ok!! initial playtesting results look good, but i do have a couple of questions:
- when i turn on skeletons, i get tons of em. they're everywhere, including really quite deep. maybe make them a bit more rare...?
- are so many soils supposed to be graphically represented by colored 1s? rough hewn salt stone walls, for example... are they supposed to look like that?
- even with the minerals setting cranked to the highest it will go, i haven't found a map with weapons-grade metal ores yet. this could be anecdotal evidence, but i really like having metal ores, and i'm trying to find some, but am having a fairly hard time. like i said, i have no idea if this is a real problem, but i've generated 4 maps now and tried like 9 starting locations, and none of them have had weapons-grade metal ores. weird, no?
- what are the differences between the different types of steel, exactly? i might be content with one type unless they really add a lot - is there any way to turn the types off and just have plain ole' steel back? that might be an option people would like to have around...
- this is more of an aesthetic quibble, like hanspeter's question: if i wanted to turn sand from its current rather bright yellow to a more gray color (distinct from clay of course, but most beaches and river sand etc is grayish), how would i go about doing it?
- what exactly is cave fungus supposed to represent? does it make sense to have tons of it in big fields all over the map, disconnected from any currently-existing caves? is it structurally sound? how does it form? sorry to quibble, but i just have no idea how to think about it, so it throws me off a little =P
- there seem to be a few other weirdnesses in the tile selection - on world maps, for example, some of the tiles don't seem consistent with how phoebus has been using them. that's probably intentional, but in case it's not, i'm letting you know =)
- from what i can tell, it looks like you're using an old version of phoebus's tileset! he's up to v23 now, and you're using v20, right? correct me if i'm wrong, of course, but that's what the tileset assembler seems to indicate!
other then those quibbles, none of which are really incredibly serious, this mod is awesome =) thank you so much for all the time and effort you've put into it - i look forward to exploring it thoroughly. cheers!