Register     Password recovery
username Username:
password Password:
Helm s Deep

Script for map Helm s Deep

Too confusing? Check out scripting manual
Start a game on this map
View map

Customized game - LOTR remake - Realistic - Low captures. The humans of the Rohan have fled from Edoras and took refuge in a strong fortress in a gorge. The Helms Deep ! But Saroumane army is coming to kill all the humans with his strong army of Uruk-Hais ! Red must stay at his fortress and hold as long as he can, Gandalf said he would come at sunrise with an army to save the Rohan. Ingame, you will have the famous heroes of this battle. The King Theoden must survive at any cost ! Blue have to prepare a plan to siege and penetrate the Rohan's defense ! If he kill the King Theoden, he win. You will have strong Uruk-hais ingame. There is not so much peasants : Villages, Forts, Castle can't be captured. This game is about the units, not about capturing. And the mountains can't be crossed. After 8 rounds blue break the wall at the river passage and have somes spawning units. After 16 Rounds, Gandalf arrive with the Rohirrims army... ----- FOR THE KING ! -----
<script>
  <setup>
    <action type="customizeRuleset" elementId="0">
      <update property="building.buildsUnits" elementId="2" unitId="3" value="1"/>
      <update property="building.buildsUnits" elementId="2" unitId="11" value="1"/>
      <update property="building.buildsUnits" elementId="2" unitId="13" value="1"/>
      <update property="building.buildsUnits" elementId="3" unitId="6" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="8" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="13" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="13" value="1"/>
      <update property="building.buildsUnits" elementId="5" unitId="2" value="1"/>
      <update property="building.buildsUnits" elementId="1" unitId="2" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="12" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="12" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="3" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="3" value="1"/>
      <update property="building.buildsUnits" elementId="2" unitId="9" value="1"/>
      <update property="building.buildsUnits" elementId="3" unitId="11" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="1" value="1"/>
      <update property="building.buildsUnits" elementId="7" unitId="9" value="1"/>
      <update property="building.buildsUnits" elementId="7" unitId="10" value="1"/>
      <update property="building.buildsUnits" elementId="7" unitId="11" value="1"/>
      <update property="building.buildsUnits" elementId="7" unitId="45" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="4" value="1"/>
      <update property="building.buildsUnits" elementId="3" unitId="4" value="1"/>
      <update property="building.buildsUnits" elementId="1" unitId="5" value="1"/>
      <update property="building.resourceProduction" elementId="4" resourceId="1" value="100"/>
      <update property="building.resourceProduction" elementId="5" resourceId="1" value="50"/>
      <update property="building.resourceProduction" elementId="6" resourceId="1" value="50"/>
      <update property="building.resourceProduction" elementId="9" resourceId="1" value="600"/>
      <update property="building.resourceProduction" elementId="7" resourceId="1" value="50"/>
    </action>
    <action type="customizeRuleset" elementId="1">
      <update property="unit.capturingTakesNoOfTurns" buildingId="21" value=""/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value=""/>
    </action>
    <action type="customizeRuleset" elementId="13">
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="-1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="-2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="14">
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="-1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="-2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="0"/>
      <update property="unit.repairs" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="14" id="10214" name="TREBUCHET"/>
    <action type="customizeRuleset" elementId="10214">
      <update property="unit.price" resourceId="1" value="1100"/>
      <update property="unit.defense" value="5"/>
      <update property="unit.repairs" value="0"/>
      <update property="unit.weapon.minRange" value="3"/>
      <update property="unit.weapon.maxRange" value="5"/>
      <update property="unit.weapon.attackingBonus" value="4"/>
      <update property="building.buildsUnits" elementId="7" unitId="10214" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="15">
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="2"/>
      <update property="unit.repairs" value="1"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="-1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="-2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="6">
      <update property="unit.mover" moverId="4"/>
      <update property="unit.price" resourceId="1" value="550"/>
      <update property="unit.terrainDefenseBonuses" terrainId="6" value="-1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="5"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10026" name="Centurion"/>
    <action type="customizeRuleset" elementId="10026">
      <update property="unit.price" resourceId="1" value="500"/>
      <update property="building.buildsUnits" elementId="1" unitId="10026" value="1"/>
      <update property="building.buildsUnits" elementId="5" unitId="10026" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10026" value="1"/>
    </action>
    <action type="customizeRuleset" elementId="5">
      <update property="unit.mover" moverId="4"/>
      <update property="unit.terrainDefenseBonuses" terrainId="6" value="-1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="6"/>
    </action>
    <action type="customizeRuleset" elementId="9">
      <update property="unit.mover" moverId="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="6"/>
    </action>
    <action type="copyMetaUnit" basedOn="9" id="10019" name="Fire Ranger"/>
    <action type="customizeRuleset" elementId="10019">
      <update property="unit.weapon.armorBonuses" armorId="5" value="6"/>
      <update property="unit.weapon.unitBonuses" unitId="15" value="3"/>
      <update property="unit.price" resourceId="1" value="325"/>
      <update property="unit.defense" value="3"/>
      <update property="unit.primaryMovementPoints" value="4"/>
      <update property="unit.weapon.minRange" value="2"/>
      <update property="unit.weapon.maxRange" value="4"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="building.buildsUnits" elementId="7" unitId="10019" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="10">
      <update property="unit.mover" moverId="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="6"/>
    </action>
    <action type="customizeRuleset" elementId="11">
      <update property="unit.mover" moverId="4"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="6"/>
    </action>
    <action type="customizeRuleset" elementId="1">
      <update property="unit.mover" moverId="4"/>
      <update property="unit.weapon.attackingBonus" value="1"/>
      <update property="building.buildsUnits" elementId="2" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="9" unitId="1" value="1"/>
      <update property="building.buildsUnits" elementId="21" unitId="1" value="0"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="6"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="1" value=""/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="2" value=""/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="3" value=""/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="4" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="5" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="6" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="7" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="4">
      <update property="unit.price" resourceId="1" value="225"/>
      <update property="unit.weapon.attackingBonus" value="1"/>
      <update property="unit.weapon.armorBonuses" armorId="1" value="1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="6"/>
      <update property="unit.mover" moverId="4"/>
    </action>
    <action type="customizeRuleset" elementId="8">
      <update property="unit.clipName" value="MedievalKnight2"/>
      <update property="unit.weapon.unitBonuses" unitId="3" value="0"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="-1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="-3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="-2"/>
    </action>
    <action type="copyMetaUnit" basedOn="8" id="10017" name="Rohirrim"/>
    <action type="customizeRuleset" elementId="10017">
      <update property="unit.clipName" value="MedievalKnight2"/>
      <update property="unit.health" value="12"/>
      <update property="unit.repairs" value="5"/>
      <update property="unit.defense" value="14"/>
      <update property="unit.weapon.minDamage" value="11"/>
      <update property="unit.weapon.maxDamage" value="11"/>
      <update property="unit.secondaryMovementPoints" value="4"/>
      <update property="unit.weapon.defendingBonus" value="1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="0"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="-2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="-1"/>
      <update property="building.buildsUnits" elementId="1" unitId="10017" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10017" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10017" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10017" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="12">
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="-1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="-3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="-2"/>
    </action>
    <action type="customizeRuleset" elementId="2">
      <update property="unit.mover" moverId="4"/>
    </action>
    <action type="copyMetaUnit" basedOn="12" id="10022" name="Rohirrim archer"/>
    <action type="customizeRuleset" elementId="10022">
      <update property="unit.health" value="11"/>
      <update property="unit.repairs" value="4"/>
      <update property="unit.defense" value="11"/>
      <update property="unit.weapon.minDamage" value="7"/>
      <update property="unit.weapon.maxDamage" value="7"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="1"/>
      <update property="unit.weapon.targetDefensePenalty" value="13"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.secondaryMovementPoints" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="0"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="-2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="-1"/>
      <update property="building.buildsUnits" elementId="1" unitId="10022" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10022" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10022" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10022" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10002" name="King Theoden"/>
    <action type="customizeRuleset" elementId="10002">
      <update property="unit.mover" moverId="4"/>
      <update property="unit.weapon.minDamage" value="11"/>
      <update property="unit.weapon.maxDamage" value="11"/>
      <update property="unit.clipName" value="MedievalKing"/>
      <update property="unit.blocks" unitId="10002" value="0"/>
      <update property="unit.defense" value="12"/>
      <update property="unit.health" value="15"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.repairs" value="2"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="building.buildsUnits" elementId="1" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="9" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10002" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="8" id="10007" name="Gandalf"/>
    <action type="customizeRuleset" elementId="10007">
      <update property="unit.clipName" value="MedievalKnight"/>
      <update property="unit.health" value="15"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.repairs" value="7"/>
      <update property="unit.weapon.noOfAttacks" value="2"/>
      <update property="unit.defense" value="17"/>
      <update property="unit.primaryMovementPoints" value="6"/>
      <update property="unit.secondaryMovementPoints" value="5"/>
      <update property="unit.weapon.attackingBonus" value="8"/>
      <update property="unit.weapon.minDamage" value="13"/>
      <update property="unit.weapon.maxDamage" value="13"/>
      <update property="unit.weapon.unitBonuses" unitId="3" value="0"/>
      <update property="unit.weapon.defendingBonus" value="1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="1"/>
      <update property="building.buildsUnits" elementId="1" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10007" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10007" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="8" id="10050" name="Eomer"/>
    <action type="customizeRuleset" elementId="10050">
      <update property="unit.clipName" value="MedievalKnight"/>
      <update property="unit.health" value="14"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.repairs" value="6"/>
      <update property="unit.defense" value="16"/>
      <update property="unit.weapon.noOfAttacks" value="2"/>
      <update property="unit.primaryMovementPoints" value="6"/>
      <update property="unit.secondaryMovementPoints" value="5"/>
      <update property="unit.weapon.attackingBonus" value="7"/>
      <update property="unit.weapon.minDamage" value="12"/>
      <update property="unit.weapon.maxDamage" value="12"/>
      <update property="unit.weapon.unitBonuses" unitId="3" value="0"/>
      <update property="unit.weapon.defendingBonus" value="1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="1"/>
      <update property="building.buildsUnits" elementId="1" unitId="10050" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10050" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10050" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10050" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10050" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10050" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10050" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="3">
      <update property="unit.weapon.unitBonuses" unitId="10017" value="5"/>
      <update property="unit.weapon.unitBonuses" unitId="10022" value="4"/>
      <update property="unit.weapon.unitBonuses" unitId="10007" value="3"/>
      <update property="unit.weapon.unitBonuses" unitId="10050" value="3"/>
      <update property="unit.weapon.unitBonuses" unitId="6" value="1"/>
      <update property="unit.mover" moverId="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="6"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10005" name="Uruk-hai"/>
    <action type="customizeRuleset" elementId="10005">
      <update property="unit.clipName" value="MedievalDwarfMaster"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.mover" moverId="4"/>
      <update property="unit.health" value="15"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.weapon.minDamage" value="10"/>
      <update property="unit.weapon.maxDamage" value="10"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.secondaryMovementPoints" value="1"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="-1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="2"/>
      <update property="unit.terrainDefenseBonuses" terrainId="6" value="-1"/>
      <update property="unit.terrainDefenseBonuses" terrainId="7" value="1"/>
      <update property="building.buildsUnits" elementId="1" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10005" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10015" name="White Hand Uruk-hai"/>
    <action type="customizeRuleset" elementId="10015">
      <update property="unit.clipName" value="MedievalDwarfMaster"/>
      <update property="unit.price" resourceId="1" value="1200"/>
      <update property="unit.mover" moverId="4"/>
      <update property="unit.health" value="16"/>
      <update property="unit.repairs" value="4"/>
      <update property="unit.defense" value="13"/>
      <update property="unit.weapon.minDamage" value="11"/>
      <update property="unit.weapon.maxDamage" value="11"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.secondaryMovementPoints" value="1"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="-1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="2"/>
      <update property="unit.terrainDefenseBonuses" terrainId="6" value="-1"/>
      <update property="unit.terrainDefenseBonuses" terrainId="7" value="1"/>
      <update property="building.buildsUnits" elementId="1" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10015" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10015" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="4" id="10001" name="Gimli"/>
    <action type="customizeRuleset" elementId="10001">
      <update property="unit.mover" moverId="4"/>
      <update property="unit.weapon.minDamage" value="10"/>
      <update property="unit.weapon.maxDamage" value="10"/>
      <update property="unit.clipName" value="MedievalHalberdier"/>
      <update property="unit.defense" value="14"/>
      <update property="unit.health" value="14"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.repairs" value="4"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.secondaryMovementPoints" value="1"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="4"/>
      <update property="building.buildsUnits" elementId="1" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="9" unitId="10001" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="5"/>
    </action>
    <action type="copyMetaUnit" basedOn="3" id="10006" name="Aragorn"/>
    <action type="customizeRuleset" elementId="10006">
      <update property="unit.mover" moverId="4"/>
      <update property="unit.weapon.minDamage" value="11"/>
      <update property="unit.weapon.maxDamage" value="11"/>
      <update property="unit.clipName" value="MedievalPrince"/>
      <update property="unit.defense" value="14"/>
      <update property="unit.health" value="13"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.repairs" value="4"/>
      <update property="unit.weapon.armorBonuses" armorId="2" value="2"/>
      <update property="unit.weapon.attackingBonus" value="3"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.secondaryMovementPoints" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="4"/>
      <update property="building.buildsUnits" elementId="1" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="9" unitId="10006" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="5"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="5"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10018" name="Haldir"/>
    <action type="customizeRuleset" elementId="10018">
      <update property="unit.mover" moverId="4"/>
      <update property="unit.weapon.minDamage" value="10"/>
      <update property="unit.weapon.maxDamage" value="10"/>
      <update property="unit.clipName" value="MedievalHeavyInfantry"/>
      <update property="unit.defense" value="13"/>
      <update property="unit.health" value="12"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.weapon.attackingBonus" value="2"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="4"/>
      <update property="building.buildsUnits" elementId="1" unitId="10018" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10018" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10018" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10018" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10018" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10018" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10018" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10018" value="0"/>
      <update property="building.buildsUnits" elementId="9" unitId="10018" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="4"/>
    </action>
    <action type="copyMetaUnit" basedOn="9" id="10008" name="Legolas"/>
    <action type="customizeRuleset" elementId="10008">
      <update property="unit.mover" moverId="4"/>
      <update property="unit.clipName" value="MedievalArcher2"/>
      <update property="unit.health" value="11"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.primaryMovementPoints" value="3"/>
      <update property="unit.defense" value="11"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="4"/>
      <update property="unit.weapon.minDamage" value="8"/>
      <update property="unit.weapon.maxDamage" value="8"/>
      <update property="unit.weapon.attackingBonus" value="4"/>
      <update property="unit.weapon.targetDefensePenalty" value="13"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="4"/>
      <update property="building.buildsUnits" elementId="1" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10008" value="0"/>
      <update property="unit.repairsOnBuildings" buildingId="1" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="2" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="3" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="4" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="5" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="6" value="4"/>
      <update property="unit.repairsOnBuildings" buildingId="7" value="4"/>
    </action>
    <action type="copyMetaUnit" basedOn="10" id="11111" name="SPAWN PROTECT"/>
    <action type="customizeRuleset" elementId="11111">
      <update property="unit.clipName" value="MedievalArcher2"/>
      <update property="unit.health" value="30"/>
      <update property="unit.repairs" value="5"/>
      <update property="unit.price" resourceId="1" value="1"/>
      <update property="unit.secondaryMovementPoints" value="0"/>
      <update property="unit.primaryMovementPoints" value="0"/>
      <update property="unit.defense" value="15"/>
      <update property="unit.visionPoints" value="7"/>
      <update property="unit.weapon.usage" value="default"/>
      <update property="unit.weapon.minRange" value="1"/>
      <update property="unit.weapon.maxRange" value="7"/>
      <update property="unit.weapon.minDamage" value="5"/>
      <update property="unit.weapon.maxDamage" value="5"/>
      <update property="unit.weapon.attackingBonus" value="10"/>
      <update property="unit.weapon.targetDefensePenalty" value="5"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="5"/>
      <update property="building.buildsUnits" elementId="1" unitId="11111" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="11111" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="11111" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="11111" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="11111" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="11111" value="0"/>
    </action>
  </setup>
  <trigger name="King spawns" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
    <action type="createUnit" metaUnitId="10005" x="14" y="19" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10005" x="31" y="24" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10005" x="25" y="20" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10006" x="15" y="8" name="" playerOrder="1" health="13" vicinity="1"/>
    <action type="nameUnit" name="Aragorn" heroName="Aragorn" x="15" y="8"/>
    <action type="createUnit" metaUnitId="10008" x="18" y="8" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="nameUnit" name="Legolas" heroName="Legolas" x="18" y="8"/>
    <action type="createUnit" metaUnitId="10018" x="12" y="8" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="nameUnit" name="Haldir" heroName="Haldir" x="12" y="8"/>
    <action type="createUnit" metaUnitId="10001" x="21" y="8" name="" playerOrder="1" health="14" vicinity="1"/>
    <action type="nameUnit" name="Gimli" heroName="Gimli" x="21" y="8"/>
    <action type="createUnit" metaUnitId="11111" x="43" y="32" name="" playerOrder="1" health="30" vicinity="1"/>
    <action type="createUnit" metaUnitId="11111" x="43" y="36" name="" playerOrder="1" health="30" vicinity="1"/>
    <action type="createUnit" metaUnitId="10019" x="29" y="10" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10002" x="36" y="4" name="King Theoden" playerOrder="1" health="15" vicinity="1"/>
    <action type="nameUnit" name="King Theoden" heroName="King Theoden" x="36" y="4"/>
    <action type="setGoal" name="KingMustSurvive" text="King Theoden Must Survive" playerOrder="1" status="0" primary="1"/>
    <action type="setGoal" name="Renforts" text="Survive 16 rounds until Gandalf come with renforts" playerOrder="1" status="0" primary="1"/>
    <action type="setGoal" name="Gandalf come2" text="After 16 rounds, Gandalf come with renforts" playerOrder="2" status="0" primary="1"/>
    <action type="setGoal" name="KingMustBeKilled" text="King Theoden Must Die" playerOrder="2" status="0" primary="1"/>
    <action type="setPlayerData" playerOrder="1" name="The Rohan" icon="char1"/>
    <action type="setPlayerData" playerOrder="2" name="Uru-Kai's of Saroumane" icon="char7"/>
  </trigger>
  <trigger name="kingKilled" noOfTimesAllowedToInvoke="1">
    <condition type="unitKilled" unitName="King Theoden"/>
    <action type="triggerWin" playerOrder="2"/>
  </trigger>
  <trigger name="Breche1" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="1"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="8"/>
    <action type="createUnit" metaUnitId="10005" x="14" y="19" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10005" x="31" y="23" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10005" x="25" y="20" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="4" x="17" y="10" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="4" x="18" y="10" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10005" x="17" y="11" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="4" x="17" y="12" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="4" x="18" y="12" name="" playerOrder="2" health="10" vicinity="1"/>
  </trigger>
  <trigger name="Breche2" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="1"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="13"/>
    <action type="destroyUnit" x="37" y="17"/>
    <action type="destroyUnit" x="38" y="17"/>
    <action type="destroyUnit" x="39" y="17"/>
    <action type="destroyUnit" x="40" y="17"/>
    <action type="destroyUnit" x="37" y="18"/>
    <action type="destroyUnit" x="38" y="18"/>
    <action type="destroyUnit" x="39" y="18"/>
    <action type="destroyUnit" x="38" y="16"/>
    <action type="destroyUnit" x="39" y="16"/>
    <action type="destroyUnit" x="40" y="16"/>
    <action type="destroyUnit" x="41" y="16"/>
    <action type="destroyUnit" x="38" y="15"/>
    <action type="destroyUnit" x="39" y="15"/>
    <action type="destroyUnit" x="40" y="15"/>
    <action type="destroyUnit" x="41" y="15"/>
    <action type="createUnit" metaUnitId="6" x="37" y="17" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="6" x="38" y="17" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="6" x="39" y="17" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="6" x="40" y="17" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="4" x="37" y="18" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="4" x="38" y="18" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="4" x="39" y="18" name="" playerOrder="2" health="10" vicinity="1"/>
  </trigger>
  <trigger name="Red def east wall" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="1"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="12"/>
    <action type="createUnit" metaUnitId="3" x="38" y="15" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="3" x="39" y="15" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="3" x="40" y="15" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="3" x="41" y="15" name="" playerOrder="1" health="10" vicinity="1"/>
  </trigger>
  <trigger name="UruKai" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="1"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="4"/>
    <action type="createUnit" metaUnitId="10005" x="14" y="19" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10005" x="31" y="23" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10005" x="25" y="20" name="" playerOrder="2" health="15" vicinity="1"/>
  </trigger>
  <trigger name="UruKai2" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="1"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="13"/>
    <action type="createUnit" metaUnitId="10005" x="31" y="23" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10005" x="25" y="20" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10015" x="15" y="17" name="" playerOrder="2" health="16" vicinity="1"/>
    <action type="nameUnit" name="Lurtz" heroName="Lurtz" x="14" y="19"/>
  </trigger>
  <trigger name="Gandalf arrive" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="1"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="16"/>
    <action type="createUnit" metaUnitId="8" x="34" y="5" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="8" x="37" y="5" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10007" x="41" y="34" name="" playerOrder="1" health="15" vicinity="1"/>
    <action type="nameUnit" name="Gandalf" heroName="Gandalf" x="41" y="34"/>
    <action type="createUnit" metaUnitId="10050" x="40" y="35" name="" playerOrder="1" health="14" vicinity="1"/>
    <action type="nameUnit" name="Eomer" heroName="Eomer" x="40" y="35"/>
    <action type="createUnit" metaUnitId="10017" x="42" y="33" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="43" y="33" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="44" y="33" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="45" y="33" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="46" y="33" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="43" y="34" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="44" y="34" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="43" y="35" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="44" y="36" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="44" y="37" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="45" y="37" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="46" y="37" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10022" x="45" y="34" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10022" x="46" y="34" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10022" x="44" y="35" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10022" x="45" y="35" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10022" x="46" y="35" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10022" x="45" y="36" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10022" x="46" y="36" name="" playerOrder="1" health="11" vicinity="1"/>
  </trigger>
  <trigger name="Gandalf arrive 2 more" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="1"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="17"/>
    <action type="createUnit" metaUnitId="10017" x="42" y="33" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="43" y="33" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10022" x="44" y="33" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10017" x="43" y="34" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10022" x="44" y="34" name="" playerOrder="1" health="11" vicinity="1"/>
    <action type="createUnit" metaUnitId="10022" x="43" y="35" name="" playerOrder="1" health="11" vicinity="1"/>
  </trigger>
  <trigger name="Revive Aragorn" noOfTimesAllowedToInvoke="1">
    <condition type="unitKilled" unitName="Aragorn"/>
    <action type="createUnit" metaUnitId="10006" x="36" y="6" name="" playerOrder="1" health="13" vicinity="1"/>
  </trigger>
  <trigger name="Revive Gimli" noOfTimesAllowedToInvoke="1">
    <condition type="unitKilled" unitName="Gimli"/>
    <action type="createUnit" metaUnitId="10001" x="36" y="6" name="" playerOrder="1" health="14" vicinity="1"/>
  </trigger>
  <trigger name="Kill1" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="1"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="17"/>
    <action type="destroyUnit" x="43" y="32"/>
    <action type="destroyUnit" x="43" y="36"/>
    <action type="changeBuildingOwner" x="43" y="32" toPlayerOrder="1"/>
    <action type="changeBuildingOwner" x="43" y="36" toPlayerOrder="1"/>
    <action type="changeBuildingOwner" x="14" y="19" toPlayerOrder="1"/>
  </trigger>
  <trigger name="Some more gold RED START" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="1"/>
    <condition type="turnStarted"/>
    <action type="addResource" playerOrder="1" metaResourceId="1" amount="1350"/>
  </trigger>
  <trigger name="More gold sir" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="2"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="1"/>
    <action type="addResource" playerOrder="2" metaResourceId="1" amount="1000"/>
  </trigger>
  <trigger name="More gold sir !" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="2"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="addResource" playerOrder="2" metaResourceId="1" amount="1000"/>
  </trigger>
  <trigger name="Some more gold sir !" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="2"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="9"/>
    <action type="addResource" playerOrder="2" metaResourceId="1" amount="1000"/>
  </trigger>
  <trigger name="A TIP" noOfTimesAllowedToInvoke="2">
    <condition type="turnStarted"/>
    <action type="showDialogue" playerOrder="0">
      <row icon="char6" name="Welcome to the Helms Deep Siege">Hello ! This game is customized. 
Peasants : Only blue can have peasants for now : but they can only capture : Armory, archery and stables.
Red must stay at his castle, and try to hold the HELMS DEEP until Gandalf come with the Rohirrims army.</row>
      <row icon="char6" name="Renforts">1) After 8 rounds : Blue will have 5 spawning axemans around 17 11 area.
After 13 rounds : 38 17 area will be free. 4 centurions and 3 axemans will spawn here.
2) After 16 rounds, a lot of strong horses will spawn at south east to rescue the helm deep.
(I hope you seen the movies :p)</row>
      <row icon="char6" name="Important">----- King Theoden Must survive -----
Every few turns blue will have 1000 more gold, and somes Uruk-Hai. 
The moutains can't be passed !
A HERO UNIT CAN'T BE SOFTENED !

-- Good Luck and Have Fun guys --</row>
    </action>
  </trigger>
  <trigger name="Tip for breche" noOfTimesAllowedToInvoke="2">
    <condition type="roundsPassed" rounds="7"/>
    <action type="showDialogue" playerOrder="0">
      <row icon="char6" name="Event">To remember at round 8 :
- blue will have 5 spawning axemans at 17 11, in the river (Movie event).  And at round 13 :
- The 38 18 area will be free (Grey units disapears). And blue will have 4 centuions at 38 17 lane. And 3 Axemans at 38 18 lane.
Be careful red !</row>
    </action>
  </trigger>
  <trigger name="End of the Game" noOfTimesAllowedToInvoke="1">
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="24"/>
    <action type="triggerLoss" playerOrder="2"/>
  </trigger>
</script>