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Reptant_

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Everything posted by Reptant_

  1. Εισαι τελειως λαθος Δυσκολα θα βρεις αυτον που ευθυνεται βαρανε μεσω αλλων προγραμματων και καθημερινα γινονται ddos attacks παντου,μεσω botnets και ειναι πολυ φθηνα,εως τζαμπα,και μπορουν να σε καταστρεψουν(ρωτα τον krash ;) )
  2. δυσκολη μερα σημερα
  3. Γενικα,τα attacks που θα σας κανουν Αν και υπαρχουν αρκετες λυσεις
  4. Ναι,αν δεν ειναι καποιος αλλος μεσα εκεινη την στιγμη
  5. Τι ηταν σημερα και τοσα κενα,οεο;
  6. Λεω πουθενα για κατι τετοιο; Το μονο που χρειαζεται ειναι ενα firewall(οχι απαραιτητα 100$) και hardware protection Μιλαω γενικα,οχι μονο για το pack
  7. Το αυθεντικο Warcraft III (http://www.plaisio.gr/Gaming/Games/PC-Computer-Games/Blizzard-Warcraft-Iii-Frozen-Throne.htm) Απο NET,παιρνεις τον φακελο του warcraft και παιζεις μεσω αυτου, ή WC3 CDKEY GRABBER(ειναι ενα tool)
  8. ddos attacks ειτε IL ειτε GE,ειναι το ιδιο Αλλο 1 ατομο το εχει (αποτι ξερω) ειμαι σιγουρος(σχεδον ^^) οτι θα μπορουσατε να τα βρειτε επισης,το πιο σημαντικο ειναι να βρεθει -Ενα pack χωρις πολλα bug -Σωστο advertisment,μιας και εχετε ηδη μια ιστορια του server -DDOS protection μετα ολα φτιαχνονται απλα αν πας στο GE,θα εχεις 60% και ισως λιγοτερο community ,αλλα ενα καλυτερο pack
  9. ye that's why financial crysis and loads from banks around the world started right after the 1st government ,after dictatorship
  10. o Versus εχει ηδη το IL pack του Essiel,που δεν ειναι τοσο κακο οποτε :/
  11. He can do.But if he doesn't 'respect' authors,he must be punished also these topics,were hidden(i think)
  12. Ιt's a matter of respect to shares beeing done here.And members that made them Would you like 2-3 shares of you,beeing posted somewhere else with credits : Finito (ex) ? btw,check this topic http://maxcheaters.com/forum/index.php?topic=80107.0
  13. Αγοραζεις αυθεντικα CD,ωστε να βαλεις τα cd-key απο plaisio,e-shop etc Warcraft III + TFT expansion γυρω στα 15-20 ευρω κανουν ή κλεβεις τα cd-key του net σου :Ρ
  14. Πουθενα το τρεχεις,και επιλεγεις το warcraft 3 μετα βαζεις το αναλογο patch http://www.dota-utilities.com/2011/01/warcraft-125-patch-warcraft-3-tft-v125.html
  15. Battle-net οχι γιατι θες αυθεντικες αδειες Μπορεις να παιξεις garena/rgc/eurobattlenet ομως δες το sticky topic του Notabastard στο Dota section
  16. Θες το wc3 setup http://www.engamers.com/2010/01/21/download-patch-warcraft-3-the-frozen-throne-1-24d/ scroll down,και κατεβασε το
  17. Τhis is the worse of the worst things Taking topics from somewhere,and posting them as yours.And he is so stupid,that he took Coyote's topics..(& b1ggboss)
  18. Δεν μπορω να καταλαβω γιατι χρειαζεστε περισσοτερα λεφτα για Interlude server . . . Το μονο που θα καταφερετε με εναν GE server,ειναι ενα μικροτερο community
  19. Fortress Overview A fortress is a small residential clan area, similar to a clan hall. It can be acquired by winning a fortress siege. Depending on their location, fortresses are either border or territory fortresses, large or small. One or two fortresses are located in each territory. Each fortress can choose to be politically involved with, or independent from, the castle(s) in that territory. Each fortress on the map has a colored flag next to it. A blue flag denotes a territory fortress, and a red flag denotes a border fortress. General fortress information can be accessed by clicking on the World Info portion of the Map (Alt+M), located in the upper right hand corner of the window. Clicking on this button will display a slide-out window with tabs. Clicking on the Fortress Info tab will show a complete list of all fortresses, including their name, occupying clan, current status and time held (pictured below). Clicking on any name in the list will show the fortress location on the map. A red and white checkered shield will pinpoint the location. Hoovering over this shield with your cursor will show quick information, including whether the property is at war or at peace, and the name of the owning clan. If you hoover over the map icon during a siege, the shield will display how many camps have been taken. Fortress Features Recovery, teleport, and support magic features can be activated by talking to the Foreman NPC. The Clan Warehouse can also be accessed from this NPC. Various items such as Shirts, Talismans and Bracelets can be purchased from the Supply Unit Captain. Knight’s Epaulettes are used to purchase these items. Sub units skills are also acquired through this NPC. Regardless of the political status (sworn fealty or independence) of the fortress, the fortress-owning clan receives Blood Oathes from the Logistics Officer NPC for every six hours that the fortress is owned. If a fortress swears fealty to a castle, additional defense-related functions can be activated by talking to the Guard Captain NPC. If a fortress swears fealty to a castle, the fortress-defending NPCs can be strengthened and supplies can be purchased from the Logistics Officer NPC. Independent fortresses (those that have not sworn fealty to any castle) can enter an underground prison (instanced dungeon) by talking to the Detention Camp Warden NPC. Basic Rules Fortress Rules Similar to clan halls, fortresses serve as a clan residence. A clan that owns a fortress can register to siege castles and other fortresses, and can claim ownership of them if they win. If the clan owns an existing fortress, their previous residence becomes inhabited and controlled by NPCs upon claiming ownership of the new fortress. One clan can own either a castle or a fortress (but not both). A clan that owns a castle or the fortress may also own a clan hall at the same time. A clan that owns a fortress can establish a political connection with the clan that owns the castle in that territory. A Blood Oath can be obtained through the occupation of a fortress. The Blood Oath can raise the clan’s reputation and level. While a clan’s fortress is under a siege, the clan cannot acquire ownership of other fortresses, even if they capture another fortress’s flag. Seventy-five hours after you take possession of a fortress, possession will be lost to the rebel army. You cannot register for the fortress siege 2 hours prior to rebel army attack. The fortress foreman has been changed to show the remaining time until the rebel army invades, information about the fortress, and the contract situation with the area harvest. Siege Rules General fortress siege rules are similar to castle siege rules. Participants are classified into three groups: friendly party, enemy party, and nonpartisan. For attackers, the alliance and the clan members are classified as part of the friendly party. All other members that signed up for the siege are classified as part of the nonpartisan group. Once a fortress siege starts, defenders are indicated by a shield icon over their head, while attackers has are indicated by a sword icon. Players can attack enemies and nonpartisan without holding down the Control Key. Attacking friendly members is not allowed. Preparation Sieges A fortress siege lasts for one hour, and can occur as often as every four hours, for 24 hours a day. Once the Combat Flag is raised on a flag pole, the fortress siege ends. A fortress siege begins 60 minutes after the first clan registers. Siege Registration The fortress siege registration procedure is similar to castle siege registration. A clan that is level 4 or higher can sign up to siege a fortress by talking to the Suspicious Merchant NPC near that fortress. The first clan that signs up to siege a fortress must pay a participation fee of 250,000. Once this fee is paid, any other clans that wish to participate in the siege do not have to pay the participation fee. After the participation fee is paid, all other clans that wish to participate have 50 minutes to sign up. The siege registration can be canceled within 50 minutes of the initial siege sign-up. Once the 50-minute time period for sign-ups has elapsed, the Suspicious Merchant will disappear. A 10-minute countdown will begin, after which the fortress siege will start. If the fortress under siege is owned by a clan, that clan is automatically registered as defenders. Siege Start When a fortress siege begins, the area around the fortress will change to a combat field. Registered clans can establish a headquarters on that combat field. When the siege begins, all fortress doors close and designated guard NPCs are placed. If a fortress is owned by a clan, the level of the guard NPCs and various defending functions are affected by the Fortress Defense Level. Also, a Mercenary Captain NPC will appear outside the fortress. This NPC must be protected by the attacking clans. Siege Process There are three to five NPC camps (depending on the fortress size) located inside the fortress. The five camps include the Officer's Barracks, Control Room, Archer Unit, Guard Camp and Support Unit. The Command Barracks will be located in the center of the various camps. If all of the camps are captured within 10 minutes of capturing the first camp, the Command Barrack ’s door will automatically open. To capture a camp, you must kill each camp’s Commander NPC. In a large fortress, you must shut off the power in the Control Room. A clan can use Ballista Bombs to destroy the ballista inside the fortress; destroying ballistas will gain the attacking clan a certain amount of clan reputation. After the capture of the first camp, if the attackers fail to capture the other camps within 10 minutes, each camp's Commander NPC will reappear and the players must kill the Commander NPCs all over again. If all the camps are successfully captured within the time limit, the door to the Command Barracks will open and the Combat Flags will appear inside of the camp. If the fortress is owned by a clan, the Mercenary Captain must survive until all the camps are successfully captured in order for the Combat Flags to appear. A total of three Combat Flags will appear. When a player acquires one of the Combat Flags, it is automatically equipped. If a character who is holding a flag dies, that flag will be returned to its original location. Once players acquire the Combat Flags, their speed and various combat stats will be reduced. They will also automatically receive an active skill that allows them to place the Combat Flag in the flag pole. The flag pole is located at the top of the Command Camp. If the clan succeeds in raising the Combat Flag by using the Display Flag skill, that clan will win the siege and claim the fortress. When a fortress is claimed, a Special Envoy from that territory’s castle will appear inside of the Command Camp. For territory fortresses, only a Special Envoy from that territory’s castle appears. If the fortress is a border fortress, Special Envoys from all of the neighboring territory's castles will appear. Once a clan gains ownership of a Territorial Fortress, the clan leader can choose to either swear fealty to that territory's castle or declare their independence. A clan that claims ownership of a border fortress may only declare independence. Control Room In addition to placing Combat Flags, the other way to claim a fortress is to shut down the Control Room. In large fortresses, you must shut down the Control Room, defeat all barrack Captains, and place the flag. Once you place the flag, the victory is yours! (Only large fortresses have a Control Room.) After shutting down all of the Sub Power Systems around the Control Room, a member with the Access Card can open the Control Room door. The Access Card can be obtained from Dwarven Gunnery Sergeants around the Control Room. The attempt to shut down a Sub Power System must be made when the system's HP is low. Only Maestros and Warsmiths can shut down the Sub Power Systems. A three-digit password is required to activate the controls in the Control Room. Any class can enter a password, but Maestros and Warsmiths can find the password easier. If an incorrect password is entered a certain number of times, the controls will be temporarily disabled. Once all of the Sub Power System are shut down, and the main power has been shut off in the Control Room, the clan must only defete the barrack Captains and place to flag in order to claim the fortress. Political Activities Nonpartisan State At the time of victory, the Special Envoy NPC(s) will appear and wait up to one hour for the clan leader’s decision. During this waiting period, the fortress is considered to be in a nonpartisan state. When a fortress is in a non-partisan state, the fortress defense-related features and instanced dungeon can not be used; however, some other features can be used and reputation benefits can be obtained from the Foreman NPC. Independent State A fortress will shift into an independent state when the fortress-owning clan leader decides to declare independence, or if no decision is made during the one hour that the Special Envoy NPC is present. When a fortress is in an independent state, it is possible for a castle-owning clan in the same territory to register a siege upon that fortress. Fortresses that are independant cannot upgrade the fortress defense features by speaking to the Guard Captain NPC. When a fortress is independent, the ability to monitor the fortress defense status by speaking to the Logistics Officer NPC is restricted. When a fortress is independent, supply items from the territory's castle will be unavailable (not earned). An independent fortress can enter their Fortress Dungeon by speaking to the Detention Camp Warden. Contracted State A fortress enters a contracted state when the fortress-owning clan decides to swear fealty to the territory's castle by speaking to the Special Envoy NPC. When a fortress becomes contracted, the fortress-owning clan must pay a tax to the territory's castle every six hours. The taxes are automatically deducted from the Clan Warehouse. If the fortress-owning clan does not have enough Adena in their Clan Warehouse, the state of the fortress automatically switches from contracted to independant. When a fortress is contracted, all of the fortress-management features can be used; however, entry into the instanced dungeon will be restricted. When a fortress is contracted, the fortress-owning clan can receive supply items by speaking to the Logistics Officer NPC. The supply items level will be increased every six hours when taxes are paid. For every supply item delivery, two Clan Reputation Points will be deducted from the castle-owning clan. If the castle-owning clan’s Reputation Points drop below two points, the supply item level will stop increasing and the leader of the fortress-owning clan will be notified by the system message. The supply items level can increase up to level six. If the fortress-owning clan receives Supply Items from the Logistic Officer NPC, the supply items level resets to zero. The castle-owning clan can use the instanced dungeon within their castle if there is a fortress in their territory that they are in a contracted state with. Credits go to lineage2.com and Finito for bringing it at MaxCheaters.com Regards
  20. It won't be ur mistake,anyway The damn community of IL mid rate servers WON'T stay in a server for more than 2 months.I could give you a list of the players u 'll get Though,it's looking better(from this topic's view) from other servers in past GL anyway
  21. http://maxcheaters.com/forum/index.php?topic=202257.0 junk advertisement
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