Good news and bad news...
Bad first: I might not be having paramites in this project, it's a shame because they'd fit in so well, they will have a replacement which will take on the same role with a similar style.
Good News: The shades are working now -screenshot coming later, they're big, fast with lots of health but expensive; they're also the first unit to use GAE's emanations, creating a 16 cell radius effect called Dark Haste, this increases the movement speed and attack of all units near the shade by 100 movement and 50 attack speed. This effect does not stack it overwrites.
I may add an emanation to spectral epions to increase speed but only a tiny bit with a small radius so normal epions and blood epions can keep up with them.
Also I found some AI problems:
> AI only build one building that offers fighting units, the Lycaden.
I'm not sure how to get around this, I could make the Babel cheaper but then they would only build that instead, also got the Spectral Gate and Hell Portal to deal with, some form of AI flags in the XML would be a good idea, this way the AI has more of an idea on how to use each unit. <important value="true"/> would mean that the AI would have to build this at some point in a random order with other units or better still <importance value="#"/> the lowest number takes priority. <siegebuilding value="true"/> would let the AI they need them for attack. Some AI flags in the faction XML would really be good stuff like <siegebuildings-toattack value="#"/> how many siege buildings should the AI have at least before it makes its first attack. Could sit here all day and list loads of useful flags. Could link storage buildings with resources so the AI opts to build them next to their suitable resource, etc too. I'll copy this over as a feature request.
> Minor spire problem, due to how pillars are produced, if a unit is standing where the pillar should go, the pillar is built else where which doesn't affect anything but it doesn't look as cool. An alternate to pillars is using morph to have the building instantly morph to another version of its self to produce different units, but I think the pillars are more interesting.
> Flying unit problem, yet again this doesn't affect game play, the Necropolis city (big tower) has a really high height, but even if I set its height in the xml to something insane like 800 (its actual height is approximately 24), flying units still fly into it looking odd. I've tried messing on giving it a land and air field value sao tat it takes up air space but one overwrites the other and I don't want a floating tower, not for this faction anyway...
> Tried a network game and it seems when fog of war is enabled players on the same team share the same player so me and my brother were green where my brothers player was left standing like a dummy doing nothing, not sure about the AI as the fog of war was hiding them. I had utorrent running which did lag things a lot so I'll try it again at some point with a clean connection.
> Walls using multi-build are being a pain, a worker will walk over to start buildings a line of wall but stop after the first bit, does multi-build work yet, I know Ai doesn't use it, etc yet.