; ; 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 gates { gate short_wooden { full_health 0 width 7 height 6 outer_clearance 8 inner_clearance 10 left { xz -4 0 length 5 } right { xz 4 0 length 5 } level { min_health 25 open gate_short_wooden_open closed gate_short_wooden_closed open_to_closed { duration 25 physical_switch 0 item gate_short_wooden_open_to_closed { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_short_wooden_closed_to_open { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 10 physical_switch 0 item gate_short_wooden_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 10 physical_switch 0 item gate_short_wooden_closed_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 9 physical_switch 0 item gate_short_wooden_closed_impact { 0 enable 0 anim 2 0 0 2 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_short_wooden_open_impact { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level { min_health 1 open gate_short_wooden_open_damaged closed gate_short_wooden_closed_damaged open_to_closed { duration 25 physical_switch 0 item gate_short_wooden_open_to_closed_damaged { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_short_wooden_closed_to_open_damaged { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 2 physical_switch 0 item gate_short_wooden_closed_to_collapsed { 0 enable 0 anim 2 1.0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 12 physical_switch 0 item gate_short_wooden_closed_to_collapsed { 0 enable 0 anim 12 0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 7 physical_switch 0 item gate_short_wooden_closed_impact_damaged { 0 enable 0 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_short_wooden_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level ; Final level has no transitions, just the collapsed item. { min_health 0 open gate_short_wooden_collapsed } } gate medium_wooden { full_health 0 width 7 height 10 outer_clearance 8 inner_clearance 10 left { xz -4 0 length 5 } right { xz 4 0 length 5 } level { min_health 25 open gate_medium_wooden_open closed gate_medium_wooden_closed open_to_closed { duration 25 physical_switch 0 item gate_medium_wooden_open_to_closed { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_medium_wooden_closed_to_open { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 10 physical_switch 0 item gate_medium_wooden_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 10 physical_switch 0 item gate_medium_wooden_closed_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 9 physical_switch 0 item gate_medium_wooden_closed_impact { 0 enable 0 anim 2 0 0 2 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_medium_wooden_open_impact { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level { min_health 1 open gate_medium_wooden_open_damaged closed gate_medium_wooden_closed_damaged open_to_closed { duration 25 physical_switch 0 item gate_medium_wooden_open_to_closed_damaged { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_medium_wooden_closed_to_open_damaged { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 2 physical_switch 0 item gate_medium_wooden_closed_to_collapsed { 0 enable 0 anim 2 1.0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 12 physical_switch 0 item gate_medium_wooden_closed_to_collapsed { 0 enable 0 anim 12 0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 7 physical_switch 0 item gate_medium_wooden_closed_impact_damaged { 0 enable 0 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_medium_wooden_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level ; Final level has no transitions, just the collapsed item. { min_health 0 open gate_medium_wooden_collapsed } } gate huge_wooden { full_health 0 width 7 height 20 outer_clearance 8 inner_clearance 10 left { xz -4 0 length 5 } right { xz 4 0 length 5 } level { min_health 45 open gate_huge_wooden_open closed gate_huge_wooden_closed open_to_closed { duration 25 physical_switch 0 item gate_huge_wooden_open_to_closed { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_huge_wooden_closed_to_open { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 10 physical_switch 0 item gate_huge_wooden_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 10 physical_switch 0 item gate_huge_wooden_closed_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 9 physical_switch 0 item gate_huge_wooden_closed_impact { 0 enable 0 anim 2 0 0 2 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_huge_wooden_open_impact { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level { min_health 1 open gate_huge_wooden_open_damaged closed gate_huge_wooden_closed_damaged open_to_closed { duration 25 physical_switch 0 item gate_huge_wooden_open_to_closed_damaged { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_huge_wooden_closed_to_open_damaged { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 2 physical_switch 0 item gate_huge_wooden_closed_to_collapsed { 0 enable 0 anim 2 1.0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 12 physical_switch 0 item gate_huge_wooden_closed_to_collapsed { 0 enable 0 anim 12 0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 7 physical_switch 0 item gate_huge_wooden_closed_impact_damaged { 0 enable 0 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_huge_wooden_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level ; Final level has no transitions, just the collapsed item. { min_health 0 open gate_huge_wooden_collapsed } } gate medium_reinforced { full_health 0 width 7 height 10 outer_clearance 8 inner_clearance 10 left { xz -4 0 length 5 } right { xz 4 0 length 5 } level { min_health 40 open gate_medium_reinforced_open closed gate_medium_reinforced_closed open_to_closed { duration 25 physical_switch 0 item gate_medium_reinforced_open_to_closed { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_medium_reinforced_closed_to_open { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 10 physical_switch 0 item gate_medium_reinforced_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 10 physical_switch 0 item gate_medium_reinforced_closed_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 9 physical_switch 0 item gate_medium_reinforced_closed_impact { 0 enable 0 anim 2 0 0 2 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_medium_reinforced_open_impact { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level { min_health 1 open gate_medium_reinforced_open_damaged closed gate_medium_reinforced_closed_damaged open_to_closed { duration 25 physical_switch 0 item gate_medium_reinforced_open_to_closed_damaged { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_medium_reinforced_closed_to_open_damaged { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 2 physical_switch 0 item gate_medium_reinforced_closed_to_collapsed { 0 enable 0 anim 2 1.0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 12 physical_switch 0 item gate_medium_reinforced_closed_to_collapsed { 0 enable 0 anim 12 0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 7 physical_switch 0 item gate_medium_reinforced_closed_impact_damaged { 0 enable 0 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_medium_reinforced_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level ; Final level has no transitions, just the collapsed item. { min_health 0 open gate_medium_reinforced_collapsed } } gate huge_reinforced { full_health 0 width 7 height 20 outer_clearance 8 inner_clearance 10 left { xz -4 0 length 5 } right { xz 4 0 length 5 } level { min_health 50 open gate_huge_reinforced_open closed gate_huge_reinforced_closed open_to_closed { duration 25 physical_switch 0 item gate_huge_reinforced_open_to_closed { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_huge_reinforced_closed_to_open { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 10 physical_switch 0 item gate_huge_reinforced_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 10 physical_switch 0 item gate_huge_reinforced_closed_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 9 physical_switch 0 item gate_huge_reinforced_closed_impact { 0 enable 0 anim 2 0 0 2 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_huge_reinforced_open_impact { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level { min_health 1 open gate_huge_reinforced_open_damaged closed gate_huge_reinforced_closed_damaged open_to_closed { duration 25 physical_switch 0 item gate_huge_reinforced_open_to_closed_damaged { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_huge_reinforced_closed_to_open_damaged { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 2 physical_switch 0 item gate_huge_reinforced_closed_to_collapsed { 0 enable 0 anim 2 1.0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 12 physical_switch 0 item gate_huge_reinforced_closed_to_collapsed { 0 enable 0 anim 12 0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 7 physical_switch 0 item gate_huge_reinforced_closed_impact_damaged { 0 enable 0 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_huge_reinforced_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level ; Final level has no transitions, just the collapsed item. { min_health 0 open gate_huge_reinforced_collapsed } } gate medium_iron { full_health 0 width 7 height 10 outer_clearance 8 inner_clearance 10 left { xz -4 0 length 5 } right { xz 4 0 length 5 } level { min_health 50 open gate_medium_iron_open closed gate_medium_iron_closed open_to_closed { duration 25 physical_switch 0 item gate_medium_iron_open_to_closed { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_medium_iron_closed_to_open { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 10 physical_switch 0 item gate_medium_iron_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 10 physical_switch 0 item gate_medium_iron_closed_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 9 physical_switch 0 item gate_medium_iron_closed_impact { 0 enable 0 anim 2 0 0 2 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_medium_iron_open_impact { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level { min_health 1 open gate_medium_iron_open_damaged closed gate_medium_iron_closed_damaged open_to_closed { duration 25 physical_switch 0 item gate_medium_iron_open_to_closed_damaged { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_medium_iron_closed_to_open_damaged { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 2 physical_switch 0 item gate_medium_iron_closed_to_collapsed { 0 enable 0 anim 2 1.0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 12 physical_switch 0 item gate_medium_iron_closed_to_collapsed { 0 enable 0 anim 12 0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 7 physical_switch 0 item gate_medium_iron_closed_impact_damaged { 0 enable 0 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_medium_iron_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level ; Final level has no transitions, just the collapsed item. { min_health 0 open gate_medium_iron_collapsed } } gate huge_iron { full_health 0 width 7 height 20 outer_clearance 8 inner_clearance 10 left { xz -4 0 length 5 } right { xz 4 0 length 5 } level { min_health 65 open gate_huge_iron_open closed gate_huge_iron_closed open_to_closed { duration 25 physical_switch 0 item gate_huge_iron_open_to_closed { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_huge_iron_closed_to_open { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 10 physical_switch 0 item gate_huge_iron_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 10 physical_switch 0 item gate_huge_iron_closed_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 9 physical_switch 0 item gate_huge_iron_closed_impact { 0 enable 0 anim 2 0 0 2 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_huge_iron_open_impact { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level { min_health 1 open gate_huge_iron_open_damaged closed gate_huge_iron_closed_damaged open_to_closed { duration 25 physical_switch 0 item gate_huge_iron_open_to_closed_damaged { 0 enable 0 anim 25 0 2.5 } } closed_to_open { duration 30 physical_switch 0 item gate_huge_iron_closed_to_open_damaged { 0 enable 0 anim 30 0 3 } } open_to_next_damage { duration 2 physical_switch 0 item gate_huge_iron_closed_to_collapsed { 0 enable 0 anim 2 1.0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_to_next_damage { duration 12 physical_switch 0 item gate_huge_iron_closed_to_collapsed { 0 enable 0 anim 12 0 1.2 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } closed_impacted { duration 7 physical_switch 0 item gate_huge_iron_closed_impact_damaged { 0 enable 0 anim 7 0 0.7 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } open_impacted { duration 10 physical_switch 0 item gate_huge_iron_open_impact_damaged { 0 enable 0 anim 10 0 0.95 0 dust_bounds 1 1.0 1 15 1 1 4 gate_style } } } level ; Final level has no transitions, just the collapsed item. { min_health 0 open gate_huge_iron_collapsed } } } ; SHORT WOODEN WALLS, level 0 for everyone wall { culture any level 0 siege_tower_size too_small straight { wooden_short_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { wooden_short_wall_internal_corner } external_corner_link { wooden_short_wall_external_corner } straight_link { wooden_short_wall_joiner_straight } diagonal_link { wooden_short_wall_joiner_diagonal } internal_left_link { wooden_short_wall_joiner_internal_left } internal_right_link { wooden_short_wall_joiner_internal_right } external_left_link { wooden_short_wall_joiner_external_left } external_right_link { wooden_short_wall_joiner_external_right } gateway { offset_xz 0 0 wooden_short_gateway projectile_impacts_all_hit_gate short_wooden ; Just one type allowed! } tower_straight { wooden_short_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { wooden_short_wall_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { wooden_short_wall_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } ; TALL WOODEN WALLS, level 1 for everyone wall { culture any level 1 siege_tower_size too_small straight { wooden_tall_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { wooden_tall_wall_internal_corner } external_corner_link { wooden_tall_wall_external_corner } straight_link { wooden_tall_wall_joiner_straight } diagonal_link { wooden_tall_wall_joiner_diagonal } internal_left_link { wooden_tall_wall_joiner_internal_left } internal_right_link { wooden_tall_wall_joiner_internal_right } external_left_link { wooden_tall_wall_joiner_external_left } external_right_link { wooden_tall_wall_joiner_external_right } gateway { offset_xz 0 0 wooden_tall_gateway projectile_impacts_all_hit_gate medium_wooden medium_reinforced medium_iron } tower_straight { wooden_tall_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { wooden_tall_wall_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { wooden_tall_wall_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } ;EASTERN SMALL STONE/TOWN WALLS wall { culture eastern carthaginian nomad level 2 siege_tower_size small straight { eastern_town_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { eastern_town_wall_internal_corner } external_corner_link { eastern_town_wall_external_corner } straight_link { eastern_town_wall_joiner_straight } diagonal_link { eastern_town_wall_joiner_diagonal } internal_left_link { eastern_town_wall_joiner_internal_left } internal_right_link { eastern_town_wall_joiner_internal_right } external_left_link { eastern_town_wall_joiner_external_left } external_right_link { eastern_town_wall_joiner_external_right } gateway { offset_xz 0 -1.5 eastern_town_gateway medium_wooden medium_reinforced medium_iron } tower_straight { eastern_town_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { eastern_town_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { eastern_town_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } ; ROMAN SMALL STONE/TOWN WALLS ; Temporarily, level 2+ for everyone - achieved by hacking everything after to be level 0 - the selection code ; uses a direct match if there is one, otherwise uses the highest level no larger than the selected one that matches the culture. wall { culture any ; roman level 2 siege_tower_size small straight { roman_town_wall_straight breach_inner_link 0.4 14 breach_outer_link 0.4 -14 breach_width 10 } internal_corner_link { roman_town_wall_internal_corner } external_corner_link { roman_town_wall_external_corner } straight_link { roman_town_wall_joiner_straight } diagonal_link { roman_town_wall_joiner_diagonal } internal_left_link { roman_town_wall_joiner_internal_left } internal_right_link { roman_town_wall_joiner_internal_right } external_left_link { roman_town_wall_joiner_external_left } external_right_link { roman_town_wall_joiner_external_right } gateway { offset_xz 0 -1.5 roman_town_gateway medium_wooden medium_reinforced medium_iron } tower_straight { roman_town_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { roman_town_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { roman_town_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } wall { culture eastern carthaginian nomad level 3 siege_tower_size medium straight { eastern_city_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { eastern_city_wall_internal_corner } external_corner_link { eastern_city_wall_external_corner } straight_link { eastern_city_wall_joiner_straight } diagonal_link { eastern_city_wall_joiner_diagonal } internal_left_link { eastern_city_wall_joiner_internal_left } internal_right_link { eastern_city_wall_joiner_internal_right } external_left_link { eastern_city_wall_joiner_external_left } external_right_link { eastern_city_wall_joiner_external_right } gateway { offset_xz 0 -1.5 eastern_city_gateway medium_wooden medium_reinforced medium_iron } tower_straight { eastern_city_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { eastern_city_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { eastern_city_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } ;EASTERN EPIC WALLS wall { culture eastern carthaginian nomad level 4 siege_tower_size large straight { eastern_huge_city_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { eastern_huge_city_wall_internal_corner } external_corner_link { eastern_huge_city_wall_external_corner } straight_link { eastern_huge_city_wall_joiner_straight } diagonal_link { eastern_huge_city_wall_joiner_diagonal } internal_left_link { eastern_huge_city_wall_joiner_internal_left } internal_right_link { eastern_huge_city_wall_joiner_internal_right } external_left_link { eastern_huge_city_wall_joiner_external_left } external_right_link { eastern_huge_city_wall_joiner_external_right } gateway { offset_xz 0 -1.5 eastern_huge_city_gateway huge_wooden huge_reinforced huge_iron } tower_straight { eastern_huge_city_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { eastern_huge_city_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { eastern_huge_city_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } ; TEMP WALL - forces level 4 to level 2 wall { culture any ; roman level 0 ; 4 siege_tower_size small straight { roman_town_wall_straight breach_inner_link 0.4 14 breach_outer_link 0.4 -14 breach_width 10 } internal_corner_link { roman_town_wall_internal_corner } external_corner_link { roman_town_wall_external_corner } straight_link { roman_town_wall_joiner_straight } diagonal_link { roman_town_wall_joiner_diagonal } internal_left_link { roman_town_wall_joiner_internal_left } internal_right_link { roman_town_wall_joiner_internal_right } external_left_link { roman_town_wall_joiner_external_left } external_right_link { roman_town_wall_joiner_external_right } gateway { offset_xz 0 -1.5 roman_town_gateway medium_wooden medium_reinforced medium_iron } tower_straight { roman_town_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { roman_town_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { roman_town_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } wall { culture roman level 0 ; 2 siege_tower_size small straight { greek_town_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { greek_town_wall_internal_corner } external_corner_link { greek_town_wall_external_corner } straight_link { greek_town_wall_joiner_straight } diagonal_link { greek_town_wall_joiner_diagonal } internal_left_link { greek_town_wall_joiner_internal_left } internal_right_link { greek_town_wall_joiner_internal_right } external_left_link { greek_town_wall_joiner_external_left } external_right_link { greek_town_wall_joiner_external_right } gateway { offset_xz 0 -1.5 greek_town_gateway medium_wooden medium_reinforced medium_iron } tower_straight { greek_town_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { greek_town_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { greek_town_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } wall { culture nomad level 0 ; 2 siege_tower_size small straight { egyptian_town_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { egyptian_town_wall_internal_corner } external_corner_link { egyptian_town_wall_external_corner } straight_link { egyptian_town_wall_joiner_straight } diagonal_link { egyptian_town_wall_joiner_diagonal } internal_left_link { egyptian_town_wall_joiner_internal_left } internal_right_link { egyptian_town_wall_joiner_internal_right } external_left_link { egyptian_town_wall_joiner_external_left } external_right_link { egyptian_town_wall_joiner_external_right } gateway { offset_xz 0 -1.5 egyptian_town_gateway medium_wooden medium_reinforced medium_iron } tower_straight { egyptian_town_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { egyptian_town_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { egyptian_town_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } ; ********* temporary CITY wall definitions wall { culture roman level 3 siege_tower_size medium straight { roman_city_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { roman_city_wall_internal_corner } external_corner_link { roman_city_wall_external_corner } straight_link { roman_city_wall_joiner_straight } diagonal_link { roman_city_wall_joiner_diagonal } internal_left_link { roman_city_wall_joiner_internal_left } internal_right_link { roman_city_wall_joiner_internal_right } external_left_link { roman_city_wall_joiner_external_left } external_right_link { roman_city_wall_joiner_external_right } gateway { offset_xz 0 -1.5 outer_offset 18.5 roman_city_gateway medium_wooden medium_reinforced medium_iron } tower_straight { roman_city_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { roman_city_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { roman_city_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } wall { culture roman level 0 ; 3 siege_tower_size medium straight { greek_city_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { greek_city_wall_internal_corner } external_corner_link { greek_city_wall_external_corner } straight_link { greek_city_wall_joiner_straight } diagonal_link { greek_city_wall_joiner_diagonal } internal_left_link { greek_city_wall_joiner_internal_left } internal_right_link { greek_city_wall_joiner_internal_right } external_left_link { greek_city_wall_joiner_external_left } external_right_link { greek_city_wall_joiner_external_right } gateway { offset_xz 0 -1.5 greek_city_gateway medium_wooden medium_reinforced medium_iron } tower_straight { greek_city_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { greek_city_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { greek_city_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } wall { culture nomad level 0 ; 3 siege_tower_size medium straight { egyptian_city_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { egyptian_city_wall_internal_corner } external_corner_link { egyptian_city_wall_external_corner } straight_link { egyptian_city_wall_joiner_straight } diagonal_link { egyptian_city_wall_joiner_diagonal } internal_left_link { egyptian_city_wall_joiner_internal_left } internal_right_link { egyptian_city_wall_joiner_internal_right } external_left_link { egyptian_city_wall_joiner_external_left } external_right_link { egyptian_city_wall_joiner_external_right } gateway { offset_xz 0 -1.5 egyptian_city_gateway medium_wooden medium_reinforced medium_iron } tower_straight { egyptian_city_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { egyptian_city_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { egyptian_city_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } ; ********* temporary HUGE CITY wall definitions wall { culture roman level 4 siege_tower_size large straight { roman_huge_city_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { roman_huge_city_wall_internal_corner } external_corner_link { roman_huge_city_wall_external_corner } straight_link { roman_huge_city_wall_joiner_straight } diagonal_link { roman_huge_city_wall_joiner_diagonal } internal_left_link { roman_huge_city_wall_joiner_internal_left } internal_right_link { roman_huge_city_wall_joiner_internal_right } external_left_link { roman_huge_city_wall_joiner_external_left } external_right_link { roman_huge_city_wall_joiner_external_right } gateway { offset_xz 0 -1.5 outer_offset 18.5 roman_huge_city_gateway huge_wooden huge_reinforced huge_iron } tower_straight { roman_huge_city_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { roman_huge_city_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { roman_huge_city_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } wall { culture roman level 0 ; 4 siege_tower_size large straight { greek_huge_city_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { greek_huge_city_wall_internal_corner } external_corner_link { greek_huge_city_wall_external_corner } straight_link { greek_huge_city_wall_joiner_straight } diagonal_link { greek_huge_city_wall_joiner_diagonal } internal_left_link { greek_huge_city_wall_joiner_internal_left } internal_right_link { greek_huge_city_wall_joiner_internal_right } external_left_link { greek_huge_city_wall_joiner_external_left } external_right_link { greek_huge_city_wall_joiner_external_right } gateway { offset_xz 0 -1.5 greek_huge_city_gateway huge_wooden huge_reinforced huge_iron } tower_straight { greek_huge_city_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { greek_huge_city_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { greek_huge_city_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } } wall { culture nomad level 0 ; 4 siege_tower_size large straight { egyptian_huge_city_wall_straight breach_inner_link 0 10 breach_outer_link 0 -10 breach_width 10 } internal_corner_link { egyptian_huge_city_wall_internal_corner } external_corner_link { egyptian_huge_city_wall_external_corner } straight_link { egyptian_huge_city_wall_joiner_straight } diagonal_link { egyptian_huge_city_wall_joiner_diagonal } internal_left_link { egyptian_huge_city_wall_joiner_internal_left } internal_right_link { egyptian_huge_city_wall_joiner_internal_right } external_left_link { egyptian_huge_city_wall_joiner_external_left } external_right_link { egyptian_huge_city_wall_joiner_external_right } gateway { offset_xz 0 -1.5 egyptian_huge_city_gateway huge_wooden huge_reinforced huge_iron } tower_straight { egyptian_huge_city_wall_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_internal_corner_link { egyptian_huge_city_internal_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } tower_external_corner_link { egyptian_huge_city_external_corner_watchtower reload_ticks_arrow 5 reload_ticks_ballista 10 } }