One way (I think- this is just an Idea; haven't tested it out) of ensuring that the elves have access to their new buffed wood materials without altering the vanilla trees and the wood they produce (so as to keep things nice and tidy and make this entirely elf-exclusive) and without eliminating the variety of woods (they wouldn't be elves if they didn't have all sorts of different types of wood products that are essentially identical!) is this:
1. Make a copy of the wood material template in the material_template_default raw, and rename it. I suggest calling it something like 'ELVEN_WOOD_TEMPLATE'. This is the template for the wood the elves will be using, so make whatever changes to the stats on it that you'd like to show up in their weapons and armor.
2. Create duplicate entries of all of the trees/wood producing plants in the plant_standard raw file.
3. Stick something like 'ELVEN_' in front of the tree in the entry tag thing for all the duplicate entries- ie, [PLANT:ALDER] becomes [PLANT:ELVEN_ALDER]
4. Change this tag-
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
to
[USE_MATERIAL_TEMPLATE:WOOD:ELVEN_WOOD_TEMPLATE]
in order to make the new tree entries use the elven wood material for their logs.
5. If you want, you could change these tags so the new materials are referred to differently in the game:
[STATE_NAME:ALL_SOLID:alder]
[STATE_ADJ:ALL_SOLID:alder]
might become
[STATE_NAME:ALL_SOLID:elven alder]
[STATE_ADJ:ALL_SOLID:elven alder]
so that things made of them show up as being made of, in this case, elven alder [wood?]. (Oh, another idea, a bit unrelated though: The new bows for the elves could be recurve, composite, or longbows, in order to distinguish them from normal bows [and in order to make the new buffed bows elf-exclusive])
6. Remove all of the biome and environment tags from the new plant entries. We don't want these to actually grow anywhere.
7. Make any changes you want to the density values for the trees that don't use the default values- or just remove them, or whatever. Your choice.
8. Make a new custom reaction for every type of wood to convert logs of the standard variety into logs of the new elven version. Maybe set the reactions to take place at the crafting workshop, and use the woodcrafting skill? Dunno. Seems simplest to me. I guess you could create a new building type, but I'm not sure you could then ensure that they'd actually make that building. Anyhow, go enable those reactions for the elves in the entities_default raw.
9. This is when the question of getting them to use the new reactions to convert their normal lumber into the new elven lumber. I have two ideas for how to do this. My bet is that if you either skew the ratio of old logs in to new logs out, so you've got a net gain in the number of logs, they'd use the reaction. You could go for a simple doubling in the number of logs, or try making it take several normal logs to produce a slightly larger number of elven logs. On the other hand, you could try changing the [MATERIAL_VALUE:1] tag on the new elven wood template in material_templates to something greater than one. I am fairly certain that changing that to anything higher than 1 will ensure that they'll use the reactions. I mean, it does make all their stuff twice as valuable, after all. That could have repercussions when it comes to trading with the elves in fortress mode, though. You'll probably end up having to spend more on their wood products/lumber. But meh, we all know the elves are greedy little bastards anyways.
Quick question: how do create the little code boxes on here?