Thanks for the feedback!
Those bugs have apparently evaded my attention. As saying in my field of study (IT and especially software development) goes, "The coder is usually blind to bugs and mistakes he has made himself". That's why it's always good to get some feedback.
Bugs:
One of the Runes comes out as "Stone" when made. Can't remember which one, sadly. Edit: It's the one that starts with "I", I think.
It was "Isa" rune, which was missing part of the [IS_GEM] tag.
The version on the front page has temperature off. I'm assuming that's why Cursed Stone doesn't evaporate in the version I'm playing. Attempting to turn it back on got a crash, possibly because there's so MUCH cursed stone to evaporate now.
The temperature left off was mistake of my side, as I uploaded version which I used for testing. Basically I keep two version of each release, one in folder label ie. "DFA 0.3.3 - Copy". In this case I used the original version in testing, and I usually play temperature off due my laptop being bad (which is not the case anymore as I have new laptop. YAY!
).
The problem of game crashing is most probably due the high amount of cursed stone evaporating simultaneously, just like you suspected. How much is too much depends the computer though.
Smelting Native Platinum results in Palladium Bars.
Not exactly, the mod just had wrong name for Native Palladium. You were really smelting palladium, as I never touched Native Platinum. It's fixed now...
Edit: Attempting to make Rune Steel results in nothing every time I try. I've looked at the reaction and it appears to have no failure chance...any insight? Another edit: Praying for blessed Axes works. Praying for Blessed Shields gets me Steel Bayonetted Crossbows. Weird.
The steel problem was more elusive. There was one extra ":" in the product line, making the tag to start like [PRODUCT::100:1...]. THis caused the game to think that there was 0% chance of producing 100 bars of steel. The same problem applied to every rune metal.
For the Blessed shield, well, the only problem I was able to locate was that the product line used WEAPON instead of SHIELD as item token. Otherwise I can't see why the game would mistake the product to Bayonetted Crossbow.
I had a Viking Siege that I couldn't handle, so I walled off. The next Siege arrived and the current one hasn't left yet. I currently have approximately 300 Vikings (or thereabouts - counting mounts, about 25 pages of invaders in the U-menu) and 75 dwarves, three of whom are Military caste.
Edit: Some of them *have* left, so I'm not in quite as bad a situation as before. Still, kinda funny that I only ever got two caravans before having to seal myself in.
In 0.3.3 version Vikings only required 50 dwarves to lay a siege, which basically causes them to siege during second year. I have changed the production trigger to 2, so that should hold them back a bit. Also, I made them active only during winter, so you should get those sieges less often.
Now, the [SIEGER] tag may be the cause of the siegers lingering near the fortress so long that new sieges manage to arrive before old ones have left. Now that they are active only during winter this shouldn't be such a problem anymore.
I understand the idea behind the Castes and think it can be cool, but penalizing all non-Military dwarves to 20% or lower combat skill gain is a bit harsh. Similarly, Nobles are of sharply limited use; considering that under a Feudal system, which is what the Dwarves appear to be, Nobles were often defined as "the guys who owned the best armor and weapons, so nobody else could tell them that they DIDN'T own the land", this seems harsh. I'd actually consider giving Nobles a boost towards learning military skills, possibly even faster than Military dwarves, but without the physical enhancements that make the Military dwarves superb.
Lots of good suggestions in that section. Yes, I have been wondering myself how balanced those learning rates are. So, for now, I'm changing commoners learning rate to 50 and nobles learning rate to 120, which is a bit higher than what warriors have.
One of my future plans is, when Toady makes it possible, that certain positions can only been filled by certain castes. So, when that's possible, only nobles will be able to fill the military leader positions. But that's something probably in distant future.
Similarly, the Bone Meal Flux occurs at a horrible rate of exchange. Because dwarves don't separate out bones, it translates to one fuel and three skeletons per unit of flux; I understand this may be realistic, but I'd increase the proportion some. Also, Bone Meal Flux is considered to be a low-value Stone that goes to any Stone stockpile and can't be restricted.
I changed the reagent requirement to 1 bone, so it's 1:1 now. But yeah, the handling of bones is quite buggy currently. Hopefully Toady gets around to fix that.
The reason why Bone Meal Flux didn't appear in stockpile settings was because it was missing the [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]. It's fixed now.
I think it would be better to simplify the Religion section a little. There's too many steps to Rune Totems for me to want to hunt through the runes each time I want to make one totem that may or may not result in me losing an axe, or getting one that's been 'blessed' but has been reduced from Masterwork to well-crafted. Can you force it to use a Masterwork axe - perhaps take two of them, bless one, and sacrifice the other? I think it's unwieldy to make the player bless ten stones, hunt down which runes he needs and make ten runes, make two totems, make holy water, then convert an axe to a blessed axe.
Honestly I think the Runes are the biggest problem I have (other than the bugs, which happen, y'know?). Having to queue up twenty-four different combines for one item that may or may not be worthwhile is frustrating, especially with the different runes not appearing in any particular order in the runecrafting screen. Making the totems directly out of sacred stones (and having the totem names reflect what they're for - otherwise you have to check RAWs to learn) would streamline the process.
Yes, you are right, the rune section needs a lot of tweaking. As far as I know the runes are listed in the workshop in the order they appear in raws, though I'm not sure. So, as all the rune reactions are in single file I could try to rearrange them to proper order. I have also been thinking of removing the runes which are not used right now, there are lots of those currently. And rune totems could be made to require only blessed stones, the number of stones required could depend on how long the word is, currently ranging from 2 to 6. The production probability is a leftover from the time when the runes didn't exists, I should definitely tweak those up. Basically all the reactions that require runes or rune totems would have 100% chance for the production, and only those that don't require runes may have lower. How does that sound?
All in all, I'm enjoying this mod quite a bit.
Nice to hear that people are enjoying this!
So, I'll upload new version later today or early tomorrow morning, depends on if I manage to make all those tweaks in religion this evening. The new features must wait a bit longer as I have been rather busy with university, work and now that I have new laptop I need to spend some time to set it up properly. But fixed version is definitely coming out soon!
EDIT:
"Engraved on the forum is a superiorly designed image of Kipi the modder and laptop. Kipi is staring at the laptop. Kipi is drooling. The artwork relates to the buying of Lenovo laptop by Kipi in the later spring of 2011."Sorry, couldn't resist...