Game Guides Archive
Thread: Mini Guide to PA Halls
I guess its time for an update. Thanks for bumping this information. Kudos to Wasabi Dakhammon.
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 50 items on the ground. This rule applies to small houses and up. 250 items max in a small and 250 max in a PA hall. Each crate takes 5 spaces. If you examine the house controls, it will likely display a smaller number of items than there really are. Mine has close to 250 but says 38.
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 Naboo style is 3 floors (2 if you don't count the outside roof). 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.
Only a mod can do that and I doubt they would.. but you can sticky it for yourself or have it in your bookmarks. Then when someone asks a question about PA"s reply to them with a link.
It would be nice if there were a way for all the best rated guides were stickied or links to them listed some where.