Right now I've been having a small problem with creature and equipment sizes. As in, I'm using Deon's Genesis, but with some larger-than-most(Let's say Gith, a caste from the Illithids) races, most stuff I find to wear are small. Exceptions are jewelry and containers. I've tried toning down the size on the BODY_SIZE tokens, making it the same as a human, but to no avail.
Any help in making larger stuff with reactions, or making the big guys smaller?
I believe DF determines armor size on a per-creature, rather than per-caste, basis; and bases the result on the LARGEST caste. So the other castes like Master Mind Flayers etc are probably what's fouling you up.
That said, I have put up
V2 of my Illithid mod. The Illithid Adventurers in the new version should be scaled so that they can fit in the armor they find. It also has improved adventure mode Void Mind Flayers, and adventure mode illithid crafting.
If you're playing the ASCII Genesis mod, I have put up a
version that is compatible with the ASCII version. There's no Graphical-compatible version yet, mostly because I don't have any sprites.
Why does [breath weapon materials] need high SPEC_HEAT?
Well, it doesn't NEED need a high spec heat, in fact what it mostly needs is to not have a
low spec heat. The instructions I gave were for a temp-based weapon
without a MAT_FIXED_TEMP. In this case, the spec heat will determine how long it takes the weapon material to cool off (or warm up). The higher the spec heat, the longer the target will be affected. Very low spec heats may prevent the target from taking damage at all.
For some reason, my land holder nobles show up in the first embark
Right above the noble declairations in the default dwarf entry is a series of tags that set the wealth requirements for each land-holder level. Do you have these tags in your custom race?