I know of the problem, I know the cause. I only comment out the entity id in the fortress defense files, and each entity above the commented-out entity uses all the tags/reactions/items...
So strangler have no weapons, are above the blendecs in the file, stranglers are ON, blendecs are OFF, all blendec-items are now part of the strangler civ. I just have to either add a metatag for each [, OR sort them all into one entity file each. First one will be easier and is quickly done.
Anyway I am offline now. Enough for today. ^^
And for those that want to have a look at a possible futures, here the big to do list:
FORTRESS DEFENSE
- badgermen size
- hellfire imps melt
- metatags for each [
FONT EDITING
Exceptional = Masterwork = Forbidden
KOBOLD CAMP
What to do with slag (?)
Add masterwork buildings that fit
Add orc fortress buildings that fit
Write some parts new for them
Kobold Caste System
Play a testfort and make a list of issues.
MUSIC STAGE
Port from alpha
download mp3s - 12 in total
find sound for announcements (?)
CHEMISTRY
Rust removal
Acids
Explosives
fertilizer
Cinnabar, Realgar and Rocksalt are still in the game.
HARDER METALWORKS
Super realistic, long metal production
see metal mod download
WOOD
Redo Sawmill & Timberyard
Make processing stages for wood
FOUNDRY
Massive furnace building
Mass production of metal items (?)
STEAMPUNK / TECH IDEAS
Brainstorm
ALCHEMY
Braimstorm
ARCHEOLOGIST
Cursed items, all undeads are raised
SPAWN INSIDE FORTRESS
Lich transformation
Shade thief invaders
Poltergeist: Friendly, but building destroyer.
Wormfolk
Test: friendly thief/mischievious/curious_beast_guzzler creatures.
HIGH TECH TRADING RACE
Tech Gnomes
Mechanized ranged weapons
High end trapcomps
grenade thrower maybe?
flamethrower ?
steam-punky something
WARPSTONE
Skaven underground invader race
warpstone makes people crazy/mutates them
special grenade ammo: warpstone molotov cocktails, NO FRIENDLY FIRE
special weapons: warpstone nets, NO FRIENDLY FIRE
special weapons: warpstone thower, like flamethrower, NO FRIENDLY FIRE
SIEGE BUILDING
See gunner/flamer from necromunda
APOTHECARIUS
Lobotomy: Make dwarf slow, tranquil, no-tantrum.
Healing: Raise recuperation
Stop diseases
HELL - CHAOS CIV
Add custom demons to hell surface area
ARMOR ANIMALS
armoring animals : unicorn, drake, dragon raptor, forest spider, wolf, cougar, giant drow spider, gigantic panda, dire wolfmastodon, blood spider
add war train: forest spider, blood spider, wolf, cougar, giant drow spider, dire wolf (value increase as well)
PLANTS & TREES
- Different EVIL trees
- Different GOOD trees
- Different EVIL cavern (1,2,3) grass
- Different GOOD cavern (1,2,3) grass
- Different EVIL cavern (1,2,3) trees
- Different GOOD cavern (1,2,3) trees
MISC
- Add more Embark Profiles, for mod-specific embarks, like guns, alchemy, religion.
- catapult and ballista parts from non-wood.
- totems from non-skull.
GUI
Connect the ascii/ironhand set with the gui directly
Check errorlog if everything is turned off, then 50+/50-, then 50-/50+.
FEAR THE NIGHT MOD - Optional (update it too)
NARYARS DEMONS MOD - Optional
DWARF CHOCOLATE MOD - Optional
MANUAL
Write a Kobold Camp manual
Update to current version
Item Section
Organic Material Section
Broodlords/Slaves,