Haha my 100 item 75 unit faction gets deprecated every other time I compile something
Such a pain to modify so many files. So its definitely unlikely that a GAE or MG mod would just fit in. I even took out certain things like supporting vanilla Glest typos and what not.
However a GAE mod would function perfectly, as would a vanilla Glest mod. You would just need to make some slight alterations to the XML files, but the actual gameplay is still supported.
The new system supports any in game effect that the old one did, as well as various other new aspects.
I was planning on releasing an updated documentation of XML once the major changes were done. Its still possible that I would refactor other aspects of the engine with XML related functions before I'm done.
Almost everything is fairly similar to the way it currently is. Enhancements are a little different though:
Here is the basic stuff you need to give a unit heal and a vision range.
<statistics>
Super class for enhancements, contains the new damage types and resistances and possibly new stuff soon <enhancement>
standard GAE enhancement tags, however stuff has been rewired a bit <resource-pools>
this class contains hp, sp, ep, cp, and also hp, sp, ep boosts for adding to current instead of max <max-hp value="100" value-mult="0" add="0" mult="0"/>
this tag is for the new stat class for single stats </resource-pools>
<unit-stats>
this contains the leftover stats currently, sight, morale, expgiven, movespeed, and effect strength <sight value="10" value-mult="0"/>
this is also the code for the stat class, obviously the sight stat </unit-stats>
</enhancement>
</statistics>
The Stat class contains the data points of a single stat, value is the basic value, like max-hp, value mult is for upgrades and other things that add/multiply unit stats. value is also used for that when its not on the unit itself. add is the value that works for layered upgrades, so you can click the same upgrade button many times and each time you get the original bonus + the add value for as many times as its clicked. mult is the same but a multiplier. This would also work for stacking buffs from effects, or even doing each extra stack of the buff has decreased effect.
It may seem like there are a lot of tags, but thats the problem with XML, its quite verbose. The above unit doesn't have resistances for instance. Note that it also has no AttackStats tag, because all tags are optional, and it has no ProductionSpeeds tag because its not a worker or building and doesn't harvest repair or produce anything. Those are subclasses of enhancement.
There is actually another tag, the creatable-type tag, which is the class that contains the dimensions of the unit and the resource/upgrade/unit/item requirements and the skills and commands. UnitType and ItemType inherit from this class.