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June 1, 2021: North versus South, the war for Western Arcovia.
Changes: Sim Layout, City-States, RPCSS Factions, and Storyline. Read More

Difference between revisions of "RPCSS Army Units"

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''RPCSS has three types of generic '''human-form''' units, infantry, knights, and siege equipment.  RPCSS will be connected to UO to spawn these army units in-game.  We are unable to customize units, at this time, but home to in the future. <includeonly>[[RPCSS Army Units|Read More ..]]</includeonly>
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''RPCSS has three types of generic units, infantry, knights, and siege equipment. <includeonly>[[RPCSS Army Units|Read More ..]]</includeonly>
<noinclude>[[category:RPCSS]]
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<noinclude>[[category:RPCSS]] Infantry have a defense of 2 and an offense of 1, Knights have a defense of 1 and an offense of 2, and siege equipment has a defense of 0 and an offense of 4 but only against fortifcations.
 
 
*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.
 
*As far as world lore is concerned, players may claim that the mobs are any of the many '''human-form''' sub-races, such as vampires, un-shifted weres, Aelfeyn, glamoured Muiri, normal-sized Hoggur, etc. But the base mob needs to use the same RPCSS human mob for everyone -- for now.
 

Latest revision as of 20:38, 23 February 2021

RPCSS has three types of generic units, infantry, knights, and siege equipment. Infantry have a defense of 2 and an offense of 1, Knights have a defense of 1 and an offense of 2, and siege equipment has a defense of 0 and an offense of 4 but only against fortifcations.

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