Ok with my here and there updating, I've managed to get into potion making. Probally once I hit a snag for "ingredients" I'll be jumping to plants and creatures, and from there who knows.
But humans can now make steel, and buy crates of Essence Pods from the home civ (any human civ) which is the main ingredient for making Pure Steel and a few potions. Reason for including essence in potion making is so Dwarves will have a use for it if they choose to buy crates from humans. They also won't be cheap either, I may include crates of other alchemy ingredients or materials so "large orders" can be made for something. Order crate of gold nuggets, sure beats only having the traders come with 1-5 if you so desire to order raw gold.
Also a plan for tallow, it will be a base for poisons and some "salves" I guess, salves will probally be more a trade good then anything. I could make it a food item that boosts stats, it will be hard it imagin a dwarf/human appling the salve to skin/wounds rather then eating it. Can't wait for Toady to make it so materials can give syndromes through contact (like worn items) then I can make Salve a "CLOTH" item, allowing doctors to wrap slaves around wounds to "speed" the healing process. Altho i've never seen any treated patients remove them :-/
I might have to hop over to adv. mode stuff and work on that (Sanure atm has hit a rough patch, and requires some R&R from everything) cause I know the micro-managment of using poison in fortress mode, will be hella lot easier as an adventurer "Drop weapon, dump poison, pick up weapon, PROFIT!" where as fortress mode requires a few more steps, of dumping, forbidding, reclaiming, etc... But I guess those that invest in making posion for weapons/ammo must have the willpower to use it.
I've somewhat got the tech trees sorted out, The concepts keep changing. As for mages I will probally make a "generic" mage just for V1.0, but I will slowly branch off into different fields/elements "Earth Mage, Fire Mage, Water Mage, Life/Air Mage" Altho the Life/Air mage would be more of a Medic/Buff mage, like increase healing/enduracne(so passing out from exertion is harder) or a "windwalk" spell to give a speed boost (Can't wait for the next release so I can only limit it to movement) and crap like that. Where as Fire/Water/Earth will be the combat mages, each with their own special quirks.
Like Fire mages being the most destructive, flinging fire to and fro maybe even globs of magma (at higher levels)
Earth Mages tossing stone/mud/earth, casting stoneskin on comrades to boost Def, and maybe a petrfy spell (at higher levels)
Water mages using water/ice/snow?(maybe might be too dangerous for all, a last resort melee spell?) maybe a drown/suffocate spell (at higher levels)
Issue is, you will need to hunt alot in cavern 3 for some magical beasties, I'm making it so a human has to do research into magic, which of course requires:
Paper
ink
and something magical to examine
Which even the magical item might get used up from being poked and prodded so much. But after enough notes have been made, they can be taken with a piece of leather to make a "Tome of Magic" which is a building block to make the Circle of Mages.
Now gun making for dwarves... I think the hassle of making gunpowder is a tech tree enough, other then adding in gun parts so everything needs to be assembled there is really nothing much more I can do. Guns in trained gunslinger's hands can be very deadly, much more then a crossbow.
I'm thinking the easiest to make and use of all the *Super* buildings will be the Hall of the Guardians, and Fighter's Guild (sounds better?) because, dedicated soldiers that won't be bringing kids to battle (due to sterile) won't get sad when their meat shield dies. And their natural boost to healing should give them an edge in the hospital.
But they cannot be swapped out for other castes, it's a lifelong commitment being a Guardian/Fighter.
Also looking at the Poll again, It seems I have to also plan for having less materials for creatures (no more ogre's teeth for alchemy, meh they have SLOW_LEARNER so butchering them is impossible anyways) nothing I can't work with.
Back to the human steel making, Humans need to make a "metal vat" in which they take 5 bars of iron, 3 flux stones, extra fuel "coke" and the vat, to make a sort of makeshift Blast Furnace that dwarves use. Humans make 1 bar from all that and 8 slag chunks. Now seems unfair right? I guess it is a little bit of a pain, but hey that's what goblins/exiled elves are for, melt their crap. Besides humans are too transfixed on magic and shaping to really delve into better and more effective methods of steel making (I can always alter this in the future)
So:
Thoughts?
Questions?
Ideas?
Concerns?
Annnnd:
My IRC for Regen:FE this requires no regestration, just type a nickname (and hope it's not claimed by a registered member) and join in. I try my best to be on it often, But with work sometimes I will be "away"
So post here, or come to the IRC and discuss Regen.
And a word for those that try and Troll, I am Admin of this channel. So please play nice if you come aboard.
EDIT:
Will be working quite a bit 2morrow, so I may not be on the IRC until Late-ish, with a gap for the other job.