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Posted: Wed Mar 16, 2005 3:48 pm
by Mikeeusa22
Part of that contingent was active on Cat2 awhile back as the Smoking Cauldron guild. In a matter of a week or so they managed 1/4th of a billion plat. Once wars are possible in cf they will be a force to be reckoned with and Darcap may become the most powefull citystate/empire on Cat2.

Posted: Wed Mar 16, 2005 4:13 pm
by cavesomething
It won't simply because they never play there, they are too busy bossing everyone else around on MF.

They merely exploit bugs on a grand scale anyway (scripting again), that 1/4 billion plat was almost certainly from their mushroom exploit.

Once wars are possible their guild will be razed to the ground, and all inside it. :twisted:

Posted: Wed Mar 16, 2005 4:28 pm
by Mikeeusa22
They have some mighty good artifacts... and if they don't build advanced-sentry towers to twart attackers (and their equipment) our siege engines should beable to cut down that area in perhapse a day or two. I wonder if, when a building that goes to a map with unique areas should the items (non,floors etc, just type gem, type money, type equiment etc) be teleported outside and the unique saved map in whatever/var/bla be deleted... acutually there should be special circumstaces for some maps (the guilds) that if they are destroyed all their unique maps are deleted that are part of that guild building (floor and upper, storage is a diff area so shouldn't be affected) then the script/code should replace the key in the guild buy house.... what would eb easier is if behind each gate in the guild-buy house was a stairs going down to a small room with the key. Thus all that would have to be done is that saved map be deleted (whatever/var/blablabla/somewhere)

That is what I shall do for my eastern area guild-buy house. (These guilds will be expensive too).

Posted: Wed Mar 16, 2005 4:30 pm
by Guest
(I'll have the stairs in my guild-buy house I mean)

Posted: Wed Mar 16, 2005 5:00 pm
by cavesomething
maybe the idea of a single guild purchasing point needs reconsidered anyway....

I wonder if guilds shouldn't be purchased at whatever the main government building for a town is.

If nothing else then, when the python guilds come in, the high level players may well end up hiring newbies to check the availability of guilds each day. (or they might try scripting it...)

Posted: Wed Mar 16, 2005 5:29 pm
by Mikeeusa22
I agree, you should have to atleast beable to get to the area to buy a guild...
We should put in the steps-to-key room tho so guilds can more easily be reset.
cavesomething wrote:maybe the idea of a single guild purchasing point needs reconsidered anyway....

I wonder if guilds shouldn't be purchased at whatever the main government building for a town is.

If nothing else then, when the python guilds come in, the high level players may well end up hiring newbies to check the availability of guilds each day. (or they might try scripting it...)

Posted: Wed Mar 16, 2005 6:21 pm
by cavesomething
Ooh, maybe there should be a universal guild purchasing room, that all city halls have steps leading to, for the purchasing of their local guilds?

That could be quite cool, a vast underground empire controlling all the guilds - maybe you could tie it into the masons in your tavern also?