Hello, Deon!
First of all, I want to thank you for the great job you did. In your model a lot of fresh, unconventional ideas. I liked the unusual shops and all sorts of things like gardens, playgrounds and simulators. All is left to chance, even the components of each structure is not simply taken from the ceiling. With the mind you came to visualize - in each workshop can be seen a variety of tools, tables and others - are not as sketchy as the original. Of course, thank you, and for livestock and for the various races that make the world more diverse. Unfortunately, I can not say the same about interference in the original count packages. I use taylset Ironhand and already rather accustomed to it, though also quite a lot of replacing it by yourself. First of all, I totally agree with you that Ironhand humanoids much worse, are less informative than in Phoebus. You did well to replace them, though kobolds, IMHO, better Ironhand. Earth and stones at you anymore and I totally disapprove of what you have in it many of the tiles replaced. I'm not special in soils and rocks, so I was completely satisfied with all the animals here varianty.A disappointed me. I know that you're a good artist and you probably understand that animals in the original Ironhand much better, more informative and more beautiful than those you put in their place. In Ironhand livestock over the volume, has a shadow, richer colors. It would be more accurate to call it not Ironhand, a remake of Ironhand-and, maybe, from the original in it, eventually, a little bit. In general, to return the creatures, I had to spend about 2 hours. As a result, I got a good old Ironhand + new chips and livestock. Only now afraid that one day will update, and then have to redo everything. Their experience, I can share if interested. In general, I think it would be better if additional chips to the original Ironhand attached to optional extra kit.
Incidentally, while digging around, found a bug - in the version does not appear Ironhand badger_giant, mk for it does not fix the tiles.
graphics_animal_mestalidae.txt
[CREATURE_GRAPHICS: BADGER_GIANT]
[DEFAULT: MUSTELIDAE: 0:1: AS_IS: DEFAULT]
[CHILD: MUSTELIDAE: 1:1: AS_IS: DEFAULT]
In general, your mod I really like and I'm a little dreaming about what else you can add to it. Here are a couple of ideas, perhaps they will be of interest.
General (Aesthetics):
Tile corpse
Once the creature dies, his corpse is still displayed with its icon, just rotated 90 degrees and zafiltrovyvaetsya color, as is done for the dwarf. Next two appended.
An exercise, of course, difficult though it is very cool - the rotting corpse is shown as rotated 90 degrees to the tile of this type of zombie and skeleton like - the skeleton of the species.
2 corpse is still displayed with its icon, at 90 degrees and zafiltrovyvaetsya
green. When the corpse rotted, it is shown red icon the first letter in the name, as before.
Tile being in a cage
When a creature is put into a cage and bring it to the warehouse, it is displayed as a tile substance and cells in turn. And it was good. However, when cells are set, it displays the tiles of the skeleton and the cell. I propose to do so in the established cell creature looked just as if it only brought to a warehouse (not the bone and its icon).
Battle:
The use of fire
Incendiary bolts are made from an alchemist of all or only wood screws
Grass, which can be collected (gathering) can spread his arms, to a certain area, for arson, the besiegers.
Wall
All walls, except for natural, destructible buildings destroyers. The way they are destroying their long, longer than it does a bricklayer, so you can build a new wall on the other hand, they can do it. No cheating with a gate, no absolutely impregnable fortress.
Fire Trap
Alchemist of gunpowder produces many components, charging them to a trap. Stepped on the trap and the nearest vegetation is being attacked by fire.
Manufacturing
Realistic farm
Farming in the game cheat. After all, even land farming - one of the least efficient plants. And even more - underground. And in a game it turns out that crop production (especially weaving) is one of the most profitable. Realistic farming - is where the growth of the crop for longer (once a year in frosty areas, six months in normal or more, if the climate is hot) from the farm a larger area (approximately two times).
Altars
Altar of nature donate food for that strength is born an animal or a dwarf.
If the powder is not suited to the concept of the Middle Ages, it is possible to arrange the sacrifice of wood or metal drags for barrels of oil, which are used in fire traps.
Armok altar, the god of blood sacrifice the corpse, for which he gives a bit of magma. It's an easier way to get the magma to forge or ditch than lava rock pumps from below, but the lava comes in slightly and irregularly, so that it will not be tricked. Lava from the altar vytekaket unevenly, near the altar to dig a hole or channel. Percentage of success should be <40% and a time to give so much of the magma to fill a tile with 1 / 7. Need to somehow protect the donors from the blood of sacrificed animals ozhogov.Mozhno Armoku, for which he gives a rare bus-alchemy or enchantment.
Enchanting
We elves can buy magic phial (quite expensive), with which the alchemist may impose enchantment on the weapon improving its characteristics (weight, etc.). The success rate depends on the skill.
3) Fire bolts - is unrealistic, because they will burn and quiver of the wearer.
The problem is that the game is poorly implemented fire-fighting, although it is widely utilized in the course of human history. In general, the bolts - it's only solution to the problem of igniting an object. No matter how fire - even a lever. Maybe you think of a solution is better.
Maybe BonFire, I do not know. What kind of modes, where you can learn more about it?
Sorry, well, then it may make feasible the idea of the altar.
Maybe a stupid question, but the altar of nature may give the animals in cages? If yes, then this is also an option.
If the implementation of the altars, too, is impossible, I offer this HEREUNDER:
Altar of nature gives the tree for food. In regions with a shortage of wood, and during the siege, it might be useful. The fact that I usually do not use the sacrifice of the ash tree, maybe, to get it, as I understand, you need to spend a tree on fire.
Altar Armok for corpses gives you a little combat experience, or alchemical ingredients. And the blood makes red stone - from realgar to rubies and so on. Made sense in the Extract from dead animal.
Propose a rough design of the bloody altar Armok (closed on the north side)
How do you feel about a larger area of the altars. Usually religion implies some dependence on the size of the blessing of an altar or temple. Maybe make them 4x4 or 5x5? Or is it better to add a new building - the temple, which more and more expensive, but the success rate has more.Another might be to add the use of precious metals and stones for construction, so that this building was worthy of his deity.
A couple more ideas:
Is it possible to realize the oven to melt the ice. It will be useful for cold regions.
Propose to create a herbalist workshop, or add extra features to the studio alchemist. The bottom line is that from the collection of herbs (presumably wild) can make potions to heal nerve damage (such as sedation in reality) and heal damaged vision, etc. Is this possible?
If you implement bundles of grass might, I can offer the option to the animals could eat it. Will be to harvest the grass for future use in case of siege, if not underground pastures.
GateBall - coaching agility
Still have proposals on the Anatomical Theatre.
First and foremost, I want to propose a new design (a table, a statue, skeleton, wardrobe, nest) [img]http://linkme.ufanet.ru/images/1092005d1cdd7be5b209be31bbab2036.jpg [/ img]
Here, doctors dissects corpses, studying medicine in practice. Accordingly, in order that training was not quite Freestuff, I propose to use as a resource for the corpses and body parts. Medic brings part of the body, cuts, bandage it and it becomes unusable.