;
; EDITED ok
; a bit stronger walls and some gates
; short towers only -20 range
; all towers +2 dmg, less ammo (30 now), -90 firing angle
; ballistas +bp, launching; less ammo (20 now); -90 firing angle
; trebuchets +area, launching; less ammo (10 now); -135 firing angle
;
; note: something seems off as all defences got unlimited ammo anyway, manned or not
;
;
; TATW 3.0
;
; Gates: 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 350
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate medium_wooden
{
full_health 400
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate huge_wooden
{
full_health 450
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate medium_reinforced
{
full_health 500
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate huge_reinforced
{
full_health 550
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate medium_iron
{
full_health 600
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate huge_iron
{
full_health 700
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 300
battle_stats flammability_medium impact_damage_high
localised_name wall
}
gateway
{
full_health 220
battle_stats flammability_medium impact_damage_high
localised_name gateway
projectile_impacts_all_hit_gate
short_wooden ; Just one type allowed!
}
tower
{
full_health 220
control_area_radius 30
manned none
battle_stats flammability_medium impact_damage_high
localised_name tower
; as in descr_unit.txt
level
{
stat 10, 0, tower_arrow, 120, 30, 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 3000
fire_rate normal 3500 3000
fire_rate large 3000 3000
fire_rate huge 2500 3000
}
}
}
; TALL WOODEN WALLS
wall
{
level 1
siege_tower_size small
wall
{
full_health 500
battle_stats flammability_medium impact_damage_high
localised_name wall
}
gateway
{
full_health 450
battle_stats flammability_medium impact_damage_high
localised_name gateway
projectile_impacts_all_hit_gate
medium_wooden
medium_reinforced
medium_iron
}
tower
{
full_health 450
control_area_radius 30
manned none
battle_stats flammability_medium impact_damage_high
localised_name tower
; as in descr_unit.txt
level
{
stat 10, 0, tower_arrow, 140, 30, 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 3000
fire_rate normal 3500 3000
fire_rate large 3000 3000
fire_rate huge 2500 3000
}
}
gatehouse
{
full_health 600
control_area_radius 10
manned none
battle_stats flammability_none impact_damage_high
localised_name gatehouse
missile_level
{
stat 10, 0, tower_arrow, 140, 30, 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 3000
fire_rate normal 3500 3000
fire_rate large 3000 3000
fire_rate huge 2500 3000
}
}
}
; SMALL STONE WALLS
wall
{
level 2
siege_tower_size small
wall
{
full_health 1500
battle_stats flammability_none impact_damage_high
localised_name wall
}
gateway
{
full_health 800
battle_stats flammability_none impact_damage_high
localised_name gateway
medium_wooden
medium_reinforced
medium_iron
}
tower
{
full_health 800
control_area_radius 50
manned none
battle_stats flammability_none impact_damage_high
localised_name tower
; as in descr_unit.txt
missile_level
{
stat 10, 0, tower_arrow, 140, 30, 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 3000
fire_rate normal 3500 3000
fire_rate large 3000 3000
fire_rate huge 2500 3000
}
missile_level
{
stat 40, 0, tower_ballista, 160, 20, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
stat_attr bp, launching
shot_sfx TOWER_BALLISTA_FIRING
fire_angle 90
; unit size reload_ms flaming_reload_ms
fire_rate small 14000 8000
fire_rate normal 12000 8000
fire_rate large 10000 8000
fire_rate huge 8000 8000
}
missile_level
{
stat 40, 0, wall_trebuchet, 1000, 10, siege_missile, artillery_mechanical, blunt, none, 80, 1
stat_attr area, launching
shot_sfx CANNON_FIRING
fire_angle 45
; unit size reload_ms flaming_reload_ms
fire_rate small 32000 20000
fire_rate normal 28000 20000
fire_rate large 24000 20000
fire_rate huge 20000 20000
}
}
gatehouse
{
full_health 800
control_area_radius 10
manned none
battle_stats flammability_none impact_damage_high
localised_name gatehouse
missile_level
{
stat 10, 0, tower_arrow, 140, 30, 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 3000
fire_rate normal 3500 3000
fire_rate large 3000 3000
fire_rate huge 2500 3000
}
}
}
; BIG STONE WALLS
wall
{
level 3
siege_tower_size medium
wall
{
full_health 2000
battle_stats flammability_none impact_damage_high
localised_name wall
}
gateway
{
full_health 1200
battle_stats flammability_none impact_damage_high
localised_name gateway
medium_wooden
medium_reinforced
medium_iron
}
tower
{
full_health 1000
control_area_radius 50
manned none
battle_stats flammability_none impact_damage_high
localised_name tower
; as in descr_unit.txt
missile_level
{
stat 10, 0, tower_arrow, 140, 30, 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 3000
fire_rate normal 3500 3000
fire_rate large 3000 3000
fire_rate huge 2500 3000
}
missile_level
{
stat 40, 0, tower_ballista, 160, 20, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
stat_attr bp, launching
shot_sfx TOWER_BALLISTA_FIRING
fire_angle 90
; unit size reload_ms flaming_reload_ms
fire_rate small 14000 8000
fire_rate normal 12000 8000
fire_rate large 10000 8000
fire_rate huge 8000 8000
}
missile_level
{
stat 40, 0, wall_trebuchet, 1000, 10, siege_missile, artillery_mechanical, blunt, none, 80, 1
stat_attr area, launching
shot_sfx CANNON_FIRING
fire_angle 45
; unit size reload_ms flaming_reload_ms
fire_rate small 32000 20000
fire_rate normal 28000 20000
fire_rate large 24000 20000
fire_rate huge 20000 20000
}
}
gatehouse
{
full_health 1200
control_area_radius 10
manned none
battle_stats flammability_none impact_damage_high
localised_name gatehouse
missile_level
{
stat 10, 0, tower_arrow, 140, 30, 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 3000
fire_rate normal 3500 3000
fire_rate large 3000 3000
fire_rate huge 2500 3000
}
;
; oil_level
; {
; stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
; stat_attr no
; shot_sfx TOWER_ARROW_FIRING
; shot_gfx boiling_oil_set
; fire_angle 90
; slot_yaw -135 135
; slot_pitch -95 -70
;
; ; unit size reload_ms flaming_reload_ms
; fire_rate small 45000 45000
; fire_rate normal 45000 45000
; fire_rate large 45000 45000
; fire_rate huge 45000 45000
; }
}
}
; HUGE STONE WALLS
wall
{
level 4
siege_tower_size large
wall
{
full_health 2500
battle_stats flammability_none impact_damage_high
localised_name wall
}
gateway
{
full_health 1500
battle_stats flammability_none impact_damage_high
localised_name gateway
huge_wooden
huge_reinforced
huge_iron
}
tower
{
full_health 1200
control_area_radius 50
manned none
battle_stats flammability_none impact_damage_high
localised_name tower
; as in descr_unit.txt
missile_level
{
stat 10, 0, tower_arrow, 140, 30, 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 3000
fire_rate normal 3500 3000
fire_rate large 3000 3000
fire_rate huge 2500 3000
}
missile_level
{
stat 40, 0, tower_ballista, 160, 20, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
stat_attr bp, launching
shot_sfx TOWER_BALLISTA_FIRING
fire_angle 90
; unit size reload_ms flaming_reload_ms
fire_rate small 14000 8000
fire_rate normal 12000 8000
fire_rate large 10000 8000
fire_rate huge 8000 8000
}
missile_level
{
stat 40, 0, wall_trebuchet, 1000, 10, siege_missile, artillery_mechanical, blunt, none, 80, 1
stat_attr area, launching
shot_sfx CANNON_FIRING
fire_angle 45
; unit size reload_ms flaming_reload_ms
fire_rate small 32000 20000
fire_rate normal 28000 20000
fire_rate large 24000 20000
fire_rate huge 20000 20000
}
}
gatehouse
{
full_health 1500
control_area_radius 10
manned none
battle_stats flammability_none impact_damage_high
localised_name gatehouse
missile_level
{
stat 10, 0, tower_arrow, 140, 30, 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 3000
fire_rate normal 3500 3000
fire_rate large 3000 3000
fire_rate huge 2500 3000
}
;
; oil_level
; {
; stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
; stat_attr no
; shot_sfx TOWER_ARROW_FIRING
; shot_gfx boiling_oil_set
; fire_angle 90
; slot_yaw -135 135
; slot_pitch -95 -70
;
; ; unit size reload_ms flaming_reload_ms
; fire_rate small 45000 45000
; fire_rate normal 45000 45000
; fire_rate large 45000 45000
; fire_rate huge 45000 45000
; }
}
}