Three forts lost--well, too many casualties to keep going, anyway--to a first summer assault by Lizardmen. I'm thinking this is not the mod to insist on trying a purely trapless defensive strategy from the outset. That said, a lot more flavorful than the orcs, and losing is fun, after all.
Lizardmen attacked in the very first summer? They have second level triggers, they shouldn't be quite that quick unless you created a lot of value in the first season. Unless maybe you have HFS?
Regardless, you don't necessarily have to feel guilty for putting up traps like you usually do; in the late game most of the enemies are trapavoid.
Has anyone else using the manual install had issues with things that spawn at the edge of the map lacking names? The lizardman civ screen shows plenty of named creatures, but everything that shows up on the side of the map is just "the Lizardmen", and the one migration wave I survived long enough to see (not to worry, they ran straight into withdrawing Lizardmen) had a bunch of nameless dwarves (which is much more of an issue than nameless invaders). The only other mod I've got in is Wonderment, which is all matgloss and doesn't touch the creature or entity files.
That's to be expected for the lizardmen. It happens to any creature who doesn't speak, which is also one of the few ways to get enemies to always seige. Frogmen, elves, werewolves and treants are the same way; they only get names (in fortress mode) when they kill. It
shouldn't be happening to dwarves, make sure they still have the [INTELLIGENT] tag.
If you want to be really mean, you could give your giants the Dire Weapons that I give the Frost Giants in Civilization Forge. That makes them even more dangerous then they would be otherwise.
I definitely considered giving them bigger weapons. I haven't actually fought many giant sieges yet but if it looks like they need a boost its probably the first thing I'll do.
Oh, by the way, I accidentally genned a map with both this and CivForge loaded. A few civs didn't gen (probably some sort of upper limit) and the silver xelics all died in worldgen (most of the violet ones too) but otherwise it very nearly worked. I might have to try it again some time to see if you could actually run a fortress there.