1) My version of entity_orc.txt does NOT have a [SIEGER] tag. Is that correct? If so, how do the orcs, well, siege?
I think the sieger tag only makes the entity siege you if you anger them, not straight away. That'd be down to removing the [CAN_SPEAK] tag, or if two races disagree with each other's ethics.
2) I didn't know if I installed the mod correctly, so I made a skeleton fortress and just ran it for ~2 years. No orcs at all. First, is there any way to test that I've installed them correctly? I've read earlier in this thread about people asking "can you see orcs on the embark screen / in your civ list." What does that mean - how do I check it? Where on the embark screen should I be able to see/select civs? (I'm also confused because I've read elsewhere I should be able to pick different civs to play as in Fortress mode, but I never see a relevant selection screen - it lets me pick an embark site, and then next I'm setting up my *dwarf* embark party.) If I don't see any Orc civs in the civ screen ('c' once playing in Fortress mode) does that mean orcs don't know about my fortress and I'll never be attacked/sieged?
When selecting your site, press TAB. This will cycle through the different info screens: the height of an area, the different civilizations, the different groups you can embark as (in vanilla, or unmodded DF, you can only play as the dwarves, but the dwarven civ is divided into several different allied factions, IE "the drunken beards", "the severed lances", and "the beer mongers", who all own different fortresses in different sections of the map). If several red "-"s are next to a civs name, they will be aggressive towards you.
As far as I'm aware, Rysith's mod doesn't allow you to actually play as the orcs.
I read about how the orc entity has population, production, and trade triggers of 1, 2, and 1 respectively - I assume (hope?) that's why I never saw orcs in my skeleton-crew, pretty-much-afk fortress. What do those trigger values (pop 1, production 2, trade 1) correspond to, roughly? Again, is there a way I can confirm the mod's installed correctly, rather than invest five years in a fort just for no orcs to show up?
I'm unsure of what the different trigger values correspond to. I think you've gotta keep the value of your items traded under 1000 dwarfolians when the first caravans come. No clue about production or population. I'm think the population means that they'll come straight away? But that's with emphasis on the "think".
The orcs nearly always come in the first Winter. Check if they're present in the civilization thingy I mentioned above. Otherwise, perhaps you have a goblin ambush hidden somewhere in the map. Only one ambush/siege can occur at once, at the moment anyways.
Thanks for the help - I'm finding vanilla DF to be really, really easy (three-tile-wide moat = invulnerable, goblins leave quickly and I can wait a month or two to harvest wood etc), and am not enjoying the lack of challenge. I'm looking forward to having my economy/engineering put to the test by the orcs. (I've actually already changed entity_orc.txt to make them active in all four seasons. I'm just a glutton for punishment.) I just don't want spend hours/days creating the perfect fortress only to discover that no orcs will be forthcoming.
If you lock yourself in and surround your fort with a moat, there's only really so much challenge ANY creature can give you, unless they're flying building destroyers. The orc's battering rams (elephants) won't be able to reach your gate over water. Maybe in future versions, your enemies will bring along siege engines, ladders, towers and the like, but at the moment, if you want to increase the difficulty for yourself, you're going to have to set limits on your defences.
*Pant pant*
Hope that helps you on your quest for
fun! EDIT: After doing a bit of research on the wiki, the BABYSNATCHER tag also makes a civ aggressive, but they also ambush you and steal your babies. And that's not very Orcy, is it?