Hello!
I'm playing this mod for the first time and really enjoying it. I have read the manual but have some additional questions not answered it it.
1. Did you program caravans to not arrive in the event there is a siege going on? I'm at year three and it seems that way. I think that's a great idea because I hate losing caravans to sieges (especially now that you've brought diplomats back). Do Drow only come from underground? There is a tower nearby my embark but I haven't seen 'em yet (haven't gone to the caves yet because I'm sitting on piles of bituminous coal so magma isn't really necessary).
2. The (old) Genesis mod had "workshops" that benefited military training, like a weight rack or training dummy, to kind of balance out the two polarized options the vanilla game gives you (barracks training, which is so slow as to be ineffective, and danger rooms, which are the only real option but many consider an exploit). I didn't see anything from reading the manual, but I know it isn't comprehensive, so does this mod have any shops or reactions or strategies added to help with training?
3. Actually, any military tricks and tips that are new to this mod I would love to hear. I'm having fun, but my military is getting worked, which leads me to...
4. Now granted, this is one of the Fortress Defense races, but they are included in this mod, and I assume many players use them, so I feel it's relevant to ask. White Tigermen are described as an "easy" siege race, compared to goblins, but I don't even have 80 dwarves and they sieged me with war dragons which destroyed my raised stone drawbridge protecting my fort. Now, in vanilla, nothing could do that, it basically counted as a constructed wall. How can someone defend against that, especially in the early game? They appear to be trap avoid as well, or at least they sauntered above my cage and weapon traps - maybe they flew, but if then I'd think they would fly over my walls too. I conscripted my whole fort to take them down and I'm not even sure how I won. Some must have run away because it took like a month in game to take down the one that got the furthest.
5. I've had four moods so far, and they all have made bone items. Is this mod more morbid than vanilla, or is this just some funny coincidence? I did like some of the (what I assume is) new imagery, the clawed runed hand and what appears to be more focus on what goes on in my fort than ancient history about some elf killing some semi-mega in the same biome.
Thanks for a great mod!