Another thing I've noticed is that keep showing up as dead on my unit screen, without my ever having seen them or breached the caverns. I'm not sure why this is, or if it's already been reported, but I just thought I'd give you a headsup that they're maybe burning alive in the magma layer or something somehow?
Also, how do you go about making your tech trees? I noticed today that Kobold Camp has an 'altar' building that doesn't actually do anything, and I've been considering adding a religion-based tech tree with various rituals for my own use (and I guess I'd probably throw it over towards the KC thread so anyone who wants it can grab it), but I don't even know where to begin.
Yeah... they're fighting other stuff down there. While they're very strong, they don't hold out forever. I don't know how to make them non-hostile to certain randomly-generated creatures that they're fighting with. I wish they wouldn't show up in the units list because it hints at one (well, actually, quite a bit more than one) of LFR's biggest secrets, but it won't really affect anything because their population is functionally unlimited, so more will eventually show up even if some die. Trust me, you'll know when you find one.
The tech tree is done, as Patchoulli says, by requiring custom items (generally tools and toys) for workshop constructions. LFR uses a chain of these (which is getting increasingly complex) to create different "levels" of the tech tree. These special items are obtained by...
1) Acquiring them from a creature drop (i.e. damascus sentinel)
2) Acquiring them from a rare creature drop (i.e. moroii)
3) Requiring a special material to produce (i.e. orichalcum)
4) Producing a chance product from a "research" reaction (i.e. documentation)
Loving the mod. Too bad about the Neph caravans.
Can anyone explain to me what to do with the accreditation certs?
-Joe
There is a reaction in the alchemy and magma alchemy labs called "document alchemical research" that takes ten of these slabs and produces one, functionally eradicating nine of them (the reason it does this is technical - reactions do not advance skills unless they produce a product of some sort). This reaction will train the organizer skill and remove the clutter that inevitably builds up around training workshops, but is also a method for unlocking further technical advances, since this reaction has a number of uncommon "chance" products needed for tier two workshops. For example, sometimes documentation will produce a "perplexing slab detailing the experimental synthesis of hadrine," which is needed to unlock the experimental materials workshop. The occasional masterwork slabs being destroyed in this reaction will not cause negative thoughts in their creators (I have personally and extensively tested this).
It's also worth noting that these items have extremely long names, which WILL cause crashes if you are using the current version of TrueType, so it is highly recommended that you leave that off until it is fixed in future versions of DF.
In case you're having trouble reading the full names, or if changing the layout of the screen is irritating, they all start differently...
perplexing = experimental materials
detailed = lustrum extractor
carved blueprints = advanced casters
hastily chiseled = experimental weapons
carved treatise = currently no function, planned for future developments
inscribed = currently no function, planned for future developments