Also i'd like to make some attacks scale very 3rd level does this game only recognise whole integers or can i say damage increases by .333 and every 3rd level it goes up 1 whole point.
It would appear from CoreSpells.XML that the calculations recognize division as a valid operator. Thus, even if the game doesn't recognize fractions inside the <Value></Value> tag, you could try making a weapon give a calculated damage bonus such as is used for Mana Blast.
For damage is there a way to make it a random number between 2 numbers. I know this is changing the core game alot but its something id like to try.
Weapon damage already is a random number between two numbers. Specifically, it's a random number between 0.5*Attack*Attack/(Attack + Defense) and Attack*Attack/(Attack + Defense), where Attack is the attack value of the attacking unit (on a per-figure basis, not the collective attack value), and Defense is the defense value of the defending unit. If you want a more specific damage range, you could try
-<GameModifier><ModType>Unit</ModType><Attribute>CurHealth</Attribute><MinValue>-3</MinValue><MaxValue>-8</MaxValue></GameModifier>
which comes from the Chaos spell in CoreSpells.XML, and appears to deal a random amount of damage between the two specified values. I'm not sure whether or not you could put this on a weapon, though, except as a weapon ability such as Bash. If you do implement it as a weapon ability, be advised that the AI will not use abilities after moving the unit, so even if it would make sense to do so, it won't hit your troops with it on the initial charge if its units had to move to reach yours, and also that using weapon abilities doesn't trigger counterattacks.