Lets sum up McTeellox's ideas. 16 suggestions he collected in his list.
1. Low-level dreamwalker weapon
- A staff and a melee weapon that are cheap and early to make and gives minor buffs/spells. Uses itemsyndrome, only works for dreamwalkers and mages.
2. Expand orcish captives
- Take real, live invaders prisoner. By interaction or transformation. Then expand the other industries around these captured slaves. (Note by Meph: Warlocks and Succubi have this. Kinda. I even want to move away from it in Warlock mode, because live prisoners are too much of a hassle to micromanage.)
3. Announcements on Orc raid
- Add lines of text to announcements.lua so it pastes results of raiding/special reactions into the gamelog.
4. Orcish Grand Circle
- Big suggestion. Make a center workshop that works with scalps, unlocking 8 surrounding workshops that form a great circle. Each one requires scalps of a specific race and unlocks a buildings that gives you race specific abilities. So you defeat enough dwarves, you get access to the dwarf-part of the Grand Circle. Defeat all races often enough, collect enough scalps, and you can build the entire circle. With workshop names like "Monument of Mountain Conquest" or "Monument of the Razed Forests". (Note by Meph: This sounds
exactly like the Warlock library. Kill enemies, use scalps to write books, books unlock parts of the larger building. And its 3x3=9 workshops as well. Not sure if people want to see the same technique twice. It also requires all races to be active in a world, so most players will never be able to fully build the entire circle.)
5. Have enemies arrive at the orcish drydock
- Spawn units when your raid fails. A bit tricky to do, because its a IF/ELSE reaction. And the units would be naked, currently spawning units with gear is not possible.
6. Overhaul orcish cisterns
- It uses a very old system of creating water/magma. Using scripts will make them much easier to use.
7. Add magmalings/waterlings to orcs
- Dwarves use them, but see above: There are better solutions now. Maybe raid/steal them from dwarves though.
8. Sorting Bench Workshop
- Has "free" reactions that require a special ingredient which is preserved, and no other product. In short: Reaction "Sort scalps" would take any scalp, carry it to the workshop and leave it there. Thats it. A way to easier move highly specific objects to a place. Objects wanted are: dream talismen and soulgems, prepared scalps, standards of honour, raiding gear (weapon crates, longboats), mojos, blueprints, migrants and captives, foreign toolkits, acid vials, warrior codexes, dreamwalker codexes.
9. Orcs need light sources
- Add some Rendermax-using lights. Simple.
10. Moar dakka
- Add more weapons to the Orcs. Suggestions so far: Crescent moon knives, Dragon beard hooks, Karambits... probably southamerican or asian weaponry would fit best.
11. Orcs should have a use for gnarled roots
- Gnarled roots are single inorganics that appear in soil. They can be made into wood by some other races. Orcs shouls be able to do that too.
12. Blacksmoke furnaces should produce smoke
- Real smoke is possible. Impact on FPS is highly likely though. See science here:
http://www.bay12forums.com/smf/index.php?topic=134547.msg4886932#msg488693213. Honour Guard's Armour
- Build highly specific sets of good armor that uses standards of honour as reagents to make. Gives constant buff to nearby units. Requires itemsyndrome. Simply put:
14. Advanced Orc Raids
- Improve the raiding system. Raiding ruins is too easy, and there are no drawbacks to doing so. Adding negative effects like spawning a Nightcreature, or getting an Orc infected or cursed, or spawning items with negative effects, or triggering ambushes or sieges would be nice. Adding more targets as well.
15. Have orcish raids trigger sieges
- See above. Use probabilitySyndrome and AutoSyndrome to run the Force Event script when doing raids.
16. Honouring dead ancestors?
- If we have a way to trigger off a citizen's death, we can have them drop a special item that can be used to make things in their honour. (Note by Meph: Not entirely sure where he was going with that.)
Two additions from me, about two bug reports for Orc Mode:
(17. Frostscald destroy clothes with own frostspell frost damage)
(18. Scalps too valuable - item_tool is missing size token?)
Edit: Third addition: Lamellar robes use a clothing item, which means that they do wear away.
[REACTION:LAMELLAR_ROBE_ORC]
[NAME:craft lamellar robe]
[BUILDING:ORC_TRIBALGEAR:CUSTOM_R]
[REAGENT:A:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LAMELLAR:LEATHER]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_ROBE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]