I'm not able to assign nobles in fortress mode as dwarves. All I get to change is expedition leader! Only discovered this after playing for a bit- sad!
You do not need to assign any nobles, the expedition leader automatically does all the noble functions until the mayor arrives. When the mayor arrives, you will be able to appoint all the normal positions so no reason to be sad tiff
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I've been trying to figure out what Silver Tree wood is? Do elves have any metal grade woods for weapons and armor?
Do you have any plans for additional playable races in the future? Drow, or something ice themed, maybe.
It is the wood of a particular tree that exists in vanilla, I think it grows only in good biomes. It is also the only metal-grade wood that there is, so you should could your blessings that you have it basically and take loads of it with you, though I do not think you will be able to trade it to your homeland (but I am not sure because it's material is silver).
I have loads and loads of plans for additional races; but I am just working on perfecting the Status Quo until the next release comes out. I have also got myself the unintended extra problem of finishing the shoddy work of Deboche's D&D mod, that is debugging/balancing/developing the legion of buggy undeveloped creatures I have added in. In seems like he mass-produced creatures by the bucketload, while failing to balance them, test them or make sure their abilities actually worked as intended. For instance in present release the ghast miasma has an unintended effect of melting anything that comes into contact with it, including the ghasts themselves.
The reason is that he did not define a custom boiling point for the material he was using as the gas, the gas then was being emmited at the default temperature a gas is produced at which is
above the boiling point for the material. The gas thus appeared on the scene above the boiling point of the default creature template material, which means hot enough to vapourise flesh and blood. While not an obvious bug, a short while in the object testing dungeon would reveal the problem which I found out when by adventurer got melted while making her way through the undead infested underground.
The creature adding plans are to add Gnomes, Dwarves, Elves and Humans in that order. These will be released in bundles, the 'non-evil' creatures form a group of entities opposed to the evil versions of those things and a collection of other creatures, mostly evil as well; the situation is to end up with equal numbers of these non-core races to match up against the core races. Creatures from Direforged or D&D do not count in this scheme, so the present pack works out as 4-4 with
Lightfoot/Strongheart/Ghostwise/Fey VS
Fomorian/Goblinoid/Xvart/Tasloi; future race expansion packs are supposed to work on the same basis.