Done! Tags are working as expected. Rather than repeat myself, please see the
pull request here. It details everything you need to know about tags, including syntax and translating.
How does saving work in MegaGlest? I spent a lot of time modifying GAE's save and I wonder if GAE and MG do it in the same way.
It dumps pretty much everything you'd need to know about the game state (eg, list of all units, stats that they have at a given time, etc) into an XML. When loading the game, that XML is read to determine what to load (eg, what units to load, their stats, etc). It largely works in a hierarchy, having factions call load methods of units, units call load methods of attack boosts, etc. The code is very messy, though. There's a great deal of commented out code. I think that's mostly because who ever implemented the save/load feature realized they don't have to save everything. Upgrade types aren't saved or loaded, for example, since they can't be changed in game, so can be loaded from the faction (although the upgrade manager and its list of in-progress/completed upgrades is saved/loaded).
EDIT: For the convenience of who ever has to merge this change, I added additional comments to explain design choices and places that aren't very clear in the diff. These are (as far as I know) only visible
on GitHub.
EDIT2: For further convenience, I created
a pull request for the
megaglest-data change (just a single line in a language file).