[TRANSLATION:FOOCCUBUS]
Do you want a custom language? There are generators for thatand real-life languages floating around . If you know more or less how they sound, I can make a language file for you. Just type a few words down that sounds like naga-names.
Your entity file is missing quite a few nobles.
I would advise against COMMON and/or UNCOMMON/RARE on permitted items, because sometimes your civ might spawn without items, and players will report it as a bug. "I cant make item X, the mod is buggy...". Doesnt matter if you add it to the manual, those reports will pop up.
I saw you have REGIONAL_FORCE instead of a pantheon of gods, so they pray to water and volcanoes and the ocean... but one of your nobles is called "Prophet of the Gods", which indicates a pantheon instead. Either one is fine, but not both.
Your creature file has EVIL in it, which makes the civ hard to spawn in worldgen, as they only initially settle on evil territories. Maybe thats the source of your worldgen issues (?).
Bodysize is 70000. That translates roughly to 70kg average (yes, I know its volume, but still), which is equal to humans. Shouldnt they be a bit heavier? After all a thick trunklike tail that goes on for a 1-2 meters is heavier than a pair of legs. If they look something like this:
then they certainly have a higher body volume/weight than 70000.
Do you want a cover picture in the style of the other races?
Is Myrmiion a typo? The single form of Myrmidons should be Myrmidon, no? And... Ant people?
Its in this line: [CASTE_PROFESSION_NAME:STANDARD:Myrmiion:Myrmidons]
I would go all scale for body tissues. Will there be any scale-shedding? It could be done that children that grow up slowly shed scales, which produces a scale item that can be used for reactions. On the other hand it would be weird, a bit like cannibalism, and the shedded scale is dead, thin and brittle... so mh... no a good idea. But maybe a pet that regularily sheds its skin, and grows larger and larger over thousands of years, from tiny animal to colossal size, which leaves scales for armor/decorations every few months.
I would make Naga normal speed on land, maybe 90%... and 150% in water. It gives a nice incentive to make use of water ways. I think a good fortress design would be to dig open 2 levels, with raised platforms for workshops (dry, if you cant dfhack fix their behaviour in water), and ramps that lead to the corridors that are partly flooded.
I'm glad to see you're having fun with all this
I want to second this.
I was also warned the other day that I shouldn't be disassembling the exe without Toady's approval.
I never heard about that... after all, thats what dfhack authors do all the time, especially Quietust. His fixes often find their way into Toadys official releases. Cant hurt to ask though. One thing I hope is that its not too complicated to port to DF40.x. If you write highly specialised stuff, you might have to redo parts of it.
One thing about the armor: If you make barely any armor available to them, then they will simply equip armor from killed invaders. Using a higher bodysize (as I suggested above) would make invader gear "small armor", which cant be used. That way your Naga will wear only their special naga gear. Dfhack allows to change body tissues of I am not wrong, so you could make different scale upgrade for Naga, so that they have natural armor, or encrust their own bodies with gems.