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Posts from Heroes 5 Armageddon’s Blade

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


Added 19 hours and 2 minutes ago
It turns out that there is a double shot ability in the game, and Khotabych told me about it =)
Thanks to this, it became possible to create such units in Armageddon's Blade:


But, of course, they will need a different appearance and name. We have Royal Griffons, and now we will have Royal Arbalests.
Let's take the original:

Let's add pieces of the beta paladin's textures

And we get Royal Arbalests =)
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psatkha
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 tested it. The game doesn't handle 3 values in upgrades; it doesn't crash, but it simply doesn't display the 3rd option. However, I managed to bypass this by correctly distributing the upgrades:



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In reply to Waterfall_13
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I didn't quite understand. In the final stage, in your city, does only one third-level creature appear in the recruitment window?
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In reply to zahar0z
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zahar0z
I didn't quite understand. In the final version, does your city's recruitment window only display one third-tier creature?

Here's the thing:
You can make it so that Royal Archers are displayed in the second slot (by setting a different sequence in Upgrades), but then you won't be able to upgrade Archers into Marksmen, or Marksmen into Archers.

Or, you can do it the way I did, and then you can upgrade Archers into Marksmen and Royal Archers. And Marksmen into Archers and Snipers.
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The reskin of the royal crossbowmen turned out great. However, 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 Haven. Base – blue, upgrade – gold with white, alternate upgrade – red with gold. Ideally, if you create a new level of upgrades, you need to continue the color coding to help the player navigate. However, there aren't many bright colors left. Yellow, green, and purple would look strange on the creatures of Haven. You could try black with gold, but that's just one option. In general, something needs to be considered.
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zahar0z
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.

I didn't plan to create them all, from Tier 1 to Tier 7.
Just, I liked some of them, and I've wanted to do it for a long time. I also want to split the Tier 6 Rampart units into Ents and Dendroids and then create their 3rd upgrades.

I was thinking about making a vampire with a single unit that has an attack and return ability (most likely red, as even from the forum, it's clear that people are not very happy with the beta red vampires xD).

And I would like to see Pegasi from the third tier =)
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In reply to Waterfall_13
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Waterfall_13
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 little confused.
What's the problem with doing it like this?

For the white-gold upgrade, specify Royal Archer first in the upgrades, and then the red upgrade with the Archer.
For the red upgrade with the Archer, specify the white-gold Archer first, and then the red Archer with the bow.

For the red Archer with the bow, specify the basic creature of the red Archer. And for the Royal Archer, specify the white-gold Archer.

It seems like it should work perfectly, right?

Added 8 minutes later
If, for some reason, this doesn't work, you can do it in a similar way to the example with the Gremlins.
That is, for the third level of upgrades, specify a basic, completely useless creature. This creature will not appear in the recruitment in the castle, and will not appear anywhere at all, but it will have the correct upgrade order for the third level. For this, you will have to sacrifice a creature from the non-castle faction, but it's not a big loss. You probably won't need all 999 of them.
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zahar0z

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?

Yeah, that's exactly what I did =). And it worked "almost" as intended.

However, with this setup, you won't be able to downgrade archers to crossbowmen or crossbowmen to archers.
That is, once you reach the second level, you won't be able to downgrade. You can only upgrade to the third level and then downgrade between them.

I wanted the player to be able to downgrade between them when they reach the second level (2nd grade and 2nd alt grade).
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In reply to Waterfall_13
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Here. I tweaked it a bit and configured everything as needed, using the Gremlins as an example. A dummy creature wasn't needed. https://disk.yandex.ru/d/GTNgAi5kZwGIHg Now, there's a bug where the actual cost of upgrading to the third level is zero.

Added 30 minutes later
In short, in addition to what I wrote earlier, you also need to specify each other in the upgrades for the third-level upgrades.
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zahar0z
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 they were already listed that way.
Here's how I have it configured (these settings were in place when I recorded the video, and they are still the same).

Sniper


Marksman


Royal Crossbowman


Crossbowman
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@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!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

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In reply to Waterfall_13
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To be honest, figuring out which one is the longbowman2 and which one is the marksman, and how they are translated, is a separate kind of masochism that was already a problem in the vanilla game.))

But, just like that, try swapping the currently recorded upgrades 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.
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zahar0z

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.

I did as you wrote, and it turned out like this =)


Well, never mind, the previous version is quite good. There is quick access to level 1 archers, quick access to level 2 crossbowmen, and quick access to level 3 snipers. And the rest can be quickly upgraded in the city menu.

Added 11 minutes later
psatkha
@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!
I tried it.

Unfortunately, it didn't work. The orange glow around the Blue Dragon looks out of place((( I guess I'll have to repaint it red (crimson) sometime in the future. So that the colors blend and look more natural.
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