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Posts from Heroes 5 Armageddon’s Blade

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In reply to Waterfall_13
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#315
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Waterfall_13

I did as you wrote, and this is what I got =)


Well, never mind, the previous version was quite good. It provides 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 town menu.

It's some kind of magic. How did this happen? I said to swap the regular red crossbowman and the royal one in the crossbowman upgrades, and we didn't touch the super archers at all. Why did they get swapped?

Anyway. In my opinion, having a third level already creates a lot of confusion, and when it's not visualized in the hiring window or is not fully visualized, it's a real problem. I advise you to fix this.

Look at the example in my Gremlins version 3 file. Everything works there.

But if we need to explain it in detail.
Third-level upgrades have an entry about each other in the upgrade field, and their base creature has level 2 upgrades listed, one has one, and the other has another.
Level 2 upgrades have the basic creature listed as the base, and in their upgrades, they have a second paired level 2 upgrade and one level 3 upgrade.
That is, the white crossbowman of level 2 should have the red crossbowman of level 2 listed, and the level 3 upgrade that has the crossbowman listed as the base creature. And the same for the red crossbowman, only he should have the regular crossbowman listed and the other level 3 upgrade, which already lists the red crossbowman as the base.

An important nuance is that for the two level 2 upgrades, the upgrades must be listed in a different order. For one, the paired level 2 upgrade comes first, and then the level 3 upgrade. And for the other, it's the other way around, the level 3 upgrade comes first, and then the paired level 2 upgrade. That's all.
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In reply to zahar0z
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#316
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zahar0z

An important nuance is that for two Tier 2 upgrades, the upgrades must be recorded in a different order. For one, the Tier 2 paired upgrade comes first, followed by the Tier 3 upgrade. And for the other, it's the opposite: the Tier 3 upgrade comes first, followed by the Tier 2 paired upgrade. That's all there is to it.

Yes, it was indeed important =)
It worked. But this option also has one drawback. Now, both Tier 3 upgrades are in the recruitment window. But when upgrading, if previously the Tier 2 upgrade was always on the left, and the Tier 3 upgrade was always on the right, now, for some, the Tier 2 upgrade/upgrade is on one side, and for others, it's on the other side. It's not very convenient, but I guess you can get used to it.
So, there are 2 options: the first one preserves the convenient upgrade/upgrade order, and the second option displays both Tier 3 upgrades in their respective slots in the recruitment window.



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In reply to psatkha
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#318
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psatkha
@Waterfall_13

Here's the red and yellow version... link.


By red, I meant Dragons. Because yellow effects don't look good on blue dragons.
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In reply to Waterfall_13
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#321
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Waterfall_13

Yes, it was indeed important =)
It worked. But this option also has one drawback. Now, both Tier 3 units are in the recruitment window. But before, when upgrading, Tier 2 upgrade was always on the left, and Tier 3 upgrade was always on the right. Now, for some, Tier 2 upgrade/downgrade is on one side, and for others, it's on the other side. It's not very convenient, but I guess you can get used to it.
So, there are two options: the first preserves the convenient upgrade/downgrade, and the second displays both Tier 3 units in their respective slots in the recruitment window.



Yes, there is this nuance. But in my opinion, it's still better than the creature being absent from the recruitment menu.

If it's a matter of principle, you can do it using a dummy creature.
For Tier 2 creatures, record the Tier 2 upgrade first, then the Tier 3 upgrade. 
For Tier 3 creatures, record a basic dummy creature, and you can write nothing in their upgrades. In the dummy creature, specify both Tier 3 upgrades. 
Then everything will work. The creatures will be displayed in the recruitment window.
And in the retraining menu, they will be in the correct order.
The only downside is that it takes up an extra creature slot. But, as I mentioned above, you won't use all 999 anyway.

In my opinion, the order in retraining doesn't matter; the main thing is that they are displayed in the recruitment menu.
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#323
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zahar0z

Yes, there is this nuance. But in my opinion, it's still better than not having the creature in the recruitment menu.

If it's a matter of principle, you can do it using a dummy creature.
For the second-tier creatures, record the second-tier upgrade first, then the third-tier upgrade.
For the third-tier creatures, record a basic dummy creature, and you can write nothing in their upgrades. In the dummy creature, specify both third-tier upgrades.
Then everything will work. The creatures will be displayed in the recruitment window.
And in retraining, they will be in the correct order.
The only downside is that it takes up an extra creature slot. But, as I mentioned above, you won't use all 999 anyway.

In my opinion, the order in retraining doesn't matter; the main thing is that they are displayed in the recruitment menu.

I call switching from an upgrade to an alt-upgrade a "regreade" =)

And when you mentioned retraining, I remembered the "retraining" feature specific to knights and decided to check it out... turns out they can't be retrained =)


Although they do have the "Order" affiliation in the .xdb file.
Of course, this isn't really that important. I don't think there are many people who would want to retrain Double-Enhanced Archers into Footmen
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In reply to Waterfall_13
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#324
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Funny. I hadn't noticed this nuance before. It's certainly unpleasant, although not critical. I wonder if there's any way to come up with a solution to this problem. I'm curious about what determines the possibility of racial retraining for Knights. I assumed it reacts to the tier and affiliation with the Haven Castle that is defined for the creature. But it's obviously something else.
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#325
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it depends on the city; instead of TOWN_UNKNOWN or whatever the human city should be called.

But it turns out that there's not much point in retraining a strong creature into a weaker one for a lot of gold.

I didn't notice right away that it already exists. Does the third upgrade also have an affiliation?
In reply to vasik
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#326
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Seems like it. It looks like the correct town has already been assigned to these upgrades. Otherwise, the creature icon on the map would be different.
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#327
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zahar0z
Seems like it. It looks like the correct town has already been assigned to these upgrades. Otherwise, the creature symbol on the map would be different.

Of course. The town is set immediately during creation (I duplicated the Marksman and then just changed the data there).
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In reply to Waterfall_13
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#328
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As long as I remember, I wanted to remind you about the game Heroes of Might and Magic Online, or rather, about the unit icons from that game. In this game, rendered models from Heroes of Might and Magic V and VI were used, but the icons were redrawn. And sometimes they look really cool. Perhaps something from them will be useful for your mod. Sometimes just for variety, and sometimes it might even provide a visual idea for a unit. I'll share some of the most interesting ones in my opinion as an example; if you need more, you can search for them online.
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#329
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zahar0z
I still remember. I wanted to remind you about the game Heroes of Might and Magic Online, or rather, about the unit icons from that game. In this game, rendered models from Heroes of Might and Magic V and VI were used, but the icons were redrawn. And sometimes they look really cool. Perhaps something from them will be useful for your mod. Either for simple variety, or maybe it will provide a visual idea for a unit. I'll share some of the most interesting ones in my opinion, and if you need more, you can search for them online.

They look interesting, especially the monk/archer.
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In reply to Waterfall_13
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#330
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A couple more pictures.
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