Ok, here's another thing I'd like to document, but am not familiar with and haven't seen any release info, as well, my searches turn up blank. Seems to be a modified morph for buildings... Or is it more than that?
<command>
<type value="transform"/>
<name value="become_building" tip="transform_info" sub-header="transform_subheader" />
<image path="../../../../../magitech/factions/tech/units/farm/images/farm.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<morph-skill value="morph_skill"/>
<move-skill value="move_skill"/>
<position x="0" y="0"/> <!-- position 'offset' from 'target' pos to go to -->
<rotation value="0" /> <!-- rotation to assume (in degrees, 0 == 'north') when in place -->
<morph-units>
<morph-unit name="farm" tip="farm_info"/>
<morph-unit name="defense_tower" tip="defense_tower_info"/>
</morph-units>
<hp-policy value="maintain" />
</command>
In particular, what are the values for hp-policy, and can I get a more detailed explanation of position and rotation?
EDIT:
In fact, looking at shibboleth closer, there's quite a few undocumented features. Let's try and make a list...
Upgrade requirements (possibly more?) on cloaks
Tags (eg: Warrior); Just used for upgrades to boost, or do they serve some higher purpose?
Submenus for upgrades (<produced-upgrades>)
- Rotated climb?? (I recall it being broken in vanilla Glest, does it work now?)
Multiple attack skills on attack stopped, patrol, and guard
- Multiple animations on skills? (Swordman's attack, at least)
- Cost modifier (assuming transform *and* morph, guessing it's like discount but before the morphing?)
- Property wall: what's it do so far? Does the AI ignore them, or what?
- <field value="land"> (without the parent "<fields>" tags)
Faction specific background loading screen (looks like it allows multiples, am I correct?)
- Note to self: Make XML/Scenario page on the wiki (loading screen image code below)
- Faction specific mouse texture: didn't see any XML reference, does it just have to exist in the faction folder?
Enhancements in upgrades: Completely new to me, looks like a way to modify the stats on an individual unit basis?
Enhancements also has a store modifiers parameter, does this only work in enhancements or in the static/multipliers tags everywhere? Same thing for cost-modifiers?
- Cloak detect string's in techtree language file, such as Cloak=%s cloak, any other "available" things to translate that aren't actually initiated by the modder, but can be translated?
- ally-shader and enemy-shader tags in cloaking? Syntax and more information?
- Unrelated: description tag in techtree XML, is it used for ANYTHING at all? Safe to remove completely?
And a question: Does GAE support static particles in unit particle systems, like MegaGlest does? I marked it as MegaGlest only for now, since I can't be sure and don't recall them ever being mentioned. They were added long after GAE started supporting Unit Particle Systems though. As well, is emission-rate in GAE a float now too?
https://forum.megaglest.org/index.php?topic=5961.0EDIT:// According to Titi, GAE does not use a float for emission-rate. Will this be changed, as it is literally a few characters of changes?
I think that's everything that seems undocumented (undocumented = not on the wiki). Unless I missed anything. So, devs, modders, and anyone else who might happen to know about any of the above listed, feel free to explain further, and I'll cross them off the list as I go. Goal: 100% documentation.
Better documentation = Better Modders = Better ModsWin. Win. Win.