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#17
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This is a concept for the third tier of recruitable upgrades in a town. I wrote it for testing; the third upgrade for the peasant building allows them to be upgraded to improved gremlins for testing purposes. Download the test file Thank you, Waterfall, for creating such a detailed video demonstrating the feature and explaining how it was implemented.
Waterfall_13
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#18
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🤔 actually, this could be used for EWA in the future to allow alternative upgrades, which are currently only available in the Fortress on the hill, to be used when recruiting units in the city. 🙂
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#19
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First attempt, and it didn't quite work out. I tried to replicate exactly how Zakhar did it... and it failed xD Okay, let's go through it step by step. As far as I understand, almost everything is the same, except for the most important thing: they don't upgrade in my castle xD So, the interface has picked up the changes and displays them correctly, and it functions correctly (it deducted the resources for the construction). They don't appear in the hiring window (although I didn't really expect them to, since there's no slot), but it's as if they exist. When you click on "upgrade," the Archangel simply reverts to its previous form without any options. But if you go to the Fort on the Hill, it offers me the option to upgrade the Archangel. In the creatures, I also added the upgrades, just like Zakhar (I was making Higher Archangels from Death Knights, so don't be surprised by what's written xD). From all this, I concluded that the problem is specifically here, but what it is, I personally don't understand =( But just in case, I'll post screenshots of other files, in case I'm wrong and the problem is there: UPDATE: By the way, the Altar of Erathia also appeared in the map editor.
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#20
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Perhaps the game absolutely needs 2 (or more) "ultra" upgrades to display them in the castle?
С уважением, }{0TT@6bI4
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#21
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}{0TT@6bI4
Perhaps the game requires 2 (or more) "ultra" upgrades to be visible in the castle?

I tested it with the Phoenix, adding it as the second unit.

It didn't work; they don't upgrade, but the Phoenixes do occupy 1 slot.
This isn't what I need, but these changes led me to compare the current Death Knight file I created with the Phoenix file.
The difference was that the Phoenix's base creature is UNKNOWN, while the Death Knight's is an Angel, because the Death Knight file was replaced with an Archangel inside and then further edited.

By removing the Angel as the base creature and setting it to "Unknown," I was able to achieve this:

At the same time, Archangels can be normally upgraded to Seraphim for free, and Seraphim can be upgraded to Archangels (in my mod, upgrade = 0).

There is, of course, a visual bug in that the upgrade cost is displayed, even though it is actually free.

But in reality, the upgrade doesn't deduct any money because the cost for both is the same.
However, upgrading to Higher Archangels does deduct money as it should.


You could say this is 90% successful! =)
The only downside is these two bugs:
(Firstly, upgrading the Dweller to the third level will prevent us from recruiting regular Angels, which could be a problem in certain situations.)
(Secondly, when upgrading, it says that the regrade will consume resources, but it doesn't in reality. It's not critical, but it's unpleasant.)

Overall verdict: not perfect, but EXCELLENT! =)
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#22
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As I recall, I found all these conversion values in some "mechanical" XDB file, and it's very possible that it contained combinations of upgrades and alt-upgrades for each city's levels!
С уважением, Psatkha (Псатха)

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#23
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Waterfall_13 Does your new angel appear in the xdb file as an upgraded unit or as a basic unit? If it occupies the first slot in the recruitment window, it is most likely listed as a basic unit. If you make it an upgraded unit, it will occupy the 2nd and 3rd slots.

Added 3 minutes ago
You can find more information about how the creature type affects its position in the recruitment window and its dependence on buildings in the quote in my first post in this thread. All the information I was able to find through trial and error is organized there.

Added 5 minutes ago
Ah, I understand. If you used the Archangel as a base, then it should be read as an upgraded creature. However, it is very possible that the game determines whether a creature is upgraded or not based on the "base creature" line and all values set to "unknown," and it records it as an unupgraded creature. That's why it places your angel in the first slot in the recruitment window because it considers it not to be an upgraded unit.

Try setting your new angel's base creature to the Archangel or even someone completely different, like a peasant. It might help. After all, it worked for me with the Gremlins. They appeared in the 2nd and 3rd slots in the recruitment window, so it must be possible.

Added 8 minutes ago
There is also a tricky line in the creature's xdb file called "pair creature" or something similar. In theory, it affects which creature can appear as an additional unit when fighting this creature or a neutral creature. But who knows? Maybe in this case, this line also affects something. Although that is unlikely.
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#24
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zahar0z
Waterfall_13 Is your new angel defined in the creature's xdb file as an upgraded unit or a basic unit?
If it occupies the first slot in the recruitment window, it's most likely defined as a basic unit. If you make it an upgraded unit, it will occupy the 2nd and 3rd slots.


Added 3 minutes ago
More information about how creature types affect their placement in the recruitment window and their dependence on buildings can be found in the quote in my first post in this thread. It contains all the information I was able to gather through trial and error, organized for clarity.


Added 5 minutes ago
Ah, I understand. If you used the Archangel as the base, it should be read as an upgraded creature. However, it's very possible that the game determines whether a creature is upgraded or not based on the "base creature" line and all values set to "unknown," and therefore records it as an unupgraded creature. That's why your angel is placed in the first slot of the recruitment window because it's considered not upgraded.

Try setting your new angel's base creature to the Archangel, or even someone completely different, like a peasant. It might help. After all, it worked for me with the Gremlins. They appeared in the 2nd and 3rd recruitment slots, so it's possible to do it that way.


Added 8 minutes ago
There's also a tricky line in the creature's xdb file called "pair creature" or something similar.
It's supposed to affect which creature can appear as an additional unit when fighting a particular creature or neutral unit.
But who knows? Maybe in this case, this line also affects something. Although that's unlikely.
1) Actually, it's a Death Knight, but the entire model has been replaced with an Archangel, and then many parameters were changed.

2) Yes, I agree that I need to read everything you wrote in detail. For now, I've been learning to do this purely based on your mod, so to speak, starting with practice without knowing the theory xD

3) I tried setting the Archangel as the base, and yes, now it replaces the Archangel's slot. I think I'll set an alternative upgrade as the base so that the super-unit goes last in the slots.


4) I'll probably leave "PairCreature" as UNKNOWN for now =) I don't want to touch something I don't know how it works exactly xD

UPD: I tried setting the Seraphim as the base... and I lost the ability to upgrade Archangels and Seraphims to Higher Archs (haha). I went back to Archangels.
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#25
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I think you should define your new angel in the building as the second, not the first creature. Maybe then it will appear in the second slot. But there's no guarantee. In any case, with just one new creature, it doesn't look very good. If there are two upgrades, then you'd want two new upgrade levels as well. Ideally, you should just take the core of the Necropolis faction and add as many creatures as you want. Or, if it's the vanilla version, there's still the Ettin available.

Added 3 minutes ago
Waterfall_13
(First of all, upgrading the Dweller to the third level will remove the ability to hire regular angels, and in certain situations, this could be a problem.)
Well, at least this problem has been solved.

Added 5 minutes ago
psatkha
As far as I remember, I found all these conversion values in some "mechanical" xdb file, and it's very possible that it contained combinations of upgrades and alt-upgrades for each city level!
If we could find that, it would be great. We could fix the last bug.
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#26
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zahar0z
I think you should define your new angel in the building as the second, not the first creature.
Maybe then it will appear in the second slot. But that's not a guarantee.

In any case, with just one new creature, it doesn't look very good. If there are two upgrades, then I'd like to see two new upgrades as well.
Ideally, just take the core of NCF and add as many creatures as you want. Or, if it's the vanilla version, there's still the Yeti.

Added 3 minutes ago

Well, at least this problem has been solved.

Added 5 minutes ago
It would be great if this could be found. It would be possible to fix the last bug.
I want to increase the replayability of the endgame, as it is done in Blade of Armageddon, thanks to high-level creatures; in that game, dragons (azure, crystal, rusty, magic) and other units play this role.

For the castle, at least, I planned to make an upgrade to the archer building after level 30 of the city, where it would be possible to upgrade crossbowmen to royal crossbowmen (I would add a second shot, like in Heroes 3 for crossbows, although I would have to think a little about nerfing the stats to compensate for the second shot), and archers to snipers (I am upset by the fact that the archers' unique feature, shooting over obstacles, is practically not used in the game, as everyone tries to switch to crossbowmen as quickly as possible, or even to archers; snipers could be made from the "FEM" version of the archer, the red crossbowman with a bow, adding shooting over obstacles without a penalty to the shooting). Of course, I will need to think about the stats, cost, strength, and experience for them.

I would also like to add a branching path for the elves' Ents, with the choice between Enhanced Ents and Dendroids.
I wanted to replace the Yeti with Greater Archdevils, but I haven't started yet, as I'm busy with other things.

There are many good ideas, but without NCF, I won't be able to do it, and I need NCF to work together with PEST.

In short, I wrote to Gerter about my questions and what I specifically need. He said that in the future, he will release a new version of his MCCS, where he will separate what he has already done from the core. Then I will be able to make my own changes on the clean, combined frameworks (NCF and PEST), which will work in Multiplayer (and if the new artifacts also work properly, that would be great). So I'm waiting for the new version of MCCS =)

P.S. I tried to move the upgrade in the Altar_of_Heaven3 building to position 2, but it didn't work; the Greater Archdevil still replaces the regular Archdevil.
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