Thank you for the kind words and linkage, and your welcome
And I will at the very least keep this mod functioning at the current DF version, time permitting. I do eventually want to make some modifications to make the mod a bit more accurate to a specific period, rather than the 2 century span it has now.
What would be really neat is if I could make a make the technology actually progress during play, and let the player run their own little arms factories in a kind of Milanese style, but thats kind of a far-off pipe dream as it is. I already have a mostly-functioning 'historic metallurgy and metalsmithing' mod, but wasnt really satisfied about what I could do with the 40.xx version. I might have another shot at it with 42.xx.
I have a long long list of descriptions that can be used with a DFhack plugin to give ingame descriptions of items (useful, as some of the names and functions are rather obscure), but it will be an optional part and should not interfere with much else. As much as I would like to use DFhack to fix some of the more undesirable oddities in the game, I really haven't a clue how to heheh.
The error is most likely due to some conflicting stuff from the Modest Bodies mod, I might look into making a patch for the modest mod stuff as it seems to match this mod fairly well.
So yeah no shortage of stuff for me to tinker with. Slight shortage on time and self discipline though hehe.
@KillzEmAllGod crossbow fair largely the same as hand bows, with slightly more armor penetration potential and slightly less damage surface. The reason its all fairly slight is because I can't change anything about reload time, damage falloff, range, etc. This is also the reason there are currently no gunpowder weapons.
Mounted combat would of course be nice but that's up to Toady One to implement I'm afraid.
And you are entirely free to port this mod to any setting you like, if you need advice on how to balance it feel free to ask anytime.