It seems to be working; I copied your code, but without any spaces.
It seems to be working; I copied your code, but without any spaces.
New here? I'm Roha — want a quick tour?
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.
Perhaps the game requires 2 (or more) "ultra" upgrades to be visible in the castle?







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.

(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.)
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!
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.