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.
I increased the slots in towns, for heroes, and for caravans to 10, I'll share it with you soon
I increased the slots in towns, for heroes, and for caravans to 10, I'll share it with you soon
The AI is not configured for such a quantity yet, but I think this can be resolved over time
Here is the mod itself, it only works on Might & Magic: Heroes 5.5 version
MMH5.5 — 10 army slots (alpha)
The mod expands the army from 7 to 10 stacks for Tribes of the East + MMH5.5. All armies are expanded: heroes, towns, caravans, neutrals, map objects.
Works: hero window (10 slots, new frames), town, tavern, map tooltip, combat (all 10 stacks on the field, arranged in one row, stack splitting).
Limitations: AI does not account for stacks in slots 8–10. The "Replace" window and duel are still at 7. Network play has not been tested. This is an alpha, keep backup saves.
Installation: copy bin and data into the game folder, run PATCH_10slots.bat, play through MMH55_64_10slots.exe. The patcher only works with a specific build of MMH5.5 (checksum in README) and does not touch the original exe.
Full list of exe edits — in PATCHES.mdАдмин, я никогда на форумах не сидел, если нужно создать новую тему для этого мода - напиши мне. Я просто очень рад что у меня получилось, хотел этого всю жизнь. Я делаю этот мод свободным для использования для ВСЕХ. Я бы хотел видеть этот мод в ЛЮБОМ крупном проекте, если так пожелают авторы этих проектов.
Here is the mod itself, it only works on Might & Magic: Heroes 5.5 version
MMH5.5 — 10 army slots (alpha)The mod expands the army from 7 to 10 slots for Tribes of the East + MMH5.5. All armies are expanded: heroes, towns, caravans, neutrals, map objects.
Works: hero window (10 cells, new frames), town, tavern, map tooltip, combat (all 10 units on the field, arranged in one row, unit splitting).
Limitations: AI does not account for units in slots 8–10. The "Replace" window and duel are still at 7. Network play has not been tested. This is an alpha, keep backup saves.
Installation: copy
binanddatainto the game folder, runPATCH_10slots.bat, play viaMMH55_64_10slots.exe. The patcher only works with a specific build of MMH5.5 (checksum in README) and does not touch the original exe.Full list of exe edits — in
PATCHES.mdАдмин, я никогда на форумах не сидел, если нужно создать новую тему для этого мода - напиши мне. Я просто очень рад что у меня получилось, хотел этого всю жизнь. Я делаю этот мод свободным для использования для ВСЕХ. Я бы хотел видеть этот мод в ЛЮБОМ крупном проекте, если так пожелают авторы этих проектов.
Awesome! Glad someone finally decided to work in this direction. I'm disappointed though that it's only for 5.5 — I use a clean version 3.1 modified with increased maximum artifacts, creatures, hero classes, and PEST.
I hope someday 10 creature slots will be brought to simple mods that don't use the 5.5 base — because I already have my own mod architecture and delving into 5.5 and then trying to apply my stuff on top of it, well that's work for a whole new mod + I won't be able to change anything later since 5.5 is script-based.
But still, thank you for creating this. This is truly an amazing innovation that I wanted to see in the game back in the day.
Yes, I would still like to have it now, but within the framework of an expanding YML for DeFlactor's patcher =)
Here is the mod itself, it only works on Might & Magic: Heroes 5.5 version
MMH5.5 — 10 army slots (alpha)The mod expands the army from 7 to 10 slots for Tribes of the East + MMH5.5. All armies are expanded: heroes, towns, caravans, neutrals, map objects.
Works: hero window (10 slots, new frames), town, tavern, map tooltip, combat (all 10 units on the field, arranged in one row, unit splitting).
Limitations: AI does not account for units in slots 8–10. The "Replace" window and duel are still at 7. Network play has not been tested. This is an alpha, keep backup saves.
Installation: copy
binanddatato the game folder, runPATCH_10slots.bat, play throughMMH55_64_10slots.exe. The patcher only works with a specific build of MMH5.5 (checksum in README) and does not touch the original exe.Full list of exe edits — in
PATCHES.mdАдмин, я никогда на форумах не сидел, если нужно создать новую тему для этого мода - напиши мне. Я просто очень рад что у меня получилось, хотел этого всю жизнь. Я делаю этот мод свободным для использования для ВСЕХ. Я бы хотел видеть этот мод в ЛЮБОМ крупном проекте, если так пожелают авторы этих проектов.
Amazing! This is truly incredibly inspiring when such talents appear in our swamp 🤗