Oh! I knew it was something simple.
I think he wanted to try the normal egg way, and then forgot about your post while doing the whole lot of other things needed to make this race work.
You're right. I started playing around with egg laying science before I left on Friday, came back and completely forgot where I was in the process. I think I remember now, I was going to add the [PET] tag to them (ala dwarven cognitive science) and just forgot that that's what I was doing.
Thanks everyone for helping me out, need to figure out a better notes system, obviously.
On the whole good/evil thing, my inspiration is definitely Greek/Warcraft. I think the Hindu/Thai mythos has them almost neutral. I'm also deathly afraid of snakes, having been bitten by a rattler when I was young. That certainly doesn't help. I also, however, see your side of the coin, Meph, and appreciate the lack of diversity in MW currently. I've always been an anti hero supporter, so it isn't hard for me to like any of the races currently on offer. I've also always seen the kobolds (cutebolds) as more of a good race, and the orcs as being neutral/good, just with a different outlook on ethics. Really, necro/succubi were the only evil ones to me.
I guess what I'm saying is that I can be persuaded to make them more neutral/good in the interest of a more even masterwork mod. I do want to stress that although the ideas might be mine, the implementation of this race is 100% rooted in the masterwork idea and system. For this reason, the needs of the overall outweigh individual flavor. And the alignment is definitely flavor.
I'll do some research during downtime at work today, and come up with something a little more balanced, and if I can get behind it, we'll move in that direction.
So, even if the pet tag works, there's still some issues with the egg laying thing. I don't want them to eat the eggs at all. I'm thinking of a dfhack script that forces forbidden on any egg that pops out, but I don't know how feasible that actually is. Another idea is to have the eggs hatch instantly into children who have a 2+year childhood to compensate.
One idea I had, to make the pet thing more palatable was an interaction that would CE_REMOVE the pet tag for two years, had a 500 tick gap, that would make the greenscales pets for only enough time to lay eggs, then shift back to naga for another two years. This would be a raw-only solution if it works. The alternative is (my 6th) complex dfhack scripting.
If the Rawls way works, education would still be paramount to let players know they have to have a nestbox ready and free every two years if they want non-immigrant labor. That education would be easier with a dfhack script that could announce to the player if there weren't available boxes.
Something to think about. This evening will be more egg laying science, the probably pet creation. That's next on my list.