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Pristiq
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Post subject: Guildstones and Houses Posted: Wed Jan 13, 2010 9:50 am |
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Joined: Thu Apr 02, 2009 7:46 pm Posts: 1400
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So I was reading the patch notes and came across this:
[quote=Housing Update Phase 3 Dec 21 1998 1:48PM] Demolish house will allow demolishing the house back into a deed. The option will pull up an "are you sure" gump making it clear that this will delete guilds and vendors.[/quote]
I personally don't remember much from the OSI T2A, but it would seem as though that without a house, there would be no guild. Does anyone else remember running into an abandoned guildstone (and what happened to it if you paged a GM) and/or if there was a guildstone graveyard?
I also found this in the same patch note, which is not implemented here: A deed for that type of house will be placed in the bank unless the person is a murderer, in which case it will go in the backpack.
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viewtopic.php?f=33&t=40810 - HOLY HELL AN AWESOME VENDOR?!
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Faust
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Post subject: Re: Guildstones and Houses Posted: Wed Jan 13, 2010 10:22 am |
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Joined: Mon Sep 22, 2008 7:01 pm Posts: 6247
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Guild stone decay was added in early '00. Guild Stone Revisions Feb 9 2000 4:25PM CST wrote: Guild Stone Decay Guild stones will decay in approximately one week if they are not in a house. Guild members will be messaged each time they log in if their stone is subject to decay. The guild master of a guild will need turn the guild stone into a "teleport stone" before it decays. This could simply mean one of two things. Guild stones were still left over after a collapse or they were forcing a cleanup of any guild stones that were mistakenly left/still exist on boats, etc... We should try to gather some more information about this to be sure they were actually deleted after a collapse of a house.
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Pristiq
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Post subject: Re: Guildstones and Houses Posted: Wed Jan 13, 2010 10:30 am |
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Joined: Thu Apr 02, 2009 7:46 pm Posts: 1400
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Yea I just found that. Wasn't sure what to make of it.
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chumbucket wrote: Everyone else, don't be a jerk to staff. Maahes cries enough already.
viewtopic.php?f=33&t=40810 - HOLY HELL AN AWESOME VENDOR?!
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RoadKill
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Post subject: Re: Guildstones and Houses Posted: Wed Jan 13, 2010 11:02 am |
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Joined: Thu Feb 14, 2008 10:54 am Posts: 1891 Location: NY
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Of course you'll need to verify it, but basically for the "short" span of time from those notes, guildstones would remain on the ground and you'd have to page a GM to have them move it. Here's an actual screenshot of when I had to have a GM come and move a guildstone Attachment:
OSI STaff.jpg [ 36.67 KiB | Viewed 2302 times ]
_________________ Lake Superior 1997-2002, UOSA 2008-Present I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
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Pristiq
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Post subject: Re: Guildstones and Houses Posted: Wed Jan 13, 2010 11:21 am |
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Joined: Thu Apr 02, 2009 7:46 pm Posts: 1400
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I did some digging and came across these two newsgroups posts. Pre-patch: http://groups.google.com/group/rec.games.computer.ultima.online/browse_thread/thread/80aff1ea1b2aebe/efdc8079d99c0fdd?lnk=gst&q=collapsing+guild+stone#efdc8079d99c0fdd wrote: Correction.
A house cannot be collapsed if it contains a guildstone. And post-patch: http://groups.google.com/group/rec.games.computer.ultima.online/browse_thread/thread/81155da2c6955594/8ed7771ec042c3e5?lnk=gst&q=collapsing+stone#8ed7771ec042c3e5 wrote: Every once in a while I think about redeeding the house just so I could get rid of that friggin stone. So it would appear that deeding a house did indeed get rid of any guildstone inside. RoadKill, do you remember what the GM did with that stone? EDIT: In that second newsgroup post they were talking about invalid guildstones left behind by collapsed houses that could only be moved by the guildmaster to a valid location. EDIT TWO: It would appear near the end of February 1999 GMs were either moving or removing invalid stones. If moved, not sure where to: http://groups.google.com/group/rec.game ... cb1b797ec0EDIT THREE: It seems that by April there was still no official stance on what GMs were meant to do with invalid stones: http://groups.google.com/group/rec.game ... cb104d5f54
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chumbucket wrote: Everyone else, don't be a jerk to staff. Maahes cries enough already.
viewtopic.php?f=33&t=40810 - HOLY HELL AN AWESOME VENDOR?!
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Derrick
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Post subject: Re: Guildstones and Houses Posted: Wed Jan 13, 2010 11:55 am |
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Joined: Thu Dec 13, 2007 7:49 pm Posts: 9003 Location: Cove
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Derrick
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Post subject: Re: Guildstones and Houses Posted: Tue Apr 06, 2010 1:11 pm |
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Joined: Thu Dec 13, 2007 7:49 pm Posts: 9003 Location: Cove
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Still not sure on what to do about decaying guildstones, but there are 467 guildstones in the "guildstone graveyard", this represents over half of the guildstones on the shard.
I am going to queue all the existing guildstones in the graveyard for deletion in 30 days; If you have a guildstone in the graveyard that you'd like to keep, please speak up for it now.
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Rendar
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Post subject: Re: Guildstones and Houses Posted: Tue Apr 06, 2010 1:32 pm |
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Joined: Thu Feb 25, 2010 5:07 am Posts: 177
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Derrick wrote: Still not sure on what to do about decaying guildstones, but there are 467 guildstones in the "guildstone graveyard", this represents over half of the guildstones on the shard.
I am going to queue all the existing guildstones in the graveyard for deletion in 30 days; If you have a guildstone in the graveyard that you'd like to keep, please speak up for it now. There's a guildstone outside my tower sitting on the ground. Should I just page a GM if I want to get rid of it?
_________________ Lord Rendar Knight, UDL http://www.undeadlords.net Catskills/Siege Perilous Your soul for Myrkul!
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Derrick
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Post subject: Re: Guildstones and Houses Posted: Tue Apr 06, 2010 1:38 pm |
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Joined: Thu Dec 13, 2007 7:49 pm Posts: 9003 Location: Cove
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Rendar wrote: Derrick wrote: Still not sure on what to do about decaying guildstones, but there are 467 guildstones in the "guildstone graveyard", this represents over half of the guildstones on the shard.
I am going to queue all the existing guildstones in the graveyard for deletion in 30 days; If you have a guildstone in the graveyard that you'd like to keep, please speak up for it now. There's a guildstone outside my tower sitting on the ground. Should I just page a GM if I want to get rid of it? Aye, any guildstones in the open will be picked up on request.
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Rammar
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Post subject: Re: Guildstones and Houses Posted: Wed Apr 07, 2010 2:42 am |
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Joined: Thu Jan 07, 2010 4:36 pm Posts: 1513
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The two time during T2A that I needed stones moved, they just put them behind some trees within sight of their original location. Both of them at the same house.  They did the same thing with vendors. Was a hell of an eyesore for a long time. Unfortunetly I don't recall when the stones finally vanished.
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Rendar
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Post subject: Re: Guildstones and Houses Posted: Wed Apr 07, 2010 5:33 am |
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Joined: Thu Feb 25, 2010 5:07 am Posts: 177
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Derrick wrote: Rendar wrote: Derrick wrote: Still not sure on what to do about decaying guildstones, but there are 467 guildstones in the "guildstone graveyard", this represents over half of the guildstones on the shard.
I am going to queue all the existing guildstones in the graveyard for deletion in 30 days; If you have a guildstone in the graveyard that you'd like to keep, please speak up for it now. There's a guildstone outside my tower sitting on the ground. Should I just page a GM if I want to get rid of it? Aye, any guildstones in the open will be picked up on request. Thanks for grabbing that stone yesterday.  Preciate it.
_________________ Lord Rendar Knight, UDL http://www.undeadlords.net Catskills/Siege Perilous Your soul for Myrkul!
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Arkosh Kovasz
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Post subject: Re: Guildstones and Houses Posted: Fri May 14, 2010 9:36 pm |
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Joined: Mon Jul 13, 2009 6:50 pm Posts: 539 Location: Minoc
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So have the inactive stones decayed yet? I'm looking to reactivate a guild that I used to be in, and while trying to place a new stone with the same name and acronym it says its already in use. However, I can't look the guild up on myUOSA.
So is it because it's still in the graveyard with nobody on it? If so, is there anyway to reclaim the stone or have it deleted so that I might make a new one?
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Hemperor
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Post subject: Re: Guildstones and Houses Posted: Sat May 15, 2010 2:40 am |
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Joined: Sat Jul 19, 2008 9:15 am Posts: 4368
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Derrick wrote: Very interesting post by the man himself: Quote: The next time that the guildmaster visits that stone, it will automatically pack up.
-Raph Koster Lead Designer, Ultima Online
Third post: http://groups.google.com/group/rec.game ... cb104d5f54This is the first post I'd seen from him, but aparently Raph was pretty active in the newsgroups: http://groups.google.com/groups/profile ... JwqRh8YCsAHe was definitely the most frequent poster.
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Derrick
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Post subject: Re: Guildstones and Houses Posted: Sat May 15, 2010 11:45 am |
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Joined: Thu Dec 13, 2007 7:49 pm Posts: 9003 Location: Cove
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Arkosh Kovasz wrote: So have the inactive stones decayed yet? I'm looking to reactivate a guild that I used to be in, and while trying to place a new stone with the same name and acronym it says its already in use. However, I can't look the guild up on myUOSA.
So is it because it's still in the graveyard with nobody on it? If so, is there anyway to reclaim the stone or have it deleted so that I might make a new one? They have not yet. Stones in the graveyard are not visible on myUOSA. If anyone neds a stone recovered, now is the time to ask. I'll be deleting em right awy. Derrick (Apr 6) wrote: I am going to queue all the existing guildstones in the graveyard for deletion in 30 days; If you have a guildstone in the graveyard that you'd like to keep, please speak up for it now.
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