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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
New here? I'm Roha — want a quick tour?

Let me see the contents of the idle00.(Particle).xdb file.




By "odd," I mean that the base unit has a pair of upgrades, and each creature in the upgrade pair also has its own pair. Or, did you manage to make it so that instead of two options being displayed, three are displayed?!

I didn't quite understand. In the final version, does your city's recruitment window only display one third-tier creature?
The reskin of the Royal Arbalests turned out great.
But the ones with bows are too similar to the alternate upgrade of the second tier.
In general, the game has established a certain color coding. It is especially noticeable on the units of the Order faction.
The base color is blue, the upgrade is gold with white, and the alternate upgrade is red with gold. Ideally, if you create a new level of upgrades, you need to continue the color coding in some way. To help the player navigate.
The only problem is that there aren't many bright colors left. Yellow, green, and purple would look strange on the creatures of the Order faction. You could try black with gold, but that's just one option. In general, we need to think about something.
Here's the thing:
You can make it so that the second tier displays Royal Archers (by setting a different sequence in Ugrades), but then you won't be able to upgrade Archers to Royal Archers, or Royal Archers to Archers.
Or you can do it the way I did, and then you can upgrade Archers to Royal Archers, and Royal Archers to Archers and Snipers.
I'm a bit confused.
What's the problem with doing it this way?
For the white-gold upgrade, first define the Royal Archer, and then the red upgrade with an archer.
For the red upgrade with an archer, first define the white-gold archer, and then the red upgrade with a bow.
For the red upgrade with a bow, define the basic creature of the red upgrade with an archer. And for the Royal upgrade, define the white-gold archer.
It seems like it should work perfectly, right?
Here. I tweaked it a bit, configured everything as needed, using the Gremlins as an example.
No dummy creature was needed.
https://disk.yandex.ru/d/GTNgAi5kZwGIHg
Now, there is a bug where the actual upgrade cost is zero, even on the third level.
Added 30 minutes later
If I may add to what I wrote earlier, the third-level upgrades also need to be listed as upgrades for each other.




But just try swapping the currently recorded upgrade slots in the marksman file. If I understand correctly, everything should work. That is, the first upgrade of the third level will appear in the hiring window, and all other properties in the chain will not disappear.

@Waterfall_13
In the PerParticleFog parameter, change false to true, and if the color component is not embedded in the particle, then the color will be read from the texture!
