Post by FunkySwerve on Feb 26, 2010 3:28:28 GMT
We allow our players to customize their pre-existing guildhalls, though we put a high price tag on doing so, in order to keep down the number of such requests.
THIS THREAD APPLIES ONLY TO PRE-EXISTING GUILDHALLS - if you want to start a new guild, instructions can be found in the Guild Book in the Item Shop in Town (ingame) - it is much less expensive. You are welcome to design your own guildhall when first forming a new guild, using the specifications below. There is no additional charge for doing so at that time, because you're saving the development time the hassle of setting up your guildhall twice.
In order to customize your guild hall, you need to:
1) Be the current guild leader. No one else should contact me about this, even if the guild leader is not the one building the guildhall.
2) Contact me via pm on these forums, letting me know that you're submitting a guildhall. Doing so locks in the price of your renovation to the current price listed in this thread. I will give you the email to send the completed guildhouse to, and let the Team know to collect your payment when you approach them ingame.
3) Pay the fee for the renovation to a DM ingame - the current cost is 10 billion gold (10,000,000,000).
4) You then have 1 week exactly from the time of your forum PM, no more, to submit a guildhall to that email address according to the specifications below. If you submit it after the week is up, you risk paying a higher price. The price listed is subject to change with no notice, and will likely only increase.
Specs for player-made guildhall:
-No more than three areas. Use of tilesets prefixed with [CEP] is not allowed - use the expanded HG versions with asterisks after them instead.
-Each guild may be no more than 108 tiles in total (3 areas of 6x6 is typical, but you can do 9x4, or smaller, etc). Smaller areas will load faster, and are easier to fill with places.
-Nothing in the areas other than placeables, sounds, and doors (no scripts, no creatures, no encounters, no triggers, etc). You may use waypoints if you need to use them to indicate your guild entry from town, or some other location you need to point out to me (no map pins please). We have no explicit limits on the number of doors, but you shouldn't need very many, and we will delete some if you get silly with them.
Placeables:
-No more than 100 placeables total (this includes sounds).
-Extremely large placeables, like buildings, are generally off-limits, though you can ask about any given one.
-All placeables must be plot and static, unless their animation or rendering requires them to be non-static (some places 'tear' graphically if static, and others will not animate - they must still be plot).
-You must designate placeables for the following:
Guild Token Pedestal, Port Gem Pedestal, Fount of Healing, Guild Combat Pedestal, Town Portal. You will probably also want to include placeables for a Mass Seller, Mass Identifier, Loot Split Chest, Persistent Bank Chest, Bank Portal, Wyrm Portal, Arena Portal, and up to 10 sittable chairs. Of these 'designated' placeables, only the chairs will count against your placeable limit of 100. You 'designate' them by renaming the placeable how you want it to be named, and indicating in a separate text document (.txt only) which placeables (by name) in which areas you want for each of the above-listed functions.
-You may designate up to 5 placeables to be readable. To do this, mark them useable instead of static, enter the description you want for them in their description pane, and add a note in the accompanying text file indicating which placeables in which areas you have made readable. Any placeables used in this manner count against the number of chairs you can have - the total number of useable placeables must be 10 or fewer. This is NOT a goal, but an absolute maximum - try to stay well under 10. These, like the chairs, count against the limit of 100.
-Special requests - You can make special requests in the accompanying text file. Try to stay within the bounds of reason, and bear in mind that they must fit your guild's theme. Again, just because you're allowed to make them, doesn't mean you should go out of your way to think of them, and anything requiring more than a few added minutes of development time will not be granted.
To assist you, we provide a copy of the HG Builder's Module, which you can find here:
www.dropbox.com/s/nzy9tmatkdrepqm/HG_Building_Mod_v2_10.rar?dl=0
It has a palette item for every placeable appearance, all pre-staticed (except for those which cannot be for technical reasons). Only Guild houses made with the Builder's Module CUSTOM PALETTE will be accepted - use of the standard bioware palette is not allowed, as all placeable appearances can be found in the custom palette, preconfigured for use in HG. Likewise, if you fail to follow any of the guidelines above, I will either send it back to you or edit it into compliance, at my option.
I suggest that you organize the accompanying text file by area - it makes things much simpler.
The guild hall, once properly submitted, will be added at our earliest convenience, oftentimes the next update. If we're in the middle of a large project, however, delays of several months are not unheard of.
Funky
THIS THREAD APPLIES ONLY TO PRE-EXISTING GUILDHALLS - if you want to start a new guild, instructions can be found in the Guild Book in the Item Shop in Town (ingame) - it is much less expensive. You are welcome to design your own guildhall when first forming a new guild, using the specifications below. There is no additional charge for doing so at that time, because you're saving the development time the hassle of setting up your guildhall twice.
In order to customize your guild hall, you need to:
1) Be the current guild leader. No one else should contact me about this, even if the guild leader is not the one building the guildhall.
2) Contact me via pm on these forums, letting me know that you're submitting a guildhall. Doing so locks in the price of your renovation to the current price listed in this thread. I will give you the email to send the completed guildhouse to, and let the Team know to collect your payment when you approach them ingame.
3) Pay the fee for the renovation to a DM ingame - the current cost is 10 billion gold (10,000,000,000).
4) You then have 1 week exactly from the time of your forum PM, no more, to submit a guildhall to that email address according to the specifications below. If you submit it after the week is up, you risk paying a higher price. The price listed is subject to change with no notice, and will likely only increase.
Specs for player-made guildhall:
-No more than three areas. Use of tilesets prefixed with [CEP] is not allowed - use the expanded HG versions with asterisks after them instead.
-Each guild may be no more than 108 tiles in total (3 areas of 6x6 is typical, but you can do 9x4, or smaller, etc). Smaller areas will load faster, and are easier to fill with places.
-Nothing in the areas other than placeables, sounds, and doors (no scripts, no creatures, no encounters, no triggers, etc). You may use waypoints if you need to use them to indicate your guild entry from town, or some other location you need to point out to me (no map pins please). We have no explicit limits on the number of doors, but you shouldn't need very many, and we will delete some if you get silly with them.
Placeables:
-No more than 100 placeables total (this includes sounds).
-Extremely large placeables, like buildings, are generally off-limits, though you can ask about any given one.
-All placeables must be plot and static, unless their animation or rendering requires them to be non-static (some places 'tear' graphically if static, and others will not animate - they must still be plot).
-You must designate placeables for the following:
Guild Token Pedestal, Port Gem Pedestal, Fount of Healing, Guild Combat Pedestal, Town Portal. You will probably also want to include placeables for a Mass Seller, Mass Identifier, Loot Split Chest, Persistent Bank Chest, Bank Portal, Wyrm Portal, Arena Portal, and up to 10 sittable chairs. Of these 'designated' placeables, only the chairs will count against your placeable limit of 100. You 'designate' them by renaming the placeable how you want it to be named, and indicating in a separate text document (.txt only) which placeables (by name) in which areas you want for each of the above-listed functions.
-You may designate up to 5 placeables to be readable. To do this, mark them useable instead of static, enter the description you want for them in their description pane, and add a note in the accompanying text file indicating which placeables in which areas you have made readable. Any placeables used in this manner count against the number of chairs you can have - the total number of useable placeables must be 10 or fewer. This is NOT a goal, but an absolute maximum - try to stay well under 10. These, like the chairs, count against the limit of 100.
-Special requests - You can make special requests in the accompanying text file. Try to stay within the bounds of reason, and bear in mind that they must fit your guild's theme. Again, just because you're allowed to make them, doesn't mean you should go out of your way to think of them, and anything requiring more than a few added minutes of development time will not be granted.
To assist you, we provide a copy of the HG Builder's Module, which you can find here:
www.dropbox.com/s/nzy9tmatkdrepqm/HG_Building_Mod_v2_10.rar?dl=0
It has a palette item for every placeable appearance, all pre-staticed (except for those which cannot be for technical reasons). Only Guild houses made with the Builder's Module CUSTOM PALETTE will be accepted - use of the standard bioware palette is not allowed, as all placeable appearances can be found in the custom palette, preconfigured for use in HG. Likewise, if you fail to follow any of the guidelines above, I will either send it back to you or edit it into compliance, at my option.
I suggest that you organize the accompanying text file by area - it makes things much simpler.
The guild hall, once properly submitted, will be added at our earliest convenience, oftentimes the next update. If we're in the middle of a large project, however, delays of several months are not unheard of.
Funky