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Thread: Bug Reports for v0.50 (bug fixes downloads)

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  1. #1
    Constantius's Avatar Primicerius
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    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    Firstly exellent workmanship ,second i keep having a CTD playing as Romans ,end turn, summer 1185 ,asoon as i gets to the HRE ,crash ,tried it several times gone back afew years ,but happens each time


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  2. #2

    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    well i'm not who worked in codding so my help is limited but if some of you want help to fix such bugs, well all i can do i sent in PM and see what can be done
    Common sense removed due being Disruptive.

  3. #3
    Constantius's Avatar Primicerius
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    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    I am going to have to start new campaign it was going so well ,but i'm going to be worried it just happen again ,looks like it could become my favourite mod ,if all goes well .


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  4. #4

    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    well if this can help list here the files wich appears as corrupted and i will upload them apart here !

    cheers
    Common sense removed due being Disruptive.

  5. #5
    Constantius's Avatar Primicerius
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    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    I wouldn't know what was corrupted or not ,but i have done a new install ,been playing all day got to year 1185 summer BANG ! same thing same year end of turn !
    6:30pm Right fresh download and i'm going to reinstall now .Wish me luck
    7:05pm ok here i am again ,some files are corrupted thats the message i got when finnished installing ,didn't i'm afraid say which
    Last edited by Constantius; February 16, 2010 at 01:07 PM.


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  6. #6

    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    mine winrar diagnostic is saying this: Fa part 02 rar fa\data\sounds\music.dat. file corrupted
    Fa part 04.rar fa\data\unit_models\_units\armemia\textures\axemen.texture. file corrupted
    Fa part 04. rar fa\data\unit_models\_units\az_padded_archer_lod0.mesh. file corrupted
    Fa part 05 .rar fa\data\unit_models\_units\byzantine_roster\textures\mtw2_es_mail_byzantine_nom.textures. file corrupted
    Fa part 05 rar fa\data\unit_models\_units\georgia\textures\mtw2_es_greek_nomal.texture. file corrupted
    hope that this is off any help

  7. #7

    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    well i will make basic installer, seems high compression is messing the files on the mod so 1-2 days will be installer version on !
    Common sense removed due being Disruptive.

  8. #8

    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    thanks ! i even forgot to give give you rep so + rep

  9. #9
    Maison's Avatar Laetus
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    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    I have a question is it planned that the mongols get their Invasion armies in the 2nd round when i play them?? And everytime when i want to make a battle on the map it ends in an CTD.

  10. #10

    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    New patch (big fixes) added on first post, this must fix some ctds in special for 1185 ctd or sieging ctd's. This need some testing so feedback is welcome !
    Common sense removed due being Disruptive.

  11. #11
    Jaketh's Avatar Praeses
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    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    Quote Originally Posted by Ataegina View Post
    New patch (big fixes) added on first post, this must fix some ctds in special for 1185 ctd or sieging ctd's. This need some testing so feedback is welcome !
    waiting for your reuploaded installer before i try this out again

  12. #12
    Giorgios's Avatar Campidoctor
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    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    Cheers for the latest bugfix- testing now!
    EDIT- It's gone, well done. Now for a proper Roman campaign!
    Last edited by Giorgios; February 19, 2010 at 08:43 AM.

  13. #13

    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    great

    i hope now everybody can play without problems or at least major problems !
    Common sense removed due being Disruptive.

  14. #14

    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    well i tested the fixes and besieged sofia but the game still cdts after a while in the battlefieldbut zagred seems too be fine.here is mine log
    Spoiler Alert, click show to read: 

    17:14:16.434 [script.err] [error] Script Error in mods/FA/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5783, column 1
    The castle core building level should be EQUAL the settlement level!
    17:14:16.435 [script.err] [error] Script Error in mods/FA/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5783, column 1
    The castle core building level should be EQUAL the settlement level!
    17:14:16.435 [script.err] [error] Script Error in mods/FA/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5925, column 5
    The city core building level should be one less than the settlement level!
    17:14:16.435 [script.err] [error] Script Error in mods/FA/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5925, column 5
    The city core building level should be one less than the settlement level!
    17:14:16.495 [script.err] [error] Script Error in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 2409, column 79
    Could not find ManagementStarter, in traits database
    17:17:04.914 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    17:18:30.943 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    17:21:41.939 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    17:31:55.918 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    17:42:07.206 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    17:45:21.639 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    17:48:18.097 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    17:51:14.908 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    17:53:53.957 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    17:56:31.607 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    17:58:40.884 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    18:03:27.312 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    18:06:08.085 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    18:10:38.022 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    18:13:27.969 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    18:17:15.115 [game.script] [error] Script execution error for <label_unit>, at line 10838, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.116 [game.script] [error] Script execution error for <label_unit>, at line 10839, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.116 [game.script] [error] Script execution error for <label_unit>, at line 10840, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.116 [game.script] [error] Script execution error for <label_unit>, at line 10841, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.116 [game.script] [error] Script execution error for <label_unit>, at line 10842, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.116 [game.script] [error] Script execution error for <label_unit>, at line 10843, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.117 [game.script] [error] Script execution error for <label_unit>, at line 10844, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.117 [game.script] [error] Script execution error for <label_unit>, at line 10845, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.117 [game.script] [error] Script execution error for <label_unit>, at line 10846, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.118 [game.script] [error] Script execution error for <label_unit>, at line 10847, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.118 [game.script] [error] Script execution error for <label_unit>, at line 10848, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.118 [game.script] [error] Script execution error for <label_unit>, at line 10849, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.118 [game.script] [error] Script execution error for <label_unit>, at line 10850, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.119 [game.script] [error] Script execution error for <label_unit>, at line 10851, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.119 [game.script] [error] Script execution error for <label_unit>, at line 10852, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.119 [game.script] [error] Script execution error for <label_unit>, at line 10853, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.119 [game.script] [error] Script execution error for <label_unit>, at line 10854, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    18:17:15.120 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit22'.
    18:17:15.120 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit23'.
    18:17:15.120 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit24'.
    18:17:15.121 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit25'.
    18:17:15.121 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit26'.
    18:17:15.121 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit27'.
    18:17:15.121 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit28'.
    18:17:15.122 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit29'.
    18:17:15.122 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit30'.
    18:17:15.122 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit31'.
    18:17:15.123 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit32'.
    18:17:15.123 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit33'.
    18:17:15.123 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit34'.
    18:17:15.123 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit35'.
    18:17:15.123 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit36'.
    18:17:15.124 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit37'.
    18:17:15.124 [game.script] [error] Script execution error for <define_unit_group>, at line 10856, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit38'.
    18:22:09.471 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    18:28:07.680 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    18:34:28.634 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    18:40:18.035 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised
    18:50:16.392 [game.script] [error] Script execution error for <console_command>, at line 1474, in mods/FA/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    add_money slave 5000
    err: faction type not recognised

  15. #15

    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    i can see that sofia is a village and zagreb a town maybe there is something wrong with the villages?

  16. #16
    Constantius's Avatar Primicerius
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    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    Quote Originally Posted by Ataegina View Post
    great

    i hope now everybody can play without problems or at least major problems !
    So do we ,nice one for the work again Saturday tomorow i shall play


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  17. #17
    Giorgios's Avatar Campidoctor
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    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    New bug, I'm afraid. Game crashes on turn 56, in 1201AD, during the rebel turn.

  18. #18

    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    seems you still have the old campaign_script.txt and descr_walls.txt , can you upload it ?
    Common sense removed due being Disruptive.

  19. #19

    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    well i drag the new files in the right directions maybe it did not change?am using vista

  20. #20

    Default Re: Bug Reports for v0.50 (bug fixes downloads)

    here is mine descr_walls
    Spoiler Alert, click show to read: 
    tes: model plus left and right gate models, offsets and sizes.
    ; Assumed the gates face outward along Z.
    ; NO double gates, please.
    ; Using none anywhere here means the items are simply ignored.
    ;
    ; Gate types: wooden; reinforced; iron.
    ; Short gate - wooden only
    ; Medium gate - all three
    ; Huge gate - all three
    ;
    ; Valid sounds are: none, knife, sword, spear, axe, mace, club, arrow_tower and ballista_tower
    ;
    gates
    {
    gate short_wooden
    {
    full_health 100
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }
    gate medium_wooden
    {
    full_health 100
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }

    gate huge_wooden
    {
    full_health 150
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }
    gate medium_reinforced
    {
    full_health 150
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }
    gate huge_reinforced
    {
    full_health 200
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }

    gate medium_iron
    {
    full_health 200
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }
    gate huge_iron
    {
    full_health 250
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }
    }
    ; SHORT WOODEN WALLS
    wall
    {
    level 0
    siege_tower_size too_small
    wall
    {
    full_health 125
    battle_stats flammability_medium impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 10
    battle_stats flammability_medium impact_damage_high
    localised_name gateway
    projectile_impacts_all_hit_gate
    short_wooden ; Just one type allowed!
    }
    tower
    {
    full_health 60
    control_area_radius 30
    manned 1
    battle_stats flammability_medium impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 12, 0, arrow, 100, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90
    ; unit size reload_ms flaming_reload_ms
    fire_rate small 2000 1250
    fire_rate normal 1500 1250
    fire_rate large 1000 1250
    fire_rate huge 750 1250
    }
    }
    }
    ; TALL WOODEN WALLS
    wall
    {
    level 1
    siege_tower_size small
    wall
    {
    full_health 250
    battle_stats flammability_medium impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 10
    battle_stats flammability_medium impact_damage_high
    localised_name gateway
    projectile_impacts_all_hit_gate
    medium_wooden
    medium_reinforced
    medium_iron
    }
    tower
    {
    full_health 125
    control_area_radius 30
    manned 1
    battle_stats flammability_medium impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90
    ; unit size reload_ms flaming_reload_ms
    fire_rate small 2000 1250
    fire_rate normal 1500 1250
    fire_rate large 1000 1250
    fire_rate huge 750 1250
    }
    }
    }
    ; SMALL STONE/TOWN WALLS
    wall
    {
    level 2
    siege_tower_size medium
    wall
    {
    full_health 500
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 500
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    medium_wooden
    medium_reinforced
    medium_iron
    }
    tower
    {
    full_health 250
    control_area_radius 30
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90
    ; unit size reload_ms flaming_reload_ms
    fire_rate small 2000 1250
    fire_rate normal 1500 1250
    fire_rate large 1000 1250
    fire_rate huge 750 1250
    }
    level
    {
    stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
    stat_attr no
    shot_sfx TOWER_BALLISTA_FIRING
    fire_angle 45
    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4500 6500
    fire_rate normal 3000 5500
    fire_rate large 2000 4500
    fire_rate huge 1500 3000
    }
    }
    }
    wall
    {
    level 3
    siege_tower_size medium
    wall
    {
    full_health 1500
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 1500
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    medium_wooden
    medium_reinforced
    medium_iron
    }
    tower
    {
    full_health 750
    control_area_radius 30
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90
    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 1250
    fire_rate normal 1500 1250
    fire_rate large 1500 1250
    fire_rate huge 1000 1250
    }
    level
    {
    stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
    stat_attr no
    shot_sfx TOWER_BALLISTA_FIRING
    fire_angle 45
    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4500 6500
    fire_rate normal 3000 5500
    fire_rate large 2000 4500
    fire_rate huge 1500 3000
    }
    level
    {
    stat 40, 0, bombard_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
    stat_attr no
    shot_sfx CANNON_FIRING
    fire_angle 45
    ; unit size reload_ms flaming_reload_ms
    fire_rate small 20000 16000
    fire_rate normal 16000 16000
    fire_rate large 14000 16000
    fire_rate huge 12000 16000
    }
    }
    }
    wall
    {
    level 4
    siege_tower_size large
    wall
    {
    full_health 2000
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 2000
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    huge_wooden
    huge_reinforced
    huge_iron
    }
    tower
    {
    full_health 1000
    control_area_radius 30
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90
    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 1250
    fire_rate normal 1500 1250
    fire_rate large 1500 1250
    fire_rate huge 1000 1250
    }
    level
    {
    stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
    stat_attr no
    shot_sfx TOWER_BALLISTA_FIRING
    fire_angle 45
    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4500 6500
    fire_rate normal 3000 5500
    fire_rate large 2000 4500
    fire_rate huge 1500 3000
    }

    level
    {
    stat 40, 0, bombard_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
    stat_attr no
    shot_sfx CANNON_FIRING
    fire_angle 45
    ; unit size reload_ms flaming_reload_ms
    fire_rate small 20000 16000
    fire_rate normal 16000 16000
    fire_rate large 14000 16000
    fire_rate huge 12000 16000
    }
    }
    }

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