[UTTERANCES] does not give the orcs names. The only thing I've found that does is CAN SPEAK/INTELLIGENT. Which makes them traders.
The hell?
[UTTERANCES] makes their language into an indecipherable mass of gibberish, a la kobolds.
Since we don't get kobold traders in vanilla, how does that work?
Orcs are actually reasonably peaceful if you give them a chance to speak, since the worldgen war system needs some work. Not because they actually are peaceful, just because everyone is so tolerant during world gen. Kobolds aren't traders because of [ITEM_THIEF], but that would interfere with orc sieges. Similarly, the only reason that goblins always attack you is [BABYSNATCHER], which also affects siege behavior.
Next version will attempt to fix that by modding the orcish personalities, though I've been busy with Lanternwebs and thus haven't had much of a chance to work on it.
It seems the biome idea is semi-accurate, they will cross of targets are readily available. However if no target is near they simply bunch in the biome they spawn in, the real question of coarse is how to FIX this problem.
That might be more of an issue within DF itself, though since I've never seen goblins do that removing loose clusters might fix it by itself (and, of course, result in a bug report to Toady). I've seen Orcs not path with clear paths to dwarves from across a 5x5 spanning a biome, while others that spawned in the same biome as my fortress from similar distances pathed happily, which is why I brought it up. I've never seen goblins do that, though.
hey man would u mind if i add the orcs to my hobbit mod?
Not at all, just give credit.