Game Guides Archive
Thread: Modified mini PA Guide
14.) To move a guild hall - you do NOT need to disband the guild. Just move quickly.
Does anyone know what the time limit is? (Are we talking minutes, hours, or days here.) Basically we may want to uproot our PA hall and move it to a more favorable building location. I'm wondering if we would run into an issue with the travel time to get to that new location.
AzCardile wrote:
When you are talking about the Guild disbanding for not having enough members you are not talking about the PA Hall dissapearing if you use it as your home or something are you?
Remember you don't have to form a PA just to use the hall. You can use it as a house no problem.
Our PA wants to change from a generic hall to a tatooine hall. Is it possible to redeed the generic hall and place the tatooine hall without having to disband the guild? And is it for sure that everything is going to work just fine after that hall-change?
Also something that I pledge the devs to consider: Could you please consider creating "speacial addiotional lots" for PA-halls? So that if someone places a PA-hall and starts a PA he gets the additional lots that are needed for the PA-hall? That way you wouldnt restrict people on having one orthree lots after they placed a hall for their PA. I have our PA-hall on our lots and after playing SWG for quite some time I really miss having the option to place a house/harvesters. But I also dont want to transfer that to another player of our guild because then he/she would have the same problem. You are really taking a lot of fun out of the game for me that way :/
If you fear about people buying a PA-hall without creating a PA simply add the additional PA-lots only if a PA is created and remove them immediately as soon as its disbanded. That means that aPA-leader needs to usehis own lots first and as soon as the PA is created his lots are not used anymore.
I'd love to see the same system for playercities because else you will soon have many frustrated people ingame who cannot use all their lots and have a real disadvantage.
Hello Tamour,
Thanks for the great post.
Can you or anyone provide a definitive list of the known " / " guild commands? I am only getting snippets of information on the boards as to specific syntax.
Thanks
The command "/guildremove" is supposed to be used with a target to remove guild members. If you are a guild leader and your target is no longer in the guild (and of course you can't check because of the fifty member listing limit), the YOU will be removed....even if you put a target in.
Once you do this, your guild is gone, no one can add you back, and guild function cease.
The CSRs can't help you.
You have no recourse but to spend dozens of hours redeeding and resetting up the guild hall, and manually adding every single member back (57 in our case).
This happened to me this morning, and we are looking at a lot of lost play time due to this bug.
RbT
Some input from my experiences.
It has happened to us that our original guild hall poofed.
The guild was not really affected much by this.
Guild chat still worked ... well in fact it didn't work correctly but then it never does hehe. Anyway, losing the PA hall did not affect guild chat.
We still had guild tags and everything else.
Of course we couldn't invite (in fact I never tried as guild leadership is on a mule account).
We built a new Tatooine PA hall around one week after the first generic hall was destroyed.
So it doesn't look like there was a strict time limit or anything on it. If you don't need the PA hall and do not need to manage guild membership etc, you do not need to have a PA hall up. Of course all these things may chance until there are official statements on how it is intended to work.
Great post!!!!
Like one guy said could ya list all the / guild commands please? Also exaclty how do ya make it so peeps in your guild can invite peeps. My leader couldnt figure it out.
Preciate it!
/ guild commands ....
um ....
/guildremove (read the notes on this command)
/gu - guild chat
um ....
that's it.
As for setting GL giving invite permissions: have your GL use the guild terminal. Guild management - members - select one - permissions - click on sponsor, okay, and then on accept, okay. okay. done.
Please post your opinions on the following (several posts):
PA Hall Basics:
1.The PA Hall is a player built structure and therefore obeys the structure rules. It can be built by or purchased from a Master Architect.
2.There are two terminals- a structure terminal and a guild terminal.
3.Maintenance can be paid and withdrawn from the PA Hall structure terminal by admins. Maintenance is about 2500 credits per day.
4.Halls take 9 lots. * Exception: Tatooine guild hall is 7 lots * Comment: Even 7 lots are too much.
5.The maximum number of items it can contain is 250. * Comment: This number is not high enough for a structure that is to be shared by a guild.
6.Admins can be added to the hall. Entry lists can be modified. Admins can drop and maintain their vendors. (Vender items do count against the 250 item max of the structure.) *Comment: Vendors cannot be set guild-only.
7.The owner of the hall is the initial guild leader. The hall ownership can be transferred to another player using /transferstructure. * Exception: If this is a 2nd or 3rd hall – the guild leader remains the same but the second hall owner becomes on admin on all guild terminals.
8.The hall can be used by medics and entertainers as a camp/cantina for healing. The hall itself does not have healing properties like a med center.
9.The hall has a roof and a basement. An elevator is used to get into the basement. If you get trapped or stuck – type /eject to get out. If /eject doesn’t work – have an admin ban you from the hall temporarily. This will force your avatar out of the hall. NPCs can attack you on the roof if your guild hall is declared public. * Exception: Tatooine hall does not have an elevator.
10.When your guild is created, a new item appears on the entry list as GUILD:tag, i.e. GUILD:FMP. This string is useful to remember if you wish to add guild members on other structure entry lists.
The Guild Terminal:
The following is a full list of all the commands/function on the guild terminal. You will only see those functions which you have permissions to use. (all) designates those functions that everyone in the guild can see.
Guild Management Terminal
1.Examine (all)
2.Guild Management
a.Guild Information (all the following are displayed)
i.Guild Name
ii.Guild Abbreviation
iii.Guild Leader
iv.Members
b.Guild Enemies (with permission)
c.Disband Guild (with permission)
d.Change Guild Name (with permission)
3.Member Management
a.Guild Members (all)
i.Set Allegiance (all)
ii.Set Title (with permission)
iii.Kick (with permission)
iv.Change Permissions (guild leader only)
1.Mail
2.Sponsor
3.Title
4.Accept
5.Kick
6.War
7.Change Guild Name
8.Disband Guild
b.Sponsor for Membership (with permission)
c.Sponsored for Membership (with permission)
Ok. I officially hate attempting to format posts.
Second try:
PA Hall Basics:
1.The PA Hall is a player built structure and therefore obeys the structure rules. It can be built by or purchased from a Master Architect.
2.There are two terminals- a structure terminal and a guild terminal.
3.Maintenance can be paid and withdrawn from the PA Hall structure terminal by admins. Maintenance is about 2500 credits per day.
4.Halls take 9 lots. * Exception: Tatooine guild hall is 7 lots * Comment: Even 7 lots are too much.
5.The maximum number of items it can contain is 250. * Comment: This number is not high enough for a structure that is to be shared by a guild.
6.Admins can be added to the hall. Entry lists can be modified. Admins can drop and maintain their vendors. (Vender items do count against the 250 item max of the structure.) *Comment: Vendors cannot be set guild-only.
7.The owner of the hall is the initial guild leader. The hall ownership can be transferred to another player using /transferstructure. * Exception: If this is a 2nd or 3rd hall – the guild leader remains the same but the second hall owner becomes on admin on all guild terminals.
8.The hall can be used by medics and entertainers as a camp/cantina for healing. The hall itself does not have healing properties like a med center.
9.The hall has a roof and a basement. An elevator is used to get into the basement. If you get trapped or stuck – type /eject to get out. If /eject doesn’t work – have an admin ban you from the hall temporarily. This will force your avatar out of the hall. NPCs can attack you on the roof if your guild hall is declared public. * Exception: Tatooine hall does not have an elevator.
10.When your guild is created, a new item appears on the entry list as GUILD:tag, i.e. GUILD:FMP. This string is useful to remember if you wish to add guild members on other structure entry lists.
The Guild Terminal:
The following is a full list of all the commands/function on the guild terminal. You will only see those functions which you have permissions to use. (all) designates those functions that everyone in the guild can see.
Guild Management Terminal
1.Examine (all)
2.Guild Management
a.Guild Information (all the following are displayed)
i.Guild Name
ii.Guild Abbreviation
iii.Guild Leader
iv.Members
b.Guild Enemies (with permission)
c.Disband Guild (with permission)
d.Change Guild Name (with permission)
3.Member Management
a.Guild Members (all)
i.Set Allegiance (all)
ii.Set Title (with permission)
iii.Kick (with permission)
iv.Change Permissions (guild leader only)
1.Mail
2.Sponsor
3.Title
4.Accept
5.Kick
6.War
7.Change Guild Name
8.Disband Guild
b.Sponsor for Membership (with permission)
c.Sponsored for Membership (with permission)