- Uniforms are nice but yeah...Light ones work well, maximum heaviness can be annoying.
- Never seen more than 9 - actually, more than 5 kobolds in a pack. I think beyond that it is kobold ambushes, though those are trapavoid too iirc.
- I like all the visitors and plants outside so I tend to keep fortress open, though I do keep at least a thief-killing door (dead-stopped a werebeast recently with it going down the ramp before seeing the door, thus being too close to destroy the door but wanting to) + lockable hatch.
- No blind spot for rangers...Hm, the overhang should be high up then, rather than low. Statues might work if not building destroyer down there.
Otherwise, fortifications on lowest level might be necessary, as long as nobody is climbing through those.
- Starting another sure is quicker! Also helps combat FPS loss. Still, annoying sometimes (though macros help with setting up fortress).
- They shouldn't come on treetops. Ouch.
- Aah, trading bugs.
- Yikes, food spirals are far more scary than drink spirals. Make food? Can't, hunting vermin.
Dwarfs don't eat uncooked tallow too.
Statues are heavy. Do kobolds have different weapon traps?
- I've never seen clay disappear other than by plants growing on it. Cover it up with grate or something? The lone time I brothered with clay I collected straight on top of a workshop.
Still, without mining kilns sure are useful.
- No tradereps is a bug. I think fixmerchants does fix it for humans and elves, but not sure about MWDF
- Can't stockpile animal hair, though I think hospital might take it. I just dump it manually on top of hospital.
- Didn't want to convert wolfpack into more wolves?
- MWDF sure makes you care about your castes and such. Vanilla, DT roles seem range from 0,3 to 0,6 suitability without skill, mostly. Without roles, I mostly look for stats and nice things to make into metal items with moods. Maybe have the bonecrafter have an useful preference.
- It's pretty hard to hurt morale to tantrum when not fighting/looking at sentients I think (bolds might have different ethics).
Still, I like to do things like royal rooms and mist generators to keep it up nevertheless, despite never having played in a versions with them.
- Silly vonsch, only dwarves get moods or martial trances!
Makes their small settlements unexpectedly powerful.
- Vanilla, anvils are always iron or steel (barring moods)
- Hahaha, how did that happen to the river? Is there less flow onto-map in MWDF or something? You could build bridge to dam the river via bucket brigade!
Maybe bolds can fit multiple logs into a wheelbarrow? Then those get lost there too. Or maybe new trees grew and you chopped those down.
Swimming requires 4+ water, though. 2-3 does nothing.
- Quintuplets! Do they weight down the mother?
I think that would be abortion, not just gelding, at that stage :p
- I think wells don't work below certain minimum height, not sure.
- The pups are like dwarves vooming up bags for seeds.
- Yeah, I wonder what legends mode has going on.
- What's going to be built on all those new floors? Dormitories?
- Did you embark only in range of pandashi? Could try to provoke war.
- I never brother with crafts. Either trap components or cooking is where it's at for me u.u
- Why not want petitions to stay around? Using taverns just to steal metal stuff from tourists?
- Goblins have no trading vanilla, though they don't bring much interesting anyway if you mod them. Check what they say, though, because here's what I see: