Tha black area above your wood stockpile seems to be grazed, it is darker then the rest. And the YES[GRAZER is fine, the YES[ changes to NO, wehn the feature is turned of, just a little tag for my other program to find.
@alagon: I will include it to the manual, and renamed "bolts(foreign)" to syndromebolts. These are the bolts you get from the alchemist/ammo bundles, with the syndromes attached. But nothing I can do about rocktip bolts and rocktip materials, just ignore the material ^^
@ sayke: Thanks as always for the long and detailed feedback. Although this time I have to disagree with most things. I personally like the "chains" optic, it makes the building look darker. I can make a poll about it, but this is a really minor thing, considering that it does not affect gameplay and only high-end fortresses will ever see this building, IF they decide to do the evil magic.
The Unnamed One should do unstpeakable things and throw around hurting people with insanity and horrors, just for fun. Should read that way. The other names are standardized for people to easier recognize what is what. I'd prefer the Lifeweaver over a -Mancer as well, but it does not fit in the list. Any better ideas for 3 similar sounding names, that still show that they are good/evil/fire ? I also liked the Oathkeeper more then Oathbound, same "problem" And again, same with the "The" Just an indicator that this is THE shapeshifter, and standardized in every building of the three. With 9 magic units it is complicated enough. They also do keep their names and profession names, which kills the effect a bit. I currently have combat logs: The milita commander, or the cook, is hitting someone with insanity. Would be awesome if someone knows a way to fix this.
- also, the transparency in the .png graphics files still doesn't seem to work. i can change the background color, and set transparency (i think) when my photo editor saves the file, but it doesn't seem to be recognized in the game! with BMPs it works fine, but i'm not seeing it work right in .png files. i'm using xee as a graphics viewer and editor, btw, which is fantastic - very lightweight and fast.
This is interesting. I am unfortunatly still a noob when it comes to alpha channel and transparency, also based upon the fact that my netbook cant really run the photoshop, to slow. I will try out xee. Flobulon did the transparency btw, but I did notice that it does not seem to work. Will have a look again. Would be nice to find a solution once and for all. The three shapeshifters have a custom sprite btw, although they could be better ^^
I wont use greek or latin names, no one would know what they mean.
The water overflows. The alcohol stack you used was too big, still working on a fix. The problem is that a full barrel has more capacity then a full bucket, so the water is not added to the empty bucket. Maybe I should use barrels for the water as well, but I dont know if dwarves will use it. Otherwise no idea.
One of my turrets has started shooting at my dwarfs! It has killed half a dozen, but the military won't acknowledge it as a valid target. Anyone else have this happen?
What ? Is it marked as berserk ? What turret, was it friendly fire ? Since both being a hostile unit, and being no valid target is impossible, just by DF AI standards.
Cool, right. Any idea how do I get them in the hive?
Ehm... actually... I have no idea. Surprised myself, I never actually tested them. They were a creation by another modder. I even have fungi producing leaf-cutter ants, thread producing orb-spiders and silk-moths lying around, from another modder. In theory your beekeeper should accept them as valid target, put them in a hive, and they produce "hiveproducts" just like the bees, just instead of honey they do silkthread.
About traps/razorwire: Will check again, but they should cause bleeding, thats right. No cut of limbs, no organ damage, only heavy bleeding after crawling through it. Sounds about right that they cant cross a corridor full of it.