Also, I thought we already discussed this...
https://forum.megaglest.org/index.php?topic=5236.50
hmm...
Interesting... I must have missed that.
It would be good if possible but we tried it before and it didn't work...
How could it not work?
BTW: What is Emanations and Effects? Like what good are they what do they do?
Effects are basically an added effect to an attack. For example, Military's nuke has an effect called "Radiation Poisoning". It reduces the rate your units work at while sapping all HP (and it does stack, so the more nukes, the worse the radiation poisoning is). Effects don't have to reduce stats though, they can do whatever can be done with both multipliers and static modifiers (ie: A multiplier of 0 will turn that stat an instant 0, while a static modifier of 5 will modify it by exactly 5).
Emanations are basically the same thing, but instead of coming out of attacks, they are bound to a specific unit and effect all units around that fit the emanation criteria. For example, you can give an emanation that makes all enemies within x paces slowly drain HP. An example is in military, the medic boosts the regen rate of nearby units, and the stealth bomber causes the air raid emanation, demoraling foes to reduce their stats (but make 'em run faster!).
Another feature related to that I didn't previously mention is that GAE lets you define how stats increase when your units level up. For example, when the tank levels up to become a heavy tank, its HP, Armor, and Attack increase, but nothing else.
While I wouldn't expect anything immediately, I think the community is far too small to have so many branches of the program! Most people turn up on the board without even knowing what GAE/MG are! Not to mention that it would get even more confusing since we have lots of mods being developed, and eventually there would be some for vanilla, GAE, and MG! While both GAE and MG are backwards compatible with each other, MG will probably never catch up to GAE, though GAE may catch up to MG faction-wise quite soon.
After all, GAE is missing MG's map format, the number of players (though they plan to implement a massive 16 last I heard, though they may rethink that down to
, the particle effects (can't remember when, but Silnarm said they'd be coming very soon, along with particle effects for emanations/effects). After that, all of MG's mods should work with GAE.
Concerning Stability: I've never considered either to be completely stable. One must remember though, we don't really release any "officially stable" versions, since the testing of the (very few) programmers alone is not enough to consider it stable. Therefor, every version of GAE/MG that you download is actually just another beta version. Even if silnarm, etc states it as stable, that's still only to him, and it still must be tested by the community. You cannot expect things to be stable really until well after its been released, at the next version, at which point, there may be new things that make it unstable again. Large corporations have huge testing teams to counteract this. We do not. We, the users of the program, are also the testers.
I've never seen many bugs in either, except for one (abet, bad one) in a RC, not counting my past crashes which were caused by an outdated graphics card (
). I've never played MG enough to say how stable it is to me (I don't play multiplayer much, and the particles and extra players aren't so huge of a deal that I can pass up my simple GAE features like auto-repair and auto-return (cannot live without them! Micromanaging that is the pits).
My verdict? MEGA GAE!