!
Actually I never noticed this paradox before (and nobody complained about it) because I think we got used to this behaviour early on...

#111 Re: Main Forum » duplicate painting » 2014-01-06 10:32:56

Ah, I understand, thank you. I'm glad I have the original copy!

#112 Main Forum » duplicate painting » 2014-01-06 07:07:57

arakira
Replies: 5

I just noticed that one painting I own, is also available in the auctions. Is this normal? It is "Sky", by Jason.

#113 Re: Main Forum » Visibility issues and Gamma » 2014-01-06 06:59:03

Yes, sure, it is visually more consistent. But I am back like in v25, making screenshots in every new corridor, in front of every door and around every corner, because I get hidden informations from most of the images (when I say "most of", I mean in at least 50% cases). In addition to what I wrote yesterday, I noticed that it can also reveal, for example, what's behind a wall near a U-turn, tiles behind a non-connected piece of wall, or animals far away in zig-zag corridors.
But, well, maybe that is just me being too perfectionist... I'd like to know what the other players are thinking about this.

#114 Re: Main Forum » robbed without a tape » 2014-01-06 06:42:29

Nice ideas. I imagine that if you move the robbery simulation towards the server, you will now which tools were used, and we'll also be able to see the tape? (to see how far the robber went through the house).

#115 Re: Main Forum » Maximum number of item types a house can FORCE a robber to use? » 2014-01-04 18:44:43

Damn. If you put an electric floor in front of the mat, it works, right? I tried to avoid putting one there, so that it is easier to set up.
Maybe something like this: http://castledraft.com/editor/5dQkdz, you get the idea. It is difficult to test because all the dogs look the same so I am not sure where each one is moving... Would be nice to be able to paint dogs with different colors!

#116 Re: Main Forum » Visibility issues and Gamma » 2014-01-04 13:44:07

I see no visual glitch in v28, nice work! However I can get some valuable information by cranking up levels on most of the screenshots: I can see about one tile further through thick walls if they are made of the same material. In the case a mix of wooden walls and wired wooden walls, it helps to understand the circuitry of the house. Also, sometimes I can see if there is a dead end behind a door, even if the tile immediately behind the door is not a wall. In other words, I can often see the wall 2 tiles behind the door if the walls are well connected.
I remember that v26 didn't allow to exploit the images so much (though I don't remember exactly why, I just checked earlier posts in this thread). I guess that the issue comes from the way connected walls are drawn...

#117 Re: Main Forum » Maximum number of item types a house can FORCE a robber to use? » 2014-01-04 07:18:13

You right, this one should hopefully be a good one: http://castledraft.com/editor/EgGL0m.
Setting it up is a quite fun, you could start with something like this: http://castledraft.com/editor/qzz8tB, it costs around 1400$.

#118 Re: Main Forum » robbed without a tape » 2014-01-04 01:23:03

Thank you Hippasus. So, if during a robbery you realize that you're trapped and will die there, you could just force quit the game to avoid the owner getting the bounty and remaining tools, which seems a bit unfair... But I guess there is no way for the server to know what happened on the client side.

Anyway, I see another drawback to this: you don't know how far the robber went into your house and how well he knows it. He may now know how to break it (or almost) and come back later to finish the job, while you don't know if you should update your security systems accordingly (and you may not be able to afford it since you didn't get any reward from him dying in your house).
Well, it just happened again twice in a row. Someone may be trying to slowly make progress into my house with starter accounts, without having me noticing it (or am I paranoid ? smile)

#119 Re: Main Forum » Maximum number of item types a house can FORCE a robber to use? » 2014-01-04 01:09:28

Thanks Josh, I forgot about that possibility (because I never used it). Well, if you can't kill a drugged pitbull with a crowbar, this might work: http://castledraft.com/editor/lPN7VA.

Also, I checked the wiki and it says that metal walls can be blown with explosives. I don't know who is in charge of the wiki but I guess she/he would like to know.

#120 Main Forum » robbed without a tape » 2014-01-03 13:14:15

arakira
Replies: 13

I have just been robbed (I had the red message "your house is being robbed"), but I see no new tape. Actually this is not the first time it happens, but this time I had no access to my house for about 30 minutes... Anyone had this problem?

#121 Re: Main Forum » Maximum number of item types a house can FORCE a robber to use? » 2014-01-03 03:14:31

Can you please explain how you break through with a ladder and a crowbar? I don't understand how you could use the crowbar because the door is initially unpowered.
Here is an even more simple design: http://castledraft.com/editor/3V2IEk

#122 Re: Main Forum » Maximum number of item types a house can FORCE a robber to use? » 2014-01-02 19:28:57

Largestherb can you show an example requiring a brick or a drugged meat? I see no reason how a house, even in a broken state, would require one.

#123 Re: Main Forum » Maximum number of item types a house can FORCE a robber to use? » 2014-01-02 19:18:52

An attempt for a house requiring a gun: http://castledraft.com/editor/RBJUML
The idea is to get an 8-connected chain of pitbulls if you do not complete the lock. It may need some adjustment related to visibility, to ensure that the pitull on the top stays on the topmost rank.

#125 Re: Main Forum » Maximum number of item types a house can FORCE a robber to use? » 2014-01-02 17:58:42

After thinking a bit, I wonder why torches and explosives could be mandatory. There must be a way free of walls leading to the safe, so what kind of house would necessarily require to break walls?

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