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However, it crash on 1212AD fort battles right when your unit reaches the fort tower's range. No crashes though at settlement battles.
They did manage to set siege equipment on fire though, which I guess was the main intent.
I tweaked the damage to 100 instead and will see how things go. I might tinker with the values in db/_kv_key_buildings_tables too.
If they can be made to be somewhat punishing on the approach but not so much a factor when fighting inside the city/town with a tweaked firing arc, it may be more fun. I like the idea of towers having some utility, but not being able to destroy units outright. But also not being basically ignored either, lmao. I appreciate the mod though, thanks.
Better using vanilla.
My causalties were 4800. Romans lost 1400.
I counted the roman kills since I was massacred. They killed around 1800.
3000 kills... are unaccounted for.
The towers are just standing there looking innocent. dead bodies all over. battle lasted 12 minutes.
Im nerfing these ♥♥♥♥♥♥♥ right now. Because this is ridiculous. Thanks for the mod.
Felt about right for both offense and defense.