Game Guides Archive
Thread: Modified mini PA Guide
Kudos to Wasabi Dakhammon who first entered this information a while ago. All I have done is updated a few items,.
1) The halls take 7 or 9 lots. Each player gets 10. Know what you're getting into.
2) Hall administrators can drop/pick-up/move object in the hall just like in houses. Vendors, too.
3) All player made buildings have an item capacity of 75 per lot with a max of250. This counts items in bags and containers of any sort. 50 items in as bag is 51 items on the ground. This rule applies to small houses and up. Each crate takes1 space. If you examine the house controls, it will likely display a smaller number of items than there really are.
4) Only the Guild Leader (the person that placed the building) can initially add members to the guild and those members do need to be in orvery near tothe structure. This is a huge responisbility if you are managing a guild of 100 people that came over from another game with you. It is recommended that you give several other members the ability to add new members (both sponsor and accept privileges).
4a.) You can use /transferstructure to give over hall ownership to another player besides the guild leader.
5) The only power non-leaders of the guild have is allegedly vote you out. However, none of my guild mates can see anything on the guild terminal but "examine". So keep in mind, you're stuck with your leader right now and he is the ONLY one that can let you out of the guild if you decide you hate it until they fix this bug are decide to alow this feature to become active.
6) Every time someone new gets added to the guild, everyone gets an email about it.
7) All of the halls are huge and cool looking.The basement has an elevator, which I warn you, is buggy - but its ALOT better.
8) The top floor is a roof where missions cannot spawn and npc enemies cant follow. And you can survey and sample up there too. (not sure about the survey anymore)
9) If you disband guild to start something over, get ready to redeed the PA hall. You will not be able to create a new guild again until you do so.
10) The hall, like any building can act as a cantina for entertainment healing, but it isnot a medical center, so get your droids out and problem is solved. Put in a food and crafting station with a med unit to be able to heal in the hall.
11) When creating a guild, a screen comes up allowing you to enter 1-25 letter for a guild name (The Crimson Legion). Then a screen comes up that asks you for a 1-5 letter name that will represent your guild and be diplayed after each person in the guild's name <CRIM>.
12.) /guildremove is a SELF only command. If you are a guild leader - do not use it EVER.
13.) Be very careful using the guild terminal. If you accidentally remove the leader from the membership list - the guild must be disbanded and re-created to fix the problem.
14.) To move a guild hall - you do NOT need to disband the guild. Just move quickly.
15.) To allow guild members into your personal structure (besides the hall) add the string GUILD:CRIM (in this case) to the house entry list.
16.) Emails. Don't work at this time. Use your friends list.
Very good information. Knew all of it already with exception to the to allowing guild members into a privite structure ![]()
If the hall owner does this, does it still use the lots of the person who placed the hall or do the lots of the new owner now get used?
Tamour wrote:
4a.) You can use /transferstructure to give over hall ownership to another player besides the guild leader.
Still curious about whether or not there has to bea certain number of people in the PA/Guild for the hall to stay active?
Kandor
As a guildleader, I would just like to make some corrections to a couple mistakes/miswordings in this guide.
5) The only power non-leaders of the guild have is allegedly vote you out. However, none of my guild mates can see anything on the guild terminal but "examine". So keep in mind, you're stuck with your leader right now and he is the ONLY one that can let you out of the guild if you decide you hate it until they fix this bug are decide to alow this feature to become active.
It is absolutely NOT TRUE that you are stuck in your PA. At any time, you can highlight yourself with CTRL-1 and type /guildremove and you will be removed from your current guild. It's odd that you would say you can't be self-removed when you even mention the command later in the post. If you hate your guild, more power to you to get out! Also, anyone that the guild leader has given the /kick priv to in the guild management terminal can kick you out.
And I do not believe you will ever be able to remove the leader and replace them with another. Mostly because the leader still owns the PA hall structure, and thus can disband the PA at any point by removing the hall and not re-deeding it, or by simply locking everyone else out of having any guild rights in the guild terminal. Again, if you don't like your PA or your leader, get out of it and find another. But realize your leader will remain so unless they voluntarily pass it along, or SOE makes a major revision in how guilds work and are related to the PA hall itself.
10) The hall, like any building can act as a cantina for entertainment healing, but it is not a medical center, so get your droids out and problem is solved. Put in a food and crafting station with a med unit to be able to heal in the hall.
My PA hall works as a medical facility. It has since day one, and without any furniture in it. It does not auto-heal you like the medical center in a town or a camp, but it allows you to heal yourself. So there is no need to have special med units or droids. All PAs should function like this, several others I have visited work fine.
Otherwise, the guide seems to be very accurate, and should serve as a good starting point for potential guildmasters/guildmembers.
Tamour wrote:
I did hear of a guild getting disbanded with only 4 members. Hopefully, after a few weeks, we can put in a "real and correct" PA guide.
I started my own guild and I'm the only member. I have been for a while (not sure how long though...). There are no member requirements that I know of. It is nice to know that I can move the hall without disbanding the guild. Thanks!
From what I have read - there is no working method for tranference of Guild Leader so .. I think you need to disband and redeed. Maybe disband guild, recreate guild and then tranferstructure of the hall.
If anyone knows differently - please speak up.