The EP startValue makes sense for sure. Maybe not to use it directly with MegagGlest data, but in general for other Mods, like the tower defense mod it makes sense.
Good point. I wasn't sure whether or not to include the EP start value change. Perhaps just the HP fix (which ensures units start with full HP, including upgrades) should be used for now. The EP change would likely need balance testing.
My main reason for including it was because I find it very frustrating if Magic is attacked and needs to spit out emergency units. The units are created and cannot immediately attack (which Tech's units can). In fact, magic doesn't really have *any* way to immediately attack after their units are created. The EP still serves the purpose of preventing the unit from attacking too often.
I think HP-boosts don't really make any sense in MegagGlest, as they would have a VERY similar effect like boosting the armor for a while so everything regarding this does not make a lot of sense.
Good point. I'm not going to bother looking for a way to boost stats above the max (at least not at the moment).
HP start value: I don't really get the need for a HP start value, so can you explain what this should be good for ?
Above all, it allows us to fix the issue that units spawn with their "default" max HP. Upgrades to the max HP are not included. So if a unit normally has 1000 max HP and an upgraded boosts that to 1500, then they spawn with 1000/1500. This seems unintended. Also, if the unit has no HP regen, it can't actually access its max HP. It's also useful for mods that may want
to force the unit to regenerate itself to max HP (eg, a unit that starts weak by spawning with low HP, but gets stronger over time as its HP slowly regenerates).
In general: Please try to discuss things first if possible in IRC chat. I also do this a lot and I get many ideas/hints which I did not think about. I myself will also try to reply more to your forum posts now I know there is a chance that you suddenly start working on it.