Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Setting skulk disables necromancer towers?  (Read 1598 times)

zakhad

  • Bay Watcher
    • View Profile
Setting skulk disables necromancer towers?
« on: May 22, 2016, 12:44:25 am »

Allowing each default civ to skulk besides just having Kobolds to skulk seems to more or less entirely disable necromancer towers.

I'm quite lost as to why this is the case, As far as I know skulking is just a flag for the race to be allowed to randomly arrive on the map and attempt to steal?
Logged
LP'er

cerevox

  • Bay Watcher
    • View Profile
Re: Setting skulk disables necromancer towers?
« Reply #1 on: May 22, 2016, 01:06:02 am »

IIRC it also has some effects on the civ itself. One of those effects might be the ability to read and write. If you can't read, you can't read the secrets of life and death, no?
Logged

zakhad

  • Bay Watcher
    • View Profile
Re: Setting skulk disables necromancer towers?
« Reply #2 on: May 22, 2016, 01:44:21 am »

That makes sense, shame though, I wouldn't mind a bit more variety in the thieving/snatching department.
Logged
LP'er

Morat

  • Escaped Lunatic
    • View Profile
Re: Setting skulk disables necromancer towers?
« Reply #3 on: May 24, 2016, 07:58:48 pm »

I heard elsewhere that the [SKULKING] tag also makes civ's sites not show up until discovered. I don't know for a fact that that's true, but if it is it could be that towers are being built, you just can't see them.
Logged