Page 7 of 14
Posted: Thu Feb 08, 2007 1:36 am
by Gro'bul
Most of the origional guilds (grey rose/light castle, elden monestary, druid house, farmer's union) used to be muuuuch closer to Trollsbane, with the map update their distance was scaled and in some cases flung way out there. Farmer's union was just the distance of the inn to the shop from trollsbane. (south of the pigs)
Posted: Thu Feb 08, 2007 4:25 pm
by Lennier
Great. Thats what i wanted. Questions. Why i had to repeat me, so that you take care for the rule changes?
@Grobul:
I think furniture is okay, as long as no expansions of the building construction is needed.
@Hadrian:
Like i wrote the in the post before: People with own houses can be members or head of guilds. But members of guilds with own house or membership in an other guild, do not get counted in the calculation of the size of the guildhouse. And leaders of guilds should not be member of other guilds in general, because it is dangerous for the minimum of autonomy of a guild.
@Juniper:
It is equal for me, how the guild get his stuff to pay the constructions. And it is equal for me, who supports the guild, and what the benefit will be for them. It is also equal for me, if a goverment makes rules about the use or wants taxes for the agreement of building place and use etc. These and more questions are task of the political systems... And of Course, Guilds can be part of a town, a partie in a parliament and goverment or whatever.
Posted: Thu Feb 08, 2007 5:55 pm
by Skaalib Drurr
I wonder when a guild can become a town in its own right?
Posted: Thu Feb 08, 2007 7:04 pm
by Lennier
No.. and currently there is no community ingame, which could do that.
Personally, i would say, a town get formed, if serval guilds start to work together, to build houses at the same place and to form a umbrella organisation than a first kind of goverment.
Posted: Mon Feb 19, 2007 1:54 am
by Wyrda
Building elements (2 silvercoins, 1 hammer)
* Wall of brickstones
o 40 brickstones, 10 sand, 1 bucket with water
is this per field?
Posted: Mon Feb 19, 2007 3:03 am
by Gro'bul
Wyrda wrote:
is this per field?
Yes.
Posted: Thu Mar 01, 2007 7:31 pm
by Wyrda
Its 80 coppers for field for the ground, but the roof is under this section too. Is there a fee for the roof of 80 coppers per field as well?
Posted: Thu Mar 01, 2007 7:37 pm
by Gro'bul
"per field" = cost per 1 tile
every tile costs 80 coins, if you have a standard building thats 5x5, you have 25 ground tiles, and 25 roofing tiles. So it will cost you (80cpx50tiles=4000cp=40sp) 40 silver + materials for the flooring and roofing.
So to answer your question, yes.
Posted: Thu Mar 01, 2007 7:47 pm
by Korm Kormsen
i understood it differently.
for a 5x5 building, you pay for the ground 25x80 copper = 20 silver
then you pay the price for 5x5 floor plus the price for 5x5 roof.
(floor and roof prices vary, depending on the material used)
korm
Posted: Thu Mar 01, 2007 7:52 pm
by Wyrda
and what is oak wood? sorry for not putting this in with the last question
Posted: Thu Mar 01, 2007 8:10 pm
by Wyrda
ok if any of you are bored enough to confirm this that would be great. a 10 by 10 room with 4 windows, 2 doors, a smoke oven and a wine barrel with parquet floors and wooden roofs. 2 big tables and 16 chairs. brick walls and one key.
300 silver
1540 naldor logs
1740 apple boards
2240 nails
30 saw
75 hammers
2120 connifer boards
1780 bricks
420 sand
40 buckets with water
20 oak wood
Posted: Thu Mar 01, 2007 8:10 pm
by Gro'bul
Korm Kormsen wrote:i understood it differently.
for a 5x5 building, you pay for the ground 25x80 copper = 20 silver
then you pay the price for 5x5 floor plus the price for 5x5 roof.
(floor and roof prices vary, depending on the material used)
korm
For reclaiming wilderness into buildable land its 20 coins per square. If you must buy or build on land of a city they may charge you, but I don't see anything in the rules stating you must "buy" the land.
Oak wood = naldor logs
Posted: Mon Mar 05, 2007 6:54 am
by Dantagon Marescot
With the 3 months rule, would you consiter the 'Knights of Gobaith' a new guild even though we are just Kallahorn with a name change? Do we have to wait 3 months before we can build (in a place other than "Kallahorn"), or not?
Posted: Mon Mar 05, 2007 5:44 pm
by Lennier
Good question. Like it is stated in the thread of the "Knights of Gobaith", they are the former Kallahorn with a new name. So the property of Kallahorn goes to Kallahron with the new name (=Knights of Gobaith).
So you have a building, which should be used. Except there are conflicts with the old Kallahorns (Arameh etc.), which should be solved first.
To the prices of tiles:
It depands on the place where do you want to build. In the wilderness (only guilds) you have to pay a fee of 20 coppers per tile of ground, which is blocked by the new building.
For the building itself you have to pay changed ground tiles (marmor, parquett and such) and the roof.
If a guild want to build a 10*10 house in wilderness (100 tiles), the guild has to pay 2.000 coppers for the ground (wilderness fee), 8.000 copper coins for parquett, marmor etc. and 8.000 more if the whole building has to be roofed.
In total: 18.000 copper coins (180 Silver)
In towns the goverments decide about taxes in exhange of the wilderness
fee.
If you want to buy a second floor in one hit with the first, it becomes cheaper:
2.000 copper coins wilderness fee (not in towns)
8.000 copper coins for ground changes (parquett etc.)
8.000 copper coins for second floor
8.000 copper coins for roof at the second floor
----------------------------
26.000 copper coins in total (24.000 in towns)
2 buildings in the size of 10*10 with the same space in total would cost 36.000 copper coins (in wilderness)
To place a second floor at an existing building i take the half of the price to change the roof in parquett and such and the full price for a new roof at the new floor.
Caves are not much cheaper (10*10):
2.000 copper coins than tax for wilderness
10.000 copper coins to dig it out
8.000 copper coins for ground changes (parquett)
------------
20.000 copper coins in total
Posted: Mon Mar 12, 2007 1:36 am
by Fooser
It says on the site that:
Single persons and open partnerships are allowed to build at an owned area of 100 fields.
Is the full 100 fields open for building, or just a percentage of that?
Posted: Mon Mar 12, 2007 6:09 pm
by Lennier
full
Posted: Mon Mar 12, 2007 10:55 pm
by Fooser
And also, this is just my opinion, but on this:
Lennier wrote:
Caves are not much cheaper (10*10):
2.000 copper coins than tax for wilderness
10.000 copper coins to dig it out
8.000 copper coins for ground changes (parquett)
------------
20.000 copper coins in total
Wouldn't it be a bit more fair if the person just pays the 100 coins per square of cave/cellar dug out. From there, just give the materials for a tile change?
Let's say:
70 silver to dig out 70 squares
0 coins to change the tile, but pay the wood, nails, or whatever else the building list says for 70 squares of whichever type (Parquett or something else)
Posted: Tue Mar 13, 2007 6:42 pm
by Lennier
In exchange you do not need to pay walls and a roof for a cellar. walls are of rock, which can be changed facultative.
The ground is optional too and depands on the use of the cellar. A simple cellar used than storage can also be of rock and does not need to be changed. Sorry for confusion

Posted: Tue Mar 20, 2007 4:34 am
by Gro'bul
Is there someone doing the map, or buildings while Lennier is gone for now? I need to get some new keys made is all, I figured having this shared on a public board would help direct others if they had similar questions.
Posted: Tue Mar 20, 2007 6:03 am
by Kurga Wolfbane
Ask Nitram. He can do keys too.
Posted: Tue Mar 20, 2007 10:38 am
by Ortrud
Mal ne Frage zu den Tieren:
Ich sehe immer wieder vereinzelte Schafe oder Schweine in der Wildnis.
Sind das gestohlene Tier?
Ich gehe davon aus. Kann man diese Tiere nur einmal Schalchten, oder kommen sie wieder, so wie z.b. die Schweine in Bane (also verbleibt dann dauerhaft eine Herde)?
Posted: Tue Mar 20, 2007 3:34 pm
by Nitram
das sind ausgerissene. Das passiert wenn man die Scripte auf dem Server neu läd.
Die kannst du einmal Killen. Dann sind sie weg.
Nitram
Posted: Wed Mar 21, 2007 11:11 am
by Ortrud
Das heißt, man kann keine Tiere stehlen und sie dauerhaft irgendwo halten?
Posted: Wed Mar 21, 2007 11:43 am
by Korm Kormsen
man kann tiere "stehlen" sprich: wegtreiben.
ABER: das ist nur das tier, nicht der spawn. wenn du aus dem weggetriebenen tier einen spawn machen willst, dann brauchst du hilfe vom staff.
am besten meldest du vorher an, dass du/ihr vieh klauen wollt.
dann treibt ihr das vieh zum bestimmungsort (und euch in den wahnsinn), meldet dem staffi, dass ihr das vieh an ort so-und-so eingesperrt habt, und bekommt in den naechsten tagen einen oder mehrere spawns gesetzt.
(es gibt ca 2/3 spawns von den tieren)
meines (natuerlich nur rein theoretischem) wissens nach, ist Lennier der richtige ansprechpartner.
so, dies war strickt OOC!
ich hoffe, dass da keiner IG gelaber von macht!
gruss,korm
Posted: Wed Mar 21, 2007 2:45 pm
by Dariya
Korm Kormsen wrote:man kann tiere "stehlen" sprich: wegtreiben.

wer macht denn so was ???
Posted: Wed Mar 21, 2007 4:33 pm
by Korm Kormsen
wie gesagt, das war natuerlich rein "reothetisch"!!!
Posted: Wed Mar 21, 2007 4:36 pm
by Halvdan
dann wisst ihr ja, wie das nächste tier, die kuh rankommt...
Posted: Wed Mar 21, 2007 4:51 pm
by Siltaris
Korm Kormsen wrote:wie gesagt, das war natuerlich rein "reothetisch"!!!
...natürlich

Posted: Thu Mar 22, 2007 12:28 am
by Kurga Wolfbane
Who has the abilty to install Glassoven, Gemgrinder, tools and such while Lennier is gone?
I remember Nitram used to, but can he still?
Will they be permanent with map updates?
Thanks.
Posted: Thu Mar 22, 2007 1:40 am
by Korm Kormsen
Siltaris wrote:Korm Kormsen wrote:wie gesagt, das war natuerlich rein "reothetisch"!!!
...natürlich

Latürnich! watt denn sonst...