I must say, I am muchly looking forward to playing with the new release (2g+ already - how time flies).
With regards to my wool problem, I tried running a wool industry in a burrowless fortress (in version 2f) - still couldn't spin any yarn. Very puzzling.
Meph, if I might ask, in your forts with a working wool industry, what is the wool called once shorn from the sheep? Mine is always called "stray ewe wool" or "stray ram wool".
Also, I had a thought for you and for the other Masterwork players - Since my Orc fortress, I have been thinking about how I play with the Dwarf castes. In orc fortress, the orc castes are pretty generalized and each is useful for many things. This means that I am likely to find an appropriate job for each orc caste at every stage of fortress development. In contrast, the dwarf castes are more specialized. If I get a dwarf with a caste that I already have too many of, most often I cull the blighter. On the flip side, that specialization also makes the dwarf castes more powerful if you get a dwarf with the right caste at the right time. Particularly when you get a good mix of castes in your starting 7. I found that this led to me prizing my individual orcs far more than I prize individual dwarfs. That seems kinda backwards to me.
I don't know if anyone else is finding the flavour of dwarf castes a bit off. Maybe it is just me.
It made me think that perhaps dwarf castes would work better flavour wise if they, like the magic castes, were ways to upgrade dwarfs. For example there could be a "university" building that worked to transform dwarfs to educated savants in a particular field or turn them into elite soldiers (though for flavour and balance reasons, perhaps a seperate "war college" should be used to give dwarfs military castes).
Thoughts?
fasquardon