1. I used the phoebus smooth floor tile because it doesn't distract me (I like cleaner looking floors, and the grass tiles go well without the rubble you see on many other tilesets with the clean looking non smooth floor) I'll think about this though. Maybe I'll find a non-distracting fancy tile.
2. Since I based my tileset on ranting rodent's, I have been using his graphics for dwarves and creatures as well, maybe I shouldn't have abstracted the tileset from these as they go together with the corpses on the tileset. I could include them in the next upload.
3. Another ranting rodent tile I haven't touched, maybe I'll change it later.
4. Good call, I think I saw an option to change that in d_init when I added the pillar.
5. I've rearranged some tiles so only ore tiles occupy adventuremode tiles in the fortressmode tileset. These include some river tiles, the elf hideout, potentially also hills and the @ tile in the future (I intend to expand more on the geological variety later)
6. Not sure how you mean they should look.
7. Will be fixed in next realease.
8. Sure
9. They are basically slightly modified (shaded) Ranting rodent tiles, modified with brown trunks. I have to admit I spent quite some time on the outher environment, maybe thats an elfy side of me. To counterbalance it I have dwarfy side that wants a cool looking geology as well. The next update will include various changes on that front.
I noticed that the mud in 31.# discoulours my farm plots red, so I tweaked the colours a bit that it looks more natural:
This triggered a series of changes, e.g. the soil tiles, because clay tiles turned rather ugly due to the colour change. The old ranting rodent sedimentary layer tile is gone, and replaced by Ironhand's masterfully crafted reusable schist tile, and some gems have changed colour as well. The dwarfy end result looks something like this: