When i go to prepare to embark it wont let me have an axe
it says "axe cannot be found" or something and wont let me purchase one
To my knowledge for some reason, as in vanilla you can only hold one type of axe... The only thing that Dig Deeper changes is that hatchets are counted as axes so if you have a hatchet in your embark equipment you will be unable to get an axe also. Just delete the hatchet and search for the axe again.
OK... What bugs do I have left?
Everyone IS getting migrants and dwarven caravans now right?
I just started a new fortress in Dig Deeper, and this specific one is crashing within a few minutes each time I try to play it. I searched this thread for any mention of crashes and saw the request for a copy of the saved game (and this mod's been totally stable for me prior to this one game). In case you're still interested in maps that crash, here's a copy of it. http://www.megaupload.com/?d=NRIU7B11
In case it matters, I'm also using a music mod (http://dffd.wimbli.com/file.php?id=890) and a couple minor init.txt changes, but these didn't affect stability in any of the previous games for me.
Is it possible this was related to the phantom spider bite crash? Were you near a chasm?
Fixed vegetation creatures so they start appearing in worlds, that issue from vanilla DF has been bugging me for awhile... I still need to improve treants... Have one maybe for each wood in the world and all different biomes? Start making forests more dangerous
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EDIT: I decided to split up the vampires and werewolves into three ranks... Vampires/Werewolves, Greater Vampires/Werewolves and Ancient Vampires/Werewolves and even out the power a bit, Werewolves got some love.
Did the same three tier rank thing with treants.