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#126 Re: Main Forum » Maximum number of item types a house can FORCE a robber to use? » 2014-01-02 12:05:56

As far as I can remember, an explosive can blast a metal wall, right? So you do not necessarily need a torch...
I think a wall of doors can be activated by an animal seeing you from the other side of the wall. You could not cut around.

#127 Re: Main Forum » Longest Robbery ever, and a sound suggestion. » 2014-01-01 09:08:14

I like the idea of the timer starting when the owner wants to come home. What about a flexible timer to avoid the owner coming in and out constantly? The initial timer would be for example 5 minutes (so if the owner wants to come home while his house is being robbed, the robber will have 5 minutes to leave the house before being caught). Every time the owner wants to enter his house while being robbed, you increase the timer by 5 minutes. Also, every hour spent out of the house/game reduces the timer by 5 minutes.

#128 Re: Main Forum » Longest Robbery ever, and a sound suggestion. » 2013-12-31 12:03:13

Sorry Antiblitz, that was me. At first I went to scout your house and died stupidly. The bounty was quite big so I waited one hour to come back for it (after the chills had gone). I spent a lot of time optimizing the tools I had bought, and I didn't see the the time passing. It is true that it can be frustrating when you have to wait for a robber to leave the house. Maybe a robbery could be limited in time? Like for example a countdown of 20-30 minutes before the cops arrive, and it would add some adrenaline!

#129 Re: Main Forum » New dual account exploits » 2013-12-31 03:17:13

I was able to scout to the pitbull-electric floor-trapdoor combo in the south-east corner just using one saw... Was I far from the vault?

#130 Re: Main Forum » New dual account exploits » 2013-12-31 03:14:17

Don't be sorry, I'm pretty sure Ecker/Forester was using dual accounts or cooperative play too (when rampaging my house). Anyway, nice to see the paintings back!

#133 Re: Main Forum » Cheapest house protected vs suicidal robbers » 2013-12-30 06:38:31

Ah, I see, by luring the dogs down the corridor... But you also have to take into account that it is impossible for a kamikaze to guess that he'll exactly need 2 drugs, 2 torches and 1 club.

#134 Re: Main Forum » Cheapest house protected vs suicidal robbers » 2013-12-30 06:32:53

You mean the 2nd pitbull should be one tile upper?

#135 Re: Main Forum » House value (bug?) » 2013-12-30 02:28:54

Would it please be possible to see the value of the house? It is often useful to know, to check if my house is worth brute-forcing or what tools I could afford. Right now I have to sell all the items to see my house's value, and even with the "sell half" button checked it can be many clicks.
I would love it to be displayed on screen, or maybe a "sell all" button in the backpack window?

#136 Re: Main Forum » Cheapest house protected vs suicidal robbers » 2013-12-29 18:04:06

Looks like a decent build, but it costs more than 2000$...

#137 Re: Main Forum » Cheapest house protected vs suicidal robbers » 2013-12-29 06:20:26

Personnaly I don't buy the shotgun when I build my starter house. A second pitbull instead is much better: if your house is correctly built (i.e., no easy way to lure away the 2 dogs) you'll need 2 guns and 1 club to get to the wife, instead of the gun+2 clubs. The investment to get the wife is now 2600$ (unreachable for a newcomer) instead of 1600$.

#138 Re: Main Forum » New dual account exploits » 2013-12-29 04:31:56

Ok, it seemed too easy to be possible.

#139 Re: Main Forum » New dual account exploits » 2013-12-28 21:36:25

I can imagine an even simpler way:
players A and B cooperate. A starts a new life and puts, for example, 2 trapdoors (so that the 560$ left is easy to find for player B on the list). B comes in, clubs the whole family and picks up the vault (to buy 3 new clubs). Then A commits suicide, new life, puts another 2 trapdoors, etc. B would very quickly have a huge bounty (3500$ per house, right?) while keeping a low profile (nobody would notice it on the house list). When the bounty is large enough, B finally enters A's house and suicide. A is rich.
Is there a limitation to this?

#140 Re: Main Forum » Visibility issues and Gamma » 2013-12-28 18:37:32

Jason I just sent you an e-mail with the 3 candidate files for the laddered trapdoor glitch and how to find it.

#141 Re: Main Forum » Visibility issues and Gamma » 2013-12-28 18:13:05

(I didn't check, but it may be the same with, say, an animal shot on a button..)

#142 Re: Main Forum » Visibility issues and Gamma » 2013-12-28 18:10:18

There is something weird with animals fried on electric floors:
if the electric floor is visible but is not in "animal sight" then you see the grid but not the animal.
for example:
P               P: player
X               X: wall
X#             #: animal fried

#143 Re: Main Forum » Doggy death door » 2013-12-28 11:57:34

Not a problem anymore, the dog is dead wink

#144 Re: Main Forum » Visibility issues and Gamma » 2013-12-28 11:46:10

Mmm, I have an AZERTY mac keyboard (ouch) and on this I can only get shift+^ and & to do something (slow and normal). I've tried many different key combinations, and also plugged in an external PC (azerty) keyboard, but without success... Any idea what the mapping should be on my keyboard?

#145 Re: Main Forum » Doggy death door » 2013-12-28 10:44:52

Since version 26, you can no longer see what's immediately behind a door. If you get killed while walking into a door, it means that a pitbull spotted you earlier. And that is no exception in Li's house... I got caught too the first time I entered this house, because the dog is so far in the shadows that it is barely visible.  I don't know if this behaviour is fair and if this would be approved by Jason...
(hovering the mouse will reveal "visible" tiles in case you have a doubt)
There are still a few cases (like this one) where a tile is in sight of the avatar (meaning a pitbull can see you) but is barely visible for the player. It has been vastly improved since v25, and is probably not far from being optimal. Maybe a bit more tweaking in the shroud opacity would iron out these few remaining cases?

#146 Re: Main Forum » Visibility issues and Gamma » 2013-12-28 07:33:07

Ah, I guess it was me Josh smile
You have the corridor at angle about 30° with the pitbull on the far end, and the pit with the cripple cat at the beginning to block the other pitbulls, right?
Actually I could see the electric floor without tweaking the image, but it is quite faint and I agree that on a darker monitor it could be invisible...
(I was also helped by the fact that you didn't change much of your design since the last time I robbed the house, so I knew where to look at).
I can draw a draft if Jason is interested to see it.

#148 Re: Main Forum » Visibility issues and Gamma » 2013-12-27 18:26:59

I have 4 candidate recordedGames for the ladder glitch, but they are quite big... it may take hours to watch them. Is there a way to move quickly forward in repla

#149 Re: Main Forum » change highlights » 2013-12-27 08:08:51

You're right. As I said, it is not a big problem to me though... I was just wondering. It is a matter of visual choices, and the actual version is very fine.

#150 Re: Main Forum » Visibility issues and Gamma » 2013-12-27 08:03:29

I really like the new version. It is almost useless to tweak the screenshots, so in my opinion it is a big step forward . The only time I got fooled was when a dog saw me from far away in the shadows and insta-killed me a bit further through a door. A dog can be almost invisible in the shadows at the other side of the screen, but you can see that there is a path fading and just hovering the mouse around will reveal the dog's presence, so I think it is not a problem.
It is true that the dog+door combo is quite powerful now, but it requires more space to build than a simple trapdoor trick, so the ratio (money needed to bruteforce it)/(space needed to build it) doesn't seem to high to me (though of course I haven't figured out all the new possibilities). And it allows new funny traps smile
I don't know if there is a relation but I found a glitch when walking on "laddered" trapdoors. The 3 trapdoors were vertically aligned inside a corridor; when walking on them from bottom to top, my character was displayed under the ladder. Even more strange was that I was followed by a dog, which "disappeared" under the trapdoors when crossing them and re-appeared just after them.

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