Also, when doing this list I was surprised by the jump in value of metals. Moon Silver and Sun Gold 60 then Adamantine and Mithril 300 with nothing in between. Seems like there should be some metals between there. You think Deon would mind if we created some in between metals or maybe changed the values of the existing ones? Maybe something like Moon Silver 60, Sun Gold 100, Mithril 200, Adamantine 300. Of course this doesn't really matter so it may be better to leave it as is. Your Call.
Armor numbers, I would say [SHEAR_YIELD:100000] is resist axe and [IMPACT_YIELD:350000] is resist blunt. Probably get torsion and bending when a giant is wrestling your limbs off.
Since Adamantine is pretty much a guaranteed find on a map that has a clown layer, I would drop Adamantine value to 100 and have mithril(enchanted aluminum) at 70. Deon?
And I'd make "silver thread" clothing for armor. Saw silver thread as a textile component on tv one day.
I guess Adamantine tubes can be pretty close to surface if have one or zero cavern layers. (
A challenge for bored mayors: world with no caverns no magma sea. No underground plants.)
[SKILL_LEARN_RATE:CHEESEMAKING:60] sets learning rate.
[SKILL_RATE:CHEESEMAKING:x:x:x:x] sets four values "% of improvement points you get[the learning rate], unused counter rate, rust counter rate, demotion counter rate"
The SKILL_LEARN_RATE is easier to read and understand.
See
http://df.magmawiki.com/index.php/DF2010:Creature_token#SIn short my first assumption is: (Base Dwarf General SR<Base Dwarf Specific SR<Caste General SR<Caste Specific SR)
Declarations just get overwritten by later lines, is what I say. Dwarf: set all=120. Dwarf: set B=110. Gets a different result than first setting specific B and then overwriting that declaration with "set all of those skills"
There's no priority between general and specific AFAIK. You just declare a different number inside a caste; if not, it inherits the numbers from creature level.