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Showing developer posts only. Show all posts in this thread.
He needs to win as a defender in a war against Chaos or Undead.
 
Yes.
 
Ah, well, I'll add that then.
 
-Beastmen are locked-nomads, so if you cannot play them at all if you don't have Horse Lords.
-All the Chaos worshippers in the Chaos Wastes are meant to be nomadic, but you can play them as tribals if you don't own the DLC.
-Both Imperials, Blood Dragon vampires and Witch Hunters use the dynamic mercenaries for their mechanics, so you won't have access to them without the DLC.
 
Yep.
 
Yes.

As for Chaos Raid, yes, that's a bug, it should be available to both tribals and nomad, but, as said, it's easy to fix.
 
By turning people into Blood Dragons.
They must be of at least 10 martial and without any bad traits. You'll know they are good because you won't spend piety when turning them.
 
Yes, that's intentional, it shouldn't be easy to create Vampire Knights, if you played with the Blood Dragons enough, you'll know that even a dozen of them can cut through an entire army.
 
It's more of a limitation on CK2 itself, which doesn't really optimally use the pc's processing power, coupled with the fact the mod has a very large amount of characters compared to vanilla.
 
They're mostly made up by Shadeoses.
 
From a lore perspective? I guess it depends on the rulers involved. Unlike the Druchii, the Asur might be more inclined to re-embrace their wayward kin if the situation occurred, whereas the Druchii would just kill or enslave them, but only if the Druchii admitted their guilt and made act of contriction, because that way the Asur could rub their smug sense of superiority right in their faces. I doubt they would allow a Druchii ruler to keep any sort of power, but they might put druchii-cultured converts to replace the old despots just to show off as the superior party.
 
They will keep the druchii government, since that's based on culture, which admittedly makes them not that good to be managed as an Asur, but I think they'd lose most of their mechanics.
 
Yes, the problem with the current scoping is not due to design, but rather limitation in the modding tools.
 
It's still there, you might not be meeting some of the other requirements.
 
Not a chance, these are the requirements for both parties, they have not had any change since several versions:
Code:
     from_potential = {
       NOT = { trait = incapable }
       OR = {     trait = vampire_lahmian_visible
           trait = vampire_carstein_visible
           # trait = vampire_blood_visible
           trait = vampire_strigoi_visible
           trait = vampire_necrach_visible
           trait = vampire_jade_visible
           trait = vampire_mahtmasi_visible
           trait = vampire_lahmian_hidden
           trait = vampire_carstein_hidden
           # trait = vampire_blood_hidden
           trait = vampire_strigoi_hidden
           trait = vampire_necrach_hidden
           trait = vampire_jade_hidden
           trait = vampire_mahtmasi_hidden
           trait = lore_necromancy }
       OR = { trait = khemri_tomb_king
         trait = creature_human }
       NOT = { any_friend = { trait = mage_apprentice } } #just one at a time
     }
     potential = {   
         NOT = { character = FROM }
       OR = { host = { character = FROM }
         guardian = { character = FROM }
         any_spouse = { character = FROM }
         any_lover = { character = FROM }
         any_friend = { character = FROM }
         mother = { character = FROM }
         father = { character = FROM } }
         age = 16
         OR = { trait = khemri_tomb_king
           trait = creature_human }
         NOT = { trait = mage_apprentice }
         NOT = { trait = vampire_blood_hidden }
         NOT = { trait = vampire_blood_visible }
         NOT = { trait = incapable }
         NOT = { trait = hedge_wizard }
         NOT = { has_character_flag = taken_hedge_wizard_decision }
         NOT = { has_character_flag = taken_necromancer_decision }
         NOT = { has_character_modifier = apprenticeship_refused_necr }
         NOT = { has_character_modifier = magic_power_1 }
         NOT = { has_character_modifier = magic_power_2 }
         NOT = { has_character_modifier = magic_power_3 }
         NOT = { has_character_modifier = magic_power_4 }
         NOT = { trait = king_settra }
     }
     
     allow = {
       FROM = { learning = 14 }
     }
 
It would appear the beta has become an official patch, therefore just say goodbye to your previous savegames and update to version 0.81.
 
All the traits and no.
 
The Ulthuan Vortex constantly reduces it. Also, since last update, killing Chosens and Daemon Princes also reduces it.
 
The idea for the Wastes is you should use Unholy subjugation against the other nomads (which also increases the Doom Counter), then, once you've gained enough territory with that, start descending on the South and spamming Unholy raids there.
 
No, you can't, halfbreeds are not possible in Warhammer lore.