verarticus,1. Auto-heal/repair should work with any faction. At a later date, it will become an toggle-able feature (perhaps from the "new game" menu).
2. 0.2.10b is the latest version, just don't use the windows glestadv-i686.exe executable (use the sse2 one instead) as it appears to have problems.
3. afaik, there is only one GAE (no forks that I've heard of yet).
As for your problems, please post more information. Are you on windows or linux? What executable are you running? What file did you download and extract and to which directory? If it can't find glestadv.ini, then you are probably running it from the wrong directory. Make sure you start it from the same directory as your Glest/GAE install. If you are using Windows explorer, you should just be able to double click on it (glestadv-sse2.exe). If you created a shortcut, make sure the directory it starts in (a.k.a., "working directory") is the same as the one where the executable is. And the last thing I can think of is to make sure that when you extract it that it isn't set to "flatten" directories (that it extracts sub-directories too). It may prompt you to overwrite english.lng and menu.xml files, which is OK (say yes if it asks you).
omega,I posted several questions for you in the bug you filed and you have not followed up. Please visit
[url=https://bugs.codemonger.org/show_bug.cgi?id=40]https://bugs.codemonger.org/show_bug.cgi?id=40[/url]
and respond, thanks.
modman,That sounds similar to the problems from the 0.2.10b i686 build, on linux (under wine) it was sending the attack over instantly. How did it work on the sse2 build? Also, note that the sse2 build is always better if you have a Pentium 4/AMD Opteron or better processor.
As to your other questions, I think I have the wikia updated so that features not yet implemented are marked as such (at least in the
reference section, there does seem to be a lot in the Guide that is not yet implemented). Most of the particle system enhancements now documented are in the 0.3 build, which isn't very usable at the moment, but they are coded and working. I'm not nearly satisfied with particle system flexibility when it comes to non-attack special effects, so this is something I will be working on somewhere in 0.3 (perhaps midway through). I have an acolyte unit in the experimental FPM that uses the new particle systems when healing, but it still looks too much like an attack (and not pretty enough). I will add that for explosive attacks, I think Martiño did an awesome job on them though!
I can get just about any look I want for that. I will probably also add visual effects that modify the ambient light in an area rather than using direct light (as the <light> tag will eventually do). As I've said before, I'm still learning in the 3D math & rendering arena.
Emanations: we need more static particle systems to make these look good as well. But with emanations, you can basically cause any modifications to units around you. You can select which units are effected, ally, foe, all, pets only, master only (for pet/master relationship). If there's good cause, we may add more selectors in the future (select only certain unit types by name or units with certain characteristics (like "workers", "damaged", etc.)). They can change any stat that you would change with an effect. In versions prior to 0.2.11 (not yet out) emanations update every world frame, which means that the "chance" field will be checked 40 times a second (pretty much a flaw). In 0.2.11, I have it updating (attempting to apply on units) 5 times per second, but there should probably be some revamp to this and the "chance" should mean "chance to apply per second". The FPM paladin has an "inspire" emanation which increases the attack and movement speed of friendlies as an example. So the possibilities are pretty much whatever you can think up that will work with the given framework.