Good bye Derpy Dev, we'll keep a meat chair warm for you for when you get back. It's going to take a little bit longer to get everything in that I promised to get in and iron out the subsequent bugs. In addition, there are some mods that I had in that are about to be updated to the new version soon, so I'm going to try to wait for those if they don't take too long. Most important of these is the Rise of the Mushroom Kingdom mod so that we have the koopa civ to actually play as. I know IndigoFenix popped in here for a little bit to check this out, so maybe he'll hear my plea (I'm not going to send him a pm or post it on the ROTMK thread or anything, it's not that big of a deal). ZM5 says he's got another great thing almost done, so that will make it in. Scourge said he's got some stuff potentially in the works, I haven't heard anything from him in a while so I don't know if he finished it or even started it. As of now, it's very stable, the most errors are coming from the dwarfsday holiday mod, which can be removed no problem if I have to.
Asin, glad to see you found what I had intended for those mods. Even if I wasn't actively looking for additions to this collection I thought your mod was pretty interesting and had some good potential, that and I had some ideas for it and wanted to do some research. At the moment only the Wee Folk Mod is in as the Goblinoids mod was not updated to the current version and was causing more issues than it was worth. Sorry about not giving credit, I forgot who made it and where it came from, I'll add your name to it on the cover page (I'd appreciate it if you could do the minor updates to the civs that would make them usable, but that's up to you). The Wee Folk Mod is in, and is having some interesting results. I have found that the hobbits and shadow gnomes make up more necromancer towers than all of the other races combined. I don't know if this was intended, or even has a reason for happening, but it's kinda funny seeing the hobbits have more towers than actual settlements. As for what I've done to them, nothing yet. I'd like to have every race in before I take the giant list of reactions and buildings that I've made from every race I've added and just slap it into EVERY race to see how fun that gets.
Edit: oh wait, now I remember why goblinoids isn't in. It requires Grimlock's realism mod (or something) to run the civs. That might be throwing a bit too strong of a curve ball into the mix, but I'll consider it. I should also make a list of what actually made it in, because at this point I don't even really know. Oh, and can anyone vouch on if there would be any adverse effects to adding [TRAINABLE] to all animal men? I would think it would just allow them to basically become extra workers, but my experience with doing stuff like that to sentient animals is that it never ends well.