So, (Probably Newbie) Questions:
1) Are those codes that Arkenstone posted in the very first post the "Original" DF Adamantine?
2) If I modify Arkenstone's code(s), and paste it into 'somewhere' in the Data folder, then a new metal is modded into the game?
3) That 'somewhere' is where?
1) The template looks like it makes normal DF adamantine, but if you are new then you probably don't want to faff with templates.
2) takes more than that. If you take my stuff (under the spoiler in the bottom of the top post) then, yes a new metal is added to the game. The place the metals need to be inserted is objects\inorganic_metal.txt the reactions need to go in reaction_smelter.txt (or reaction_other.txt) then you need to add the names of the reactions into entity_default.txt in the mountain section in this way:
[PERMITTED_REACTION:ADAMANT_IRON_MAKING]
[PERMITTED_REACTION:ADAMANT_GOLD_MAKING]
[PERMITTED_REACTION:ADAMANT_SILVER_MAKING]
[PERMITTED_REACTION:ADAMANT_COPPER_MAKING]
[PERMITTED_REACTION:ADAMANT_PLATINUM_MAKING]
[PERMITTED_REACTION:ADAMANT_ALUMINUM_MAKING]
Then you need to gen a new world and dwarf it up.
That answers two and three, now with regards to what that did: I created a new kind of substance which things can be made out of, I gave it some properties. I enabled the substance to be obtained somehow and then I gave that method to the dwarfs.
That's the process you'll need to go through to add a new metal to the game. The template comes in at the first stage of that, notice many (perhaps all) metals start with the tag [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE] if you look in material_template_default.txt then you will see the properties that this gives the substance. It's just like copy and pasting, be aware that if you repeat tags with different info then the one further down the list will overwrite the first in it's effect.
4) How to adjust the properties/tags of said metal in:
a) It's performance...how well it perform if made into armor and weapon...Especially armor.
b) What this metal can be made into (Bars,blocks,weapons and armors,clothings,furniture, etc.)
c) How can I make it an alloy with other metal
d) Where can I dug it out
e) Which civilization other than Dwarf use/ export this.
4a)
Look in the section "Weapon and Armour Quality" b)That depends on the tags you give it. Things like [ITEMS_XXX] enable the substance to be used for crafting items which have the [XXX] tag. That's the general format, not all things apply to that ([METAL] items need [IS_METAL] on their substance for instance.)
c) that's done with your careful choice of properties and use of the reaction in order to obtain that metal, have a look at my adamant-iron making for instance:
[REACTION:ADAMANT_IRON_MAKING]
[NAME:make adamant iron]
[BUILDING:SMELTER:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:METAL:ADAMANTINE]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANT_IRON][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
See how there are two reagents that make one product? The number in the reagent section is the dimension of the object to be used, in this case 450. One bar of a metal which dwarfs can carry around has dimension 150, you can see that is determined by the [PRODUCT_DIMENSION:X] tag at the end. In the above reaction 3 bars of adamantine and 1 bar of iron make 1 bar of adamant iron. In the case of bronze making the reagents "add up" to the volume that is produced, but in mine they don't for balance reasons. That's how something can be an alloy, the game doesn't know but we do, because of how it's made.
d) Digging stuff out: You need to make a stone in inorganic_mineral.txt (or any of those stone texts) with some kind of [ENVIRONMENT_SPEC:<STONE TYPE>:<VEIN TYPE>:<FREQUENCY>] or [ENVIRONMENT:<LAYER NAME>:<VEIN TYPE>:<FREQUENCY>] then it'll form in layers in the rock you've indicated. now you need to add in a reaction to get a metal form that rock, take a look at lignite to coke:
[REACTION:LIGNITE_TO_COKE]
[NAME:make coke from lignite]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:LIGNITE]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
See it takes one boulder of INORGANIC:LIGNITE and gives 2 bars of coke? You'll want INORGANIC:<WHATEVER YOUR STONE IS CALLED> and the product to be BAR:NO_SUBTYPE:METAL:<YOUR METAL'S NAME>
When I say a metal's name I mean the name it is given in capitals at the start of it's object definition [INORGANIC:ADAMANTINE] means that the following object is called ADAMANTINE and is a subtype of INORGANIC.
e) That's in entity_default.txt if they have [METAL_PREF] and the substance isn't marked [DEEP_SPECIAL] then they will trade it sometimes. (Rocks need a layer that they can get a hold of in order for them to trade it, I RECKON : ) .)