I collected a lot of random thoughts about unpolished stuff, some minor bugs (3 very stupid ones as well, see the first three mentionings) and balancing. If you are interested, here it is, might be a bit long to read though. I will see what I can implement from this list. Feel free to comment, if the direction I want to go is good or bad in your opinion.
PURE minerals veins, produce twice the amount of bars.
Better weapons require at least a refining step more, OR components to be assembled.
I2amroys ultimate plant mod should be added, optionally.
BEFORE I DO THIS; MORE FORTRESS MODE TESTING IS NECESSARY. See hugos results.
apply rocktip patch for stone ammo.
Try to use the some kind of patch for the rest of the ammo. I will need:
8 bullet plants
45 special ammo plants
3 gem plants. (this would remove the actual gem name, I would add: weak gem/gem/strong gem ammo.)
FIXED: (removed reaction class from bonemeal) bonemeal is used to make bonemeal. argh. loop.
batch smelting of steel can use steel bars as ingredients as well. argh. loop.
alchemist uses the special ammo as base ammo as well. argh. loop.
Example: I can take a weak gem, fuel and strong ammo, and make weak ammo. wasted quite a lot of ammo till i noticed that.
craftsmen can make wooden bullets. I guess all ammo is default makeable in craftsman/forge ? yes it is.
bullets can just be made in the forge. even from wood in the craftsman.
maybe zombies should be able to drown. If they get stuck in water they are hard to get rid of. ranged does not do much damage,melee cant attack.
clear zircon is worth 125 ? and raw titanium only 5... this does not add up.
raw mithril is used as stone, like normal stones. damn. large serrated raw mithril disk, 1700 worth
guess the same counts for the other new metals.
fossils should not be orderable or embarkable
FIXED: (removed training tag) knuckle dusters are under training weapons
no padded uper body armor
impossible to see what is a throwing weapon ammo and what is a throwing weapon weapon in the forge screen.
zombie race has a name, but zombie creature has no names.
make corpse grime red, much nicer.
traders DRAG their horses. Even unconcious ones.
batch furnace coal making from wood should not need fuel.
iridium is directly produces as wafer. NOT as Raw_iridium. this means no clothing
Actually yes it does. Extract iridium strand works even without iridium. It takes ANY iridium bearing ore, which means: ALL OF THEM. -.- this means you can get one wafer out of one piece of random ore. Should remove the wafer option. This way you only get ONE bar for every 100 bars you smelt, OR one strand, from any ore, for metal clothing. lots of testing ahead.
add a reaction to the crematory (or woodfurnace, anything) to burn wooden equipment (as in: elven) into charcoal.
some cavern animals, all FF animals, and the new genesis creatures have NO generic bodyparts. Will remedy that.
itemcorpse statues is stockpiled under corpses and cant be built.
helms need only one Bar ? boots as well.. strange, should be more.
strike and kick attacks are in the creature raws twice for dwarves.
battle axe, short sword and mace are double, or at least there are two items with that name.
no above ground seasons... all plants are active all year.
forgot to make a religios caste. stupid me.
gem workshop makes only a single glove/boot, instead of a pair.
advanced golems price is missing a 0. should be ten times more.
bola bolas plural... must check the throwing weapon names for correct singular/plural
trade caravan has enough stuff to feed/equip ten fortresses. three wagons full. wow.
a stray war advanced golem. Lol. Any way to get rid of the stray, and use the advanced as an adjective, as with weapons ?
burning skull skull totem. lol.
burning skulls have inner organs. should only have brain, head, skull, wings.
burning skulls should be changed a bit. no fleequick, its no fun hunting them. also higher body temp, so booze acutally boils aways.
just got a tame cave beetle with some migrants. Have to find which raw it is in, and put it in the manual.
black tiles on archeologist look a bit weird.
I am quite certain that I deactivated weather, but a snow storm has come.
this is a treasury chest exotic high boot. USELESS.
Fossils should somehow be seperated from other gems. No trading with them, no cutting (?), no usage in the gemworkshop. maybe add a has_material_reaction_product or a reaction_class.
unload bodyparts is always on.
Loading bodyparts CRASHES the game ? MUST TEST.
some caps in the names left.. should standarize the names to low caps.
epic mood artifacts have weird names, because the material comes before the adjective. Should use the real advective tags, if possible. No exceptional steel angelic armor, but an exceptional angelic steel armor.
crematorium also destroys hair and shell, horn and hoof. usefull things. I should seperate them better, maybe with has_material_reaction_product or a reaction_class.
bonemeal making does not respect stack size...
A little bit boring. Second winter, only 3 traders (no humans ?), one ambush (goblin), one siege (zombie), 6-7 thieves (kobold and goblins) BUT I am still at 40 dwarves, maybe not enough for big sieges. (forget it, got more thieves and ambushes animated armors crawling out of the caverns, dead dwarves everywhere. Good.
sword of armok size is way to big, resulting in a price way too high. have to check all sizes for mood weapons.
my tame steppe eagle is not listed under animals in the stocks screen. I also have no idea how I aquired it. Maybe the killed elven traders ?
Make a better tech tree system.
Arc furnace and blast furnace = good, adv. metalworking needs bars to build, that means that normal metalworking has to be used first.
Gemworkshop = good, needs big gems, that means that the normal jeweler has to be used first.
Rest = bad. (so far)
Make a new wood, steelwood.
I would like to make Steel/Ironwood items dismanteable.
I would like elves to ONLY wear Steel/ironwood.
elves bring no wagon. will fix that if possible. adding of wagon puller, domstic_pull pack and so on ?
trex skull helmet should be worth more.
Not many creatures coming by... mostly birds, vermin and burning skulls. caverns mostly full of spiders and blobs, saw two mummys and a giant beetle, now a bronze statue running around.. I think the flora and fauna creatures (rather ordinary real world animals) are so much (120 kinds) that anything else (more interesting monsters) have a very little chance of appearing. caverns seem alright though, just got a blood spider and more mummys.
caverns are barren (no grass/plants/trees in the first level, but stock full of webs) I assume worldgen problem, since I changed nothing on the plants/grasses raws.
altar of armok made... 1500 iron swords. (it respects stack size, therefore a barrel (20) will make 20swords. I lowered it to 1%.) maybe another solution would be better ?
gems dropped by blobs can NOT be used in the jeweler. since the special ammo needscut gems, the feature does not work at all. -.- Therefore I either have to make the gems actual gemss (then they can be taken at embark/trading, I wouldnt want that) OR chance the reaction to accept them like they are. I will try this. The small blobs can be bought from elves btw. FIXED ITSELF. THE GEMS ARE ONLY COUNTED AS SOON AS THEY ARE STOCKPILED. UPS... wrote all this for nothing.
the thread is brown with frozen muck root oil. Souldnt it by dye ?
Construct pets (like landmines) get names if they arrive with a migrant. Any way to turn this of ?
both stable and unstable warpstone are called warpstone.
maybe I should add syndrome stones hidden as little clusters with the same name and tile in mineral veins. that would be fun. Optional under: harder mining. (causing no poison, but mining accidents, with pain and bleeding)
the new civs have no english translation. Why ? Without it no epic names are possible. At least not understandable.
maybe I shouldnt use vermin-tiles for non vermin creatures.
make wearable crown helmets.
special ammo is not used as ammo. not stockpiled dont know why, but throwing weapons are fine. probably because they are not listed under: permitted_ammo in the entity file. But adding it would make them aviable to the forge, no ? (the needed metals are unaviable anyway, but maybe the caravan would start bringing the ammo. AND the forge would have a lot of unuseable reactions, clogging it up.)
kills: a zombie master the zombie master... how can I change those names ? (probably have to do with zombie individuals having no real names. must fix that first, but dont know how.)
obsidian and slade factory (maybe compressed to one building?) should be lower on the furnace list. (since they are new when you find magma, but pop up in between the old buildings, making them hard to spot)
throwing weapons currently clog up quivers of crossbow/archers. The ammo type is default active in the ammunition screen, the soldiers pick them up, put them in the quiver, but cant use them. This results in ranged units that cant fight. I will add this to the manual, and a macro the deactivates them. Probably Macro:Settings. Run after Embark, or something like that.
add a sling that uses stones as ammo. make stone pebbles or something. low tech ranged weapon.
I should make a way better system for the weapon tech. Wooden/stone first, then normal metal weapons, then good metal weapons (moving them to another workshop and making custom reactions) then guns. or even the reverse-engineerins/inventor thingy some people suggested. might be complicated for users to learn though. Point is: people should have an early weak militia, but still fully equiped, just with bad stuff, like clubs, rock mauls, leather/bonearmor and slings that shoots rocks. Then progress to simple metals, better metals (iron already has an extra refine step, steel has 2, the new metals have 3, alloys 4) at the same time adv. weapons, that require something extra... and latest guns. to make it more obvious I splitt the stonecutter into two parts. One makes furniture and goods, the other makes weapons. I will spend a lot of thought on making this OBVIOUS, as in: easily understandable. Otherwise people ignore the first option, go for steel, and ignore the adv. stuff, because, doe, I have steel already, what could be better ?...
military exped leader that is drafted into active duty makes diplomats leave unhappy. have to remember that
animated armors are way too hardcore. they take 50 direct hits from steel bolts, does not matter, killed 3 fully steel clad dwarves with lvl10 fighting skills in 1 second with one breath attack, then slaughtered the other 5 fully steel clad dwarves. they did take heavy damage, but it did not slow them down.
Their armor has: [IMPACT_YIELD:1620000][IMPACT_FRACTURE:1620000] this is higher then steel...
amber is a default hardcoded material, why not add it ?
coral is a default hardcoded material, why not add it ?