Thanks alot for the criticism.
What I try to do is essentially to morph DF from a simulation (with realistic everything) to a strategy game. Every feature should be useful, and balanced. That's my reason for lesser egg for example. Realisticly they should lay more eggs. That makes food production too easy (mostly because the system is faulty, One Egg = One full meal) therefore I change it.
I also like to add things that do neither increase FPS usage, OR more work for the player. Example: Adding 50 kinds of trees does not add new features, but instead makes you scroll through a longer list every time.
Adding 500 descriptor patterns for engravings does also not add any new features, BUT it does not harm FPS or the player, therefore I do add it.
Another thing is accessability. I would like to keep it intuitive. A building called Crematory is self explanatory. A caste system (if i do one) would only include Social/Military/Worker class, since all skills are categorized like that as well. No fancy names, no complicated things that do require a Manual/Readme.
First testing is completed as well. Full bug report and what I have done about it:
gaint olm, gaint toad, gaint bat, rhinoceros, elephant leather - instead of standart
leather
SHOULD BE FIXED
turtle and frill lizard have the same name, male and female
FEATURE, NO BUG.
turtles give a skull, but no shell
HAD TO DO WITH CREATURE SIZE, SHOULD BE FIXED
anouncement and pause/zoom also on domestic animal... PET Tag responsible ?
SHOULD BE FIXED
Landmines are delivered in Cages, same goes for golems, turrets and decoys.
UNFIXABLE, THEY COUNT AS PETS/ANIMALS - Anyone has an idea ?
Weird numbers with FPS Cap 0
FIXED BY ADDING A REAL NUMER, CAPS AT 500 NOW.
Elf : Elf Treasury Representative = name a way too long
IS NOW: Treasury Master
white widow (new creature) not in elf merchant screen under pets... BIOME ERROR
SHOULD BE FIXED
This a a rolls of barbed wire... WRONG SINGULAR/PLURAL
FIXED
*** Error(s) found in the file
"data/save/region1/raw/objects/creature_whitewidow.txt"
Unrecognized Biome Token: ANY
SHOULD BE FIXED with tag: LAND_ALL
Goblin Thief only has BOOTS, GAUNTLES and GREAVES, no helm, no breastplate, no
weapon.
RANDOMZIED; FEATURE IS OK, AMBUSH SHOWED UP FULLY ARMED AND ARMORED
Enemy entitiy non butcherable, no goblin roasts bone bolts etc... no speak,
intellegent removing ?
Goblins have no more: intelligent tag
Kobolds have no more: can learn tag.
Lets see if i can butcher/bonebolt them now NEEDS TESTING
bonfire not hot enough to ignite remains, wood or booze OR too short to tranfser heat
to items.
RAISED TEMPERATUR FROM 12000 to 20000. HAVE TO TEST WITH BIG/LONGER FIRES. Also tweaked trees not to grow on map and set everything on fire.
display case not buildable/selectable in workshop menu
SHOULD BE FIXED ? NEEDS TESTING
Not much, because I did not add much as of yet
OUTSTANDING BUGS:
weird entrys in Stone Restrictions. 3x skin, 3x empty, all mine explosions - Comes from inorganic_material raw. No idea how to fix it yet. The 3 skins is from the standart leather, animal/rare/exotic.
DWARVEN products orderable from HUMAN caravan. But not from elves ?
How can I make a Pet only aviable to one Civ, and not the other ? I want Common_domestic pets for embark and dwarves, but the humans have access to it as well. Changing biomes would help ?
Still only 1 bar for each weapon / armor item.
SHOULD BE WORKING, NO IDEA WHY IT DOES NOT.
I did change the material_size in the item raws, with 150 for 1 bar, 300 for two, and so on...
CHANGES:
Goblins/Kobolds are active sooner. Change Progress trigger in Entity file.
Material value on armor and weapons lowered. Less money from goblinite, since they arrive with more pieces of armor now. Also makes trading harder. No more copper large serrated discs worth 3000-4000 each.