Hey Meph...
I standardized the creatures for you (and that was it, no other shenanigans)
It has the added consequence of changing the pricing on leather/chitin...
But other than that, it should give great fps improvement.
Let me know what you think.
One could always change the creature_mat:animal:leather to local_creature_mat:leather, and I think that would retain value for that specific material.
derp
http://dffd.wimbli.com/category.php?id=12
Ahhh, Thistleknot, the man himself...
I appreciate your working on helping to improve the FPS for CivForge. I also appreciate some of the ideas (like standardized leather) you implemented in your Masterwork/Civforge integration.
And, Meph, it would be easy enough to make all leather generic for CivForge in the way Masterwork does it, and just have a couple special categories for the new unique leathers, distinct from the generics. I hope you'll consider doing this.
But Thistleknot, was it really necessary to remove the High Elves in your integration modpack? If you don't think they're distinct enough from the other elves, why don't you try modding the version of CivForge used in your modpack (with permission, of course) to have High Elves that are more authentic to the ones in Tolkien?
Specifically, some of the changes I suggested before- greater patience, height (they are *taller* than humans in Tolkien, certainly not shorter like the standard Dwarf Fortress elves- which more closely resemble "Wood Elves"), and traits related to empathy/compassion/altruism. The High Elves of Tolkien could be selfish at times, but tended to be a lot more altruistic than humans on average- which form the baseline for all traits in Dwarf Fortress (even dwarves are based off human standards, rather than the other way around).
Regards,
Northstar