If you insist, yo.
I guess you can look at the horrifyingly messy raws, or mess in the arena if you want though.
http://dffd.wimbli.com/file.php?id=3247
I will jump into fortress mode, and horribly "amend" any irregularities
Beta tester for a mod for a game in alpha
Well, for one, I'm not sure if you can grow anything, mine anything, or cut anything as the fairy race yet.
You apparently can. However, for whatever reason, Fairy civs consist of a SINGLE FAIRY. More interesting is that abandoning doesn't kill the fairies, and they instead wander off to wherever.
oni and humans breed like earth rabbits.
time to figure out why fairy civilizations only gen with one member.
Time to figure out why fairy populations only increase when there are a lot of civs to begin with.
gen with four (total 10) fairy civs: a total of four fairies in legends.
Gen however I just did: get at least 20 fairies, probably more, not bothering scrolling through the 15k figure list.
Thingd of note (Including things I know you are aware of):
1 - fairies use aboveground crops over underground crops.
2 - Fairies can indeed mine and cut trees.
3 - there are AT LEAST THREE PAGES of aboveground crops.
4 - Abandoning doesn't instakill the fairies.
5 - they seem to retain dwarven cave adaptation.
6 - the barrel image is not there (black square)
7 - you cannot embark with plump helmets, or any other underground plants. Why no underground mountainhome? (which plants are edible)
Basically, why include cave adaptation on a species that is aboveground? (at least, the in-game thoughts and preferences indicates that they can adapt to indoors)
Also, how does the POP_RATIO number actually affect the weighting? The female castes have them in the thousands, and the male one is 1. If they work how I think they work, the fairies will almost never reproduce.
1. Intended, they're meant to be aboveground-dwelling. Unless I'm misunderstanding something.
2. Cool. I didn't think I changed the weapon sizes, but I guess I did.
3. That's a lot. I didn't gut all the vanilla plants yet, I was supposed to though. It's still an awful lot though. Part of the problem is that the growing durations require that most plants be plantable in all 4 seasons, making the menu a lot more cluttered than desired.
4. I don't think they instantly died with dwarves either, and dwarves could end up milling around after an abandon.
5. I figured that anyone that stayed inside way too long then went outside after a long time might puke. I might remove it.
6. I'll try to fix it. I messed up the transparency probably.
7. That's a civ issue probably. I'm not sure, but I think there's a certain token that slates dwarves to underground plants, and I removed that. Rice is intended to be the fastest-growing crop, but I'm almost certain that the growing durations are completely all over the place from me testing things out, with some having a duration of 1, while others having a duration of years.
You're right about the ratio token. But they actually did okay pre-sprawl, and their populations were okay, even with only having a few breeding males. But I just copied stuff over directly to .16, and didn't get a chance to mess in the entity files. From what I've seen, you're guaranteed a certain amount of males/females at the very beginning of worldgen, but that might have changed or something. As long as those males don't die instantly, and their litters are gigantic, they should turn out okay. There might be limitations as to how far worldgen can go, but we'll see.
I'll mess with the entities when I find some time, school is being a hateful thing to me.
Thanks much for the help too, your input is pushing me a bit to work on this a bit more.