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Neutral units will not take long to implement, give me a reason to implement it, and I will.
None the less, I think we have a pretty descent base specification for GlestimalsStandard "whats-its" -- specified in the tileset - (see http://glest.org/glest_board/viewtopic.php?f=15&t=3387) that are specified in an animated tileset (an advanced tileset) and are completely non-game effecting. Whats-its will respond to player interaction (i.e., running from players, etc.) but will not effect game play at all (I.e., purely eye candy)."Creeps" - specified in the scenario - are either hostile or have an AI specified in the scenario.Capturables - specified in the scenarioHuntables -- probably just a flag set on a unit with a pre-specified food value and decay rate?That's roughly it. I'll get more into designing that later. I'm working on networking code now so I don't want to think too much on it today.
Wyvern and HyperCube: Are giving any thought to how much code you'll need for all these features?
obviously not, were the demanding babies that needs everything right away.