![]() When the battle looked to be only one step away from a decisive Muslim victory, a serious mistake was committed by a part of the Muslim army, which altered the outcome of the battle. The Muslims readied for war soon afterward and the two armies fought in the valley below the northern face of Mount Uhud.Īlthough outnumbered, the Muslims gained the early initiative and forced the Meccan lines back, thus leaving much of the Meccan camp unprotected. The Battle of Uhud was the second military encounter between the Meccans and the Muslims and the first one in which the Muslims were on the defensive side. Another reason for the battle was to protect the trade route of Abu Sufyan's caravans. Wanting to avenge the Meccan's losses at the Battle of Badr, he marched upon Medina from Makkah on 10 December 624 AD with a force three times stronger than that of the Meccans at Badr. The battle was the only battle throughout the Muslim–Quraysh War in which the Muslims did not manage to defeat their enemy and it came just a year after the Battle of Badr.Ību Sufyan became the de facto leader of the Quraish after the death of Amr ibn Hishām at Badr nine months prior. The Qurayshi Meccans, led by Abu Sufyan ibn Harb, commanded an army of 3,000 men toward Muhammad's stronghold in Medina. You will not be able to add your units to any era that ships with the game.The Battle of Uhud ( Arabic: غَزْوَة أُحُد, Arabic pronunciation: ) was fought on Saturday, 23 March 625 AD (7 Shawwal, 3 AH), in the valley north of Mount Uhud. A faction, if there's only one, must be included in an era. More detailed instructions on factions and eras can be found in the EraWML article. Note: Remember that eras and factions is a construct unique to multiplayer. An era is several factions grouped together, usually under a common theme, but can also be done so for other reasons an example would be the Default era, which contains all the eras used in multiplayer. A faction is several units that represent a common theme, such as the Loyalists. You can now allow sides to recruit the unit by listing it in the recruit= key in (see SideWML, place instances of it on the map with their own custom stats via, or anything else you please.Īnother common use of custom units it to group them into a multiplayer faction, and group one or several factions together into an era. See AddonStructure for an example.Īll units in this directory will now be accessible in any content loaded under the same #ifdef conditional. The include for this directory, however, should be wrapped in a tag pair. Be sure to have the units directory included from your _main.cfg. For now, to make an immobile unit, set movement to 1 and use to make it unable to move onto any terrain.Ĭustom unit configuration files should be put in your add-on's units directory, and their custom graphics in the images/units directory. It creates weird infinite movement behavior. If you don't do this, the game will throw Unknown Unit errors. When referencing the unit type, the id must be reproduced verbatim, without typos, and in a case-sensitive manner.Remember that this is NOT the same as the name of a specific instance of a unit created in a scenario via. You can have a complex id, but a simple name. The name= key is the displayed name of the unit type in places such as help, the status table, and the sidebar, and is translatable. Whenever referring to a unit type via in a scenario, you use this id. The first attribute of a unit type is the id= key, which is a unique identifier for that type.Most of them are self-explanatory to anyone who has played Wesnoth for very long, and are brief but descriptive. If you forget to modify each key (for example, the unique id key), problems may arise, varying for minor issues such as lack of features on the unit, to game refusing to load the unit file, or, in the worst case, crashing the game.įor complete reference on unit properties see UnitTypeWML. When you are editing the file, pay attention to the property keys. All units shipped with the game can be found in the game's data/core/units directory (see EditingWesnoth for how to find it). The easiest way to make a new unit is to make a copy of an existing unit's configuration file and modify it. This article will focus on the use of the former. This page will walk you through the creation of a new unit and discuss how you can use it in-game.īefore you begin, you should be remember that the tag will create a new type of unit, while the tag allows you to use the unit in your scenario. When creating custom content, you might want to create a cool new unit.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |