1. The xml comments does not work ("<!-- -->")
That's interesting... I'd have thought this might be from the move to TinyXML, but I know I've used them since with-out problem, will investigate.
3. If you zoom out there are no shadows at the edge of the screen (it depands on the position of the sun/light).
I think it's more to do with the orientation and distance of the camera, shadows only appear to be rendered correctly (as in, at all) in the area the Glest 'game mode' camera would be looking at, been meaning to open a ticket for this...
5. What about changing the names of all hilight-functions to highlight-funcions?
Make the names even longer? No. How about I make them colourCells() and colourRegion(), and add an optional parameter to specify colour to show them with? That'd make them more useful.
6. What about using "==" instead of "=" for conditions like: 'region==name' instead of 'region=name'. I wondering about this because in C++ and LUA one use "==" for conditions (correct me if I'm wrong).
In C++ and Lua, you use for == for
comparison. Trigger conditions are not comparisons, they specify a trigger type and optionally some extra data for that trigger (with the extra data redundant and omitted for simple conditions). Perhaps it should be 'in_region=name' or some such, but I don't think I'll change that one.
7. Sometimes (two times till now) GAE is going crazy by that I mean the speed is set to normal but the speed is superfast (faster than fast). But not only the speed ingame is so fast also the speed in the menu is superfast (the animations in the menu are superfast and the blinking buttons blinks superfast when mouseover).
8. NEW CODE NEW BUG It seems like sometimes units hinder eachother and then one will stop to move. (just try my new code or make alot of units and give them a long way to move-> some units will get stuck)
7 is an odd one, never experienced it myself, could you possibly provide some details on the hardware you're running?
8 is a problem that is being looked at, but yes, especially with a narrow path and a number of units, some may be blocked and 'give up' and cancel their command. You could set 'command_callback' triggers, but to use them effectively you will probably need to start keeping some information about each unit's state in lua. I've actually being playing with 'finite state machines' a bit of recent, making a scenario and doing a feasibility study at the same time. I doubt you want full blown state machines, but I'll try to rig up a simple framework you can use to manage your bad guys better.