i absolutely love this mod. normally, after playing around with a mod for a while, i wind up making use of what i like in my own modified games and move on, but this one, the entire thing's moving along with me. and i'm highly anticipating the ritual tech options, especially once the new syndrome stuff is available.
my previous fort crumbled when the voidwalkers came in force...with whips. nothing survived
the current one is an ocean embark, i figured i'd use an enclosed beach area as my entrance...only one small path non flying/swimming enemies can come through. all was good until the lizardman seige, where they just swam straight up to my front door (and promptly got slaughtered by my military and guard war everythings). something i found interesting, and not sure if you managed to do this on purpose or not, was the last surviving lizardman didn't flee like goblin seigers do. i mean, he ran away, yeah. but straight into the ocean, then while i watched, circled back around, and tried a one lizard assault from a different angle, and partially concealed by ocean mist. again, he died, but it's the thought that counts.
also, the current fort has no orichalcum ore, and the dwarf civ doesn't seem to have heard of it, either. luckily, the humans have access and kindly donated a bar with their first caravan. after they and the nephilim killed each other while locked in the depot after their guards weapons and armor were stripped away. unarmed, the nephilim sure love to resort to biting and shaking.
and once, i even got the nephilim to trade. the one time they decided to head down the same ramps the packbeasts had to use, instead of flying straight in. i was pretty shocked, actually