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Difference between revisions of "RPCSS Army Units"
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− | ''RPCSS has three types of units; infantry, knights and siege equipment. RPCSS will be connected with UO to spawn these army units in game as mobs functioning as a champ spawn. There are many more details to be hashed out on how this will work, but [[Noble House]] leaders must understand that their house design must have lore that supports this game mechanic implementation. <includeonly>[[RPCSS Army Units|Read More ..]] | + | ''RPCSS has three types of units; infantry, knights and siege equipment. RPCSS will be connected with UO to spawn these army units in game as mobs functioning as a champ spawn. There are many more details to be hashed out on how this will work, but [[Noble House]] leaders must understand that their house design must have lore that supports this game mechanic implementation. <includeonly>[[RPCSS Army Units|Read More ..]]</includeonly> |
<noinclude>[[category:RPCSS]] | <noinclude>[[category:RPCSS]] | ||
*RPCSS is programmed to have the SAME mobs for everyone, and those mobs are going to based on the UO human form in generic looking leather and plate armor and horses. It will be months before we are able to program in the ability for each house to customize the look of their mobs. We certainly want to do that, but getting it working is the primary goal. | *RPCSS is programmed to have the SAME mobs for everyone, and those mobs are going to based on the UO human form in generic looking leather and plate armor and horses. It will be months before we are able to program in the ability for each house to customize the look of their mobs. We certainly want to do that, but getting it working is the primary goal. |
Revision as of 17:07, 23 June 2019
RPCSS has three types of units; infantry, knights and siege equipment. RPCSS will be connected with UO to spawn these army units in game as mobs functioning as a champ spawn. There are many more details to be hashed out on how this will work, but Noble House leaders must understand that their house design must have lore that supports this game mechanic implementation.
- RPCSS is programmed to have the SAME mobs for everyone, and those mobs are going to based on the UO human form in generic looking leather and plate armor and horses. It will be months before we are able to program in the ability for each house to customize the look of their mobs. We certainly want to do that, but getting it working is the primary goal.