Register for your free account! | Forgot your password?

You last visited: Today at 23:33

  • Please register to post and access all features, it's quick, easy and FREE!

Advertisement



Fortress - Guild Manager

Discussion on Fortress - Guild Manager within the SRO Private Server forum part of the Silkroad Online category.

Reply
 
Old   #1
 
elite*gold: 0
Join Date: Jun 2010
Posts: 206
Received Thanks: 41
Fortress - Guild Manager

Hi everyone,

I got 4 Problems with the fortress - guild manager
SOLVED
first problem is that when i put anything inside the guild storage i get instant Crash or even if i switch the page i get crash too

the second problem is that i can't Employ The trainer of constantinople fortress
"pic"


and the third problem is there is no name for constantinople fortress
here is a pic


i know it's from textdata_object but everything in his place every fortress have a name i checked them like 5~10 times

Edit: Guild storage problem solved
Ahmed_Kabo is offline  
Old 08/03/2012, 11:23   #2
 
nemo08's Avatar
 
elite*gold: 393
Join Date: Feb 2009
Posts: 681
Received Thanks: 396
Try to put this in the textdata_object.txt :

Quote:
1 SN_FORTRESS_CONSTANTINOPLE 0 0 0 0 0 0 Constantinople Fortress Constantinople Fortress 0 0 0 0 0 0
search for this SRO_GGW_FORT_MSG in the texthelp.txt and replace it with this :
Quote:
// Basic Operation Message(Index : SRO_GGW_FORT_MSG) C«ng thµnh chiÕn
1 SRO_GGW_FORT_SYSTEM 0 0 0 0 0 0 <sml2><strong>Fortress War System</strong><br>A fortress war is defined as a war between guilds to occupy the fortresses distributed over the areas of Silk-Road. Each guild works with, allies with or betrays adjacent guilds, and performs fierce combats to occupy the fortresses.<br><br>[Types and Distribution of Fortresses]<br>◈ Fortress Distribution<br>Grassland in China: Jangan Fortress(large)<br>Tiger Mountain: Bandit Fortress (small)<br>Hotan: Hotan Fortress(large)<br><br>◈ Fortress Types<br>- Large Fortress<br>Located near large cities: Guilds occupying the fortresses are entitled to fix tax rates and levy taxes.<br>- Small Fortress<br>Located near the trade centers selling specialties: Guilds succeeding in occupying small fortresses are entitled to fix tax rates and levy taxes at trading centers, ferries, private boats and tunnels.<br><br></sml2>
1 SRO_GGW_FORT_FORMATION 0 0 0 0 0 0 <sml2><strong>Configuration of Fortress</strong><br>◈Fortress Structures<br>The fortresses are similar to cities in configuration; they are however, equipped with various structures to defend against attacks from foes. Each structure is no different in function from common buildings in a normal period; however, its unique function is started upon the beginning of a fortress war. Unlike common buildings, the structures bear durability and defending capabilities, and this durability can only be reduced with siege weapons such as fortress hammer and fortress ax.<br><br>- Gate<br>A gate is a structure opened and closed only with a pulley installed inside a castle. The gate bears high durability and defending capabilities. Intrusion into the fortress is allowed only upon breaking through the gate. Only the commander, the deputy commander and the battle administrator at the fortress is given the right of using the gate pulley.<br><img src="interface\guide\fortress_gate.ddj"><br>- Defense Camp<br>A camp installed in the vicinity of the gate, the guard tower and the Fortress Heart; attacking and defending forces increase when the allied guilds stay inside the camp.<br><img src="interface\guide\fortress_defensive_position.d dj"><br>- Guard Tower<br>Creates a seal protecting the Fortress Heart. The attacking functions are added from Upgrade Phase II to bring the foes within the range of the guard tower into abnormal conditions, and damage them to a certain extent.<br><img src="interface\guide\fortress_guard_tower.ddj"><br >-Heart of Fortress<br>The utmost target in a fortress war: This structure cannot be attacked unless you succeed in destroying all the guard towers inside the fortress. Once the Fortress Heart is destroyed, the guild contributing largest damage is allowed to occupy the fortress on a temporary basis.<br><img src="interface\guide\fortress_fort_stone.ddj"><br>- Command Post<br>A structure installed by the siege guild that is used as a place of resurrection of the guild that installed it. The command post provide the allied guilds with beneficial buff effects to a certain extent<br><img src="interface\guide\fortress_headquarters.ddj"><b r><br><br>◈Fortress NPC<br>- Fortress Clerk<br>a Fortress Clerk is positioned at each village, and performs his/her jobs such as receiving applications for fortress siege/defense, and sales of items used for a fortress war.<br>- Fortress Administrator<br>the Fortress Administrator resides in a fortress, and performs jobs such as fixing tax rate, levying taxes, and employing NPC.<br>- Battle Assistant<br>the Battle Assistant resides in a fortress, and performs jobs such as eMPloying guards, and constructing, repairing and upgrading the structures.<br>- Blacksmith/Trainer<br>They reside in a fortress, and perform jobs such as the creation and development of the items for a fortress war.<br>- Guard<br>It is possible to purchase these guards through the battle assistant after purchasing a command scroll of summoning, and assign them at desired locations. The guards defend the fortress during a fortress war.<br></sml2>
1 SRO_GGW_FORT_APPLY 0 0 0 0 0 0 <sml2><strong>Application for Fortress War</strong><br>a Fortress War takes place every two weeks, and the fortress clerk at each village receives applications for the war. Allied guilds also need to apply for the fortress war to support the castle defense.<br><br>◈ Qualification of Application<br>- Guild of Level 3 or higher<br>- 15 or more guild members as of application<br>- Predetermined registration fee<br>- Guild chief only authorized for application<br>- Guild not participating in other guild wars<br>- Guild not occupying a fortress<br>- Application for Siege: Guild not allied with guild occupying a fortress<br>- Application for Defense: Guild allied with a guild occupying a fortress<br><br>◈ Fortress available for application at each city<br>- Jangan: Jangan Fortress, Bandit Fortress<br>- Donwhang: Donwhang Fortress, Black Robber Den Fortress<br>- Hotan: Hotan Fortress<br>- Constantinople: Constantinople Fortress<br>- Samarkand: Samarkand Fortress, Evil-Order Fortress<br></sml2>
1 SRO_GGW_FORT_ORDER 0 0 0 0 0 0 <sml2><strong>Progress of Fortress War</strong><br>◈ Starting Fortress War<br>Once a fortress war starts, all of the users other than those of the fortress-occupying guild inside the fortress are forcibly moved to the near village.<br><br>◈ Movement to Fortress<br>movement to the fortress through the gate of the fortress is allowed. The fortress gate is located in a field, and subject to the following restrictions: <br>- Entry through the gate is allowed only to guilds which applied for siege/defense and the guild occupying the fortress during the fortress war.<br>- the guild members are not allowed to enter the fortress wearing uniforms indicating their jobs.<br>- the guild members are not allowed to enter the fortress when the quota of the members inside the fortress has been reached.<br><br>◈ Attack and Defense<br>- Fortress-Attacking Guild<br>Once the fortress war starts, all of the guilds that applied for the siege become the attacking guilds. Each attacking guild recognizes other guilds as foe guilds if they are not allies, and are allowed to attack the latter. attacks on foes will not be penalised with PK rules. (However, this provision is only applied to the fortress war period within a fortress where the fortress war takes place.)<br>When the attacking guilds are allied to each other, they are not allowed to attack each other.<br>- Fortress-Defending Guilds<br>Guilds occupying the fortress and the guilds that applied for defense become the defending guilds. The fortress-occupying guild becomes an ally of the allied guilds, and a foe guild of the attacking guilds.<br><br>◈ PK Rules for Fortress War<br>- PK Rules for Allies<br>① The allied guilds participating in the fortress war become allies.<br>② No attacking is allowed between the allies. (General/forced attack not allowed)<br>- PK Rules for Foes① The attacking guilds and the defending guilds become foes to each other.<br>② It is possible to form a foe relationship between attacking guilds instead of an allied relationship.<br>③ Foes can partake in general attack on each other not just forced attack. <br>④ The following rules are applied to the attacks.<br>* No Xao is allowed.<br>* No job experience is obtained or lost.<br>* No item is dropped.<br>* No war points are obtained or lost independent of the war between the guilds.<br><br>◈ Killed in Fortress War<br>- Location of Resurrection for Attacking Guilds<br>Selecting Resurrection at a specified point allows random resurrection in the vicinity of the command post, if any. If there is no command post, resurrection takes place in the nearest village.<br>- Resurrection Place for Defending Guild<br>① Fortress-Occupying Guild: Placed in front of Resurrection Gate within Fortress<br>② Allied Guilds: Placed in front of Fortress Gate inside Fortress<br><br>◈ Battle Position<br>TeMPorary heightened military positions are provided to the guild members dependent upon the number of killed foes in the fortress war, and the positions generate buff effects.<br>- Charging Infantryman<br>once the number of foe killed reaches 45, hitting rate is increased by 5% for 10 minutes.<br>- Senior charging Infantryman<br> advancement to the next position upon PK of 75 foe. Increase of hit rate and avoidance rate by 5% respectively for ten minutes.<br>- Chief of Hundred-Corps<br> Advancement to the next position upon PK of 135 foe. Recovery rate of HP/MP increased by 100% for ten minutes <br>- Infantryman Commander<br>Advancement to the next position upon PK of 210 foe . Physical/Magical Damage increases by 10% for ten minutes<br>- Elite Guard<br> Advancement to the next position upon PK of 300 foe. Physical/magical damage and HP increases by 10% for ten minutes.<br>- Battle Commander<br>Advancement to next position upon PK of 450 foe .<br>② Physical/magical damage and physical/magical damage absorption rate increase by 10% respectively, and HP and movement speed by 20% for 30 minutes.<br></sml2>
1 SRO_GGW_FORT_END 0 0 0 0 0 0 <sml2><strong>Conclusion of Fortress War and Rewards</strong><br>◈ Conclusion of Fortress War<br>Fortress War continues for 2 hours. The guild that is temporarily occupying the fortress at the conclusion of the Fortress War possesses it. Upon conclusion of the Fortress War, everyone with the exception of the occupying guild and its allies is automatically teleported to the nearest town.<br><br>◈ Fortress War Rewards<br>While occupying a fortress, the following benefits are granted:<br>- Summon Scroll: The guild may produce or receive summon scrolls that can summon the unique monster.<br>- Fortress War Blessing Buff: The guild that successfully occupies the fortress and its allies can receive the Fortress War Blessing buff from the Fortress Manager.<br>-Fortress Instance (Cave of Discipline): The guild that successfully occupies the fortress and its allies are granted the permission to enter the Cave of Discipline, an instance dungeon unique to the fortress.<br>-Blessings: The guild that successfully occupies the fortress and its allies can pay the Fortress Manager GP and receive a blessing.<br>- Skill Points: The guild that successfully occupies the fortress receives Skill Points.<br>- Taxation: A tax rate can be adjusted on the occupied town or specialty stores and taxes can be collected.<br>- Item Production: Items related to Fortress Wars can be crafted.<br>- COS Training : COS can be trained.<br>- The fortress can be designated as the resurrection point.<br>- The Return to Fortress action icon can be used. (Cooldown time: 10 minutes)<br></sml2>
1 SRO_GGW_FORT_POST 0 0 0 0 0 0 <sml2><strong>Positions during a Fortress War</strong><br>Guild members are assigned positions through the guild community window.<br>- Fortress Commander<br>The chief of the guild is automatically designated as the fortress commander.<br>- Fortress Deputy Commander<br>The chief of the guild is allowed to appoint up to four deputy commanders. The deputy commanders assist the fortress commander.<br>- Fortress War Administrator<br>The administrator is responsible for positioning the guards and upgrading the fortress structures.<br>- Fabrication/Training Administrator<br>The Blacksmith/Trainer fabricates Items through NPC. The costs and the fabrication period of the items are reduced if there is a fabrication/training administrator.<br>- Military Engineer<br>The engineers are permitted to wear weapons for siege.<br></sml2>
__________________________________________________

Can you help me to solve my problem
my problem is " when I click on some NPCs and the teleport of Constantinople I get crash If you know the solve please PM here or in the private MSG
For knowledge I have FW Constantinople Working with the 3 pulleys but my only problem is that I wrote it before ..
nemo08 is offline  
Old 08/03/2012, 18:53   #3

 
sarkoplata's Avatar
 
elite*gold: 166
Join Date: Apr 2009
Posts: 2,339
Received Thanks: 2,654
you fcked up sro section with your **** fortress, it's not a big deal
sarkoplata is offline  
Old 08/03/2012, 19:47   #4

 
sarkoplata's Avatar
 
elite*gold: 166
Join Date: Apr 2009
Posts: 2,339
Received Thanks: 2,654
Quote:
Originally Posted by glialka View Post
After reading 999 times some tutorials from ********, it isnt really a big deal for your SIR anymore.
I did not mention the easiness / hardness of the task, i meant Costantinople fortress is not a big deal, just a fortress like all others, and it makes you disable a fortress.
sarkoplata is offline  
Old 08/03/2012, 23:37   #5
 
elite*gold: 0
Join Date: May 2012
Posts: 1,967
Received Thanks: 449
i have disable bandit since it small fortress
so jangan and hotan and const would be the main
Over-Limit is offline  
Old 08/04/2012, 06:45   #6
 
elite*gold: 0
Join Date: Jun 2010
Posts: 206
Received Thanks: 41
about disabling, it's all about pullys
if you disabled bandit it will enable constantinople fw pullys
oh can we please skip the flame wars ?
Ahmed_Kabo is offline  
Old 08/04/2012, 18:23   #7
 
✗EpicSoul✗'s Avatar
 
elite*gold: 0
Join Date: Jul 2011
Posts: 1,189
Received Thanks: 531
Quote:
Originally Posted by Ahmed_Kabo View Post
about disabling, it's all about pullys
if you disabled bandit it will enable constantinople fw pullys
oh can we please skip the flame wars ?
xD you should stop with the p-server stuff if you act like this.

@-question : you disable fortresses like regions no by the pulls.
✗EpicSoul✗ is offline  
Thanks
1 User
Reply


Similar Threads Similar Threads
Community Manager Von Guild Wars 2 klärt Fragen
03/14/2012 - Guild Wars 2 - 0 Replies
Martin Kerstein, der Community Manager von Guild Wars 2, hat bei einem Guild Wars 2 Fanportal einen Post im Forum gemacht und klärt dort einige Fragen, die sich bezüglich der Vorbestellerversionen ergeben haben. Hier der Link zu dem Nachtrag http://gw2.onlinewelten.com/news,id1631,nachtrag_ vorbestellung_gw2.html Edit: Die Antworten wurden nun auch offenbar den FAQ auf der offiziellen Guild Wars 2 Seite hinzugefügt.
[Fortress] & [Level 5 Guild+] Owners
11/09/2009 - Silkroad Online - 0 Replies
As you know I am in a project currently working on developing an emulator aka simulator of Silkroad Online. There are some packets I am in need of aquiring which is Union Emblem Management, Recall Guild Members Scroll, Fortress Settings. Fortress Settings being most of everything the Commander has configuration wise. From either kSRO or iSRO. I can provide instruction and tools required for this, please leave a message if you are willing to help. Thanks Eckoro



All times are GMT +2. The time now is 23:33.


Powered by vBulletin®
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
SEO by vBSEO ©2011, Crawlability, Inc.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Support | Contact Us | FAQ | Advertising | Privacy Policy | Terms of Service | Abuse
Copyright ©2024 elitepvpers All Rights Reserved.