I tried adding particle effects but the way it is setup every unit that didn't use particle effects would need to add
<projectile value="false">
to its die_skill because if the child node doesn't exist it throws an exception exiting the game. I tried doing a work around where the existence of the node is checked before the particleNode is created but I'm not sure if I did it correctly because the effects didn't show.
The files changed are:
(the unit I tested with)
glest/techs/magitech/factions/magic/units/battlemage/battlemage.xml
(the following two were to add the particle code to the die skill)
source/glest_game/types/skill_type.h
source/glest_game/types/skill_type.cpp
(the xml ones were to add the node checking)
source/shared_lib/include/xml/xml_parser.h
source/shared_lib/sources/xml/xml_parser.cpp