When you mention all these fixes I can't help being curious enough if you'd share?
Sure. WELL, the fix to the patrol duty thought doesn't actually tell your soldiers they're not on patrol when they're off duty; it just tells them they're not on patrol when they're training.
Whip damage: You can edit the raw files to adjust the performance of whips. Look in Dwarf Fortress > raw > item_weapon.txt; I changed the contact area and speed on my whips to be the same as maces, since I don't understand the combat mechanics well enough to make up new values, and the mace's values are consistent with the suggested fix discussed here and elsewhere
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2712 - my entry looks like this:
[ITEM_WEAPON:ITEM_WEAPON_WHIP]
[NAME:whip:whips]
[SIZE:100]
[SKILL:WHIP]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:20:200:lash:lashes:NO_SUB:2000]
Crafters demanding shells: You can edit the raw files to allow other crafting materials to be used as shells, by adding the [SHELL] tag to the appropriate material definition in Dwarf Fortress > raw > material_template_default.txt. It should look like this (shell is towards the end):
[MATERIAL_TEMPLATE:HORN_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:horn]
[STATE_ADJ:ALL_SOLID:horn]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:200000] used bone for all of these, no data
[IMPACT_FRACTURE:200000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:200000]
[COMPRESSIVE_FRACTURE:200000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:115000]
[TENSILE_FRACTURE:130000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:115000]
[TORSION_FRACTURE:130000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:115000]
[SHEAR_FRACTURE:130000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:115000]
[BENDING_FRACTURE:130000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[HORN]
[SHELL]
[ITEMS_HARD]
DFhack is here:
http://www.bay12forums.com/smf/index.php?topic=91166.0 and contains the following commands, which I find useful: tweak patrol-duty, tweak stable-cursor, tweak military-stable-assign, tweak stable-temp, and fix/population-cap - respectively, they are the patrol duty fix, two UI fixes, a performance fix, and an instantaneous report to the Mountainhomes of your current population.
OK!
/edit- there is a binary patch that will permanently apply the change to patrol duty thought behavior, but I don't even know what a binary patch is, really, or what you do with one, so I have not fuxed with that.
by default, crossbow damage is completely messed up
I would love a fix for that too. Hammers and crossbows are excellent anti-armor suppressive weapons, but god damn can goblin bones absorb a lot of bolts and hammerblows before the critters actually die.