Raptors probably SHOULD have higher stance_strike than dragons, because they weigh far less and therefore will do less damage... but have a habit, not of swiping on you, but JUMPING ONTO YOU.
Demonstrated. @Tomi: Are military-type skills separate from adventurer/production-type skills, then? Because I recall that in Therapist, Legendary whatevers read as a raw value of 15. I'm definitely not contradicting or disagreeing with you (it's so hard to convey tone over the interwebs :<), but like I said, I
wanted my raptors to be ridiculously overpowered. I'm certainly not submitting these raws for use in the actual, public-consumption Genesis
That would be silly! And, well... ridiculous. But DF is my way of cheering myself up when I have bad days, and kind of like infinite-ammo or invincibility cheats in other games, for my personal play style I
sometimes like to have zillions of embark points or legendary raptors.
Really, I was looking for pointers on how to streamline the code and how to achieve some other stuff, like enlarging the third toe claw and involving that in STANCE_STRIKE (good to know, btw, that kicking isn't a stat! the mod skill names vs in-game skill names get really confusing). I really don't know what I'm doing when it comes to body parts/attacks/skills (so... pretty much everything? *shot*), but I really, really want to learn, and you're all fine brilliant modding folk
I haven't found any pointers to modding... well, anything, except for the list of creature tokens on the wiki which doesn't go into much detail—but I might just not be looking in the right places, and I make new discoveries all the time (like that article I found yesterday that
actually explained the advanced worldgen parameters!)
[edit] Also, is SKILL_RATE redundant? I notice that a lot of critters who used to have it don't anymore, just NATURAL_SKILL. Can creatures lacking SKILL_RATE still level those skills?