MegaGlests' game mods menu let's you install many new mods. Even more are available on the MegaGlest Wiki and the Mods forum.
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.