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I hope the problem with the vampire knights will be fixed for the next version, but it has become somewhat elusive. They have been set up just like any other special unit, but they're the only one becoming invisible.
If the magic armies somehow survive after the battle they generate the same problem. You will then need to manually disband each of the summoned magic units to be able to click on things again, and the summoned magic troops are also invisible. So something in that area might help in locating where the problem is coming from with Vampire Knights becoming invisible and over riding click priorities.
 
I am absolutely certain the magic units appear, I've used them several times with the Asrai, or is it only when they're merged?
 
I am absolutely certain the magic units appear, I've used them several times with the Asrai, or is it only when they're merged?
So you use the intrigue decision to summon magic troops. They then show up on the battlefield just fine and do their stuff. After the battle is over though they seem to always automatically disband. The instance they become invisible though is if they don't disband, and you are left with a small unit of magical troops on the right bar. I don't think there is any merging going on since the few instances it happened all four were listed over there. Once I manually disbanded them everything went back to normal.

If memory is serving correctly, I have had the invisible troops happen twice with my own magical troops, once with a vassal's, and once with a hired VK mercenary group. This was all in the 380ish year long Lahmian game I played on 0.85. Haven't used magical troops or VKs yet in 0.9 and 0.91.
 
I've seen it happen too, mostly from abusing the ability to summon them during sieges. It happens when they're a large chunk of the army they're in and it's the one on top in the province, and for selection purposes they're treated as having a model of infinite size so if you try to select a different province entirely you select them. I don't remember it happening before .9, and I haven't played wood elves since, so I don't know if the forest spirits have the same problem.
 
Am I the only person playing Witch Hunters/Chapter of Samur as a gigantic, continent spanning kidnapping ring?

Is there any incentive to burn the heretics, rather than capture them just to ask for a ransom?

Edit: Samur (the Shadow Realm might holy war me any moment) and, if I remember correctly, even The Templars of Sigmar (Reikland's De Jure) are kinda of on a bad spot, so I think requesting baronies to somewhere would be a good idea. What do you guys suggest? Was personally thinking of Estalia, but they may be a bit too spicy. Ungols would be nice, and I would have a doorway for Norsca, but I am afraid I can't even ask them baronies.

Edit 2: Where do I find Samur's events/decisions files, specifically concerning the day-one investigation event tree?
 
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So you use the intrigue decision to summon magic troops. They then show up on the battlefield just fine and do their stuff. After the battle is over though they seem to always automatically disband. The instance they become invisible though is if they don't disband, and you are left with a small unit of magical troops on the right bar. I don't think there is any merging going on since the few instances it happened all four were listed over there. Once I manually disbanded them everything went back to normal.
No, I'm speaking of the spirit host, not of battle magic, which is also made of 1000 magic units is summoned outside battle and is moved for half a year before being disbanded. And it appears quite fine.
 
Am I the only person playing Witch Hunters/Chapter of Samur as a gigantic, continent spanning kidnapping ring?

Is there any incentive to burn the heretics, rather than capture them just to ask for a ransom?

Edit: Samur (the Shadow Realm might holy war me any moment) and, if I remember correctly, even The Templars of Sigmar (Reikland's De Jure) are kinda of on a bad spot, so I think requesting baronies to somewhere would be a good idea. What do you guys suggest? Was personally thinking of Estalia, but they may be a bit too spicy. Ungols would be nice, and I would have a doorway for Norsca, but I am afraid I can't even ask them baronies.

Edit 2: Where do I find Samur's events/decisions files, specifically concerning the day-one investigation event tree?
Well, if you don't burn the heretics, they get back out and keep being heretics and eventually an army of demons is knocking on your door.
 
No, I'm speaking of the spirit host, not of battle magic, which is also made of 1000 magic units is summoned outside battle and is moved for half a year before being disbanded. And it appears quite fine.
Oh I have never used the spirit host since I have never played as an Athel Loren elf. So sorry for the confusion there.
 
Heresy
 

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Well, if you don't burn the heretics, they get back out and keep being heretics and eventually an army of demons is knocking on your door.

So they imprison/burn actual cultists? People with the cultist hidden flag?

I thought they were just random courtiers.

How often do they get actual cultists? Too often to keep on my ransoming business?
 
So they imprison/burn actual cultists? People with the cultist hidden flag?

I thought they were just random courtiers.

How often do they get actual cultists? Too often to keep on my ransoming business?

I usually burn everything with more than one illness and overly deviant individuals.
The ransoming-finance is my usual strategy too, even if it lacks the awesome burney graphics.
Witch Hunter success ratings depend on their own traits and sheer dumb luck, but usually, 1 in about 8 is a Cultist. Or a filthy, no-good mutant.
Additionally, in 99% of the cases where someone blocks your access completely, they're a cultist themselves or a vampire.
 
Well...

... shit.

Better get my heretic burning hat on, because boy, I am almost always blocked off.

Nah, you misunderstood.
When Vlad manages to take Talabecland, he most likely sends you a friendly little letter telling you that your agents are scumsucking heretics and should stay out of his territory.
THAT is what I meant.
Also, at least Sigmarites should be VERY unwilling to block you, considering the consequences.
And if you really wanna have fun, keep pestering the King (s) of Bretonnia to get their virtue in the negatives.
 
And if you really wanna have fun, keep pestering the King (s) of Bretonnia to get their virtue in the negatives.

Wonder how does that even work.

Witch Hunter: Salutations, King of Bretonnia. By the authority granted to me by Sigmar and the Empire, I come to your l--
Mr. B: Screw out, wanker. Yer broken empire and pitiful god don't mean shite in here. Now piss off, or I (PIETY HIT) THE HELL IS THAT
Archbishop of Kanterry: Oi mate, poor show. You don't just tell a holy man to sod off.
Mr. B: Ya twit, he doesn't even worship the Lady! He bows to a hammer, we to a chalice! Bugger off!

You guys have no idea how hard is to fake a stereotypical british accent on Warhammer without sounding like an orc.
 
Wonder how does that even work.

Witch Hunter: Salutations, King of Bretonnia. By the authority granted to me by Sigmar and the Empire, I come to your l--
Mr. B: Screw out, wanker. Yer broken empire and pitiful god don't mean shite in here. Now piss off, or I (PIETY HIT) THE HELL IS THAT
Archbishop of Kanterry: Oi mate, poor show. You don't just tell a holy man to sod off.
Mr. B: Ya twit, he doesn't even worship the Lady! He bows to a hammer, we to a chalice! Bugger off!

You guys have no idea how hard is to fake a stereotypical british accent on Warhammer without sounding like an orc.

The error lies with already making the Bretonnian king even 'talk' to him.
 
People get accused of heresy for all kinds of reasons, among which are being a cultist or potential magician. The hit rate is pretty low because there's relatively few people in those categories and lots of people who are just not very popular, but if you send a hunter to a court with an actual heretic odds are very good they'll get caught, and I don't think I've seen a single old world religion ruler expel me and not turn out to be a cultist, wizard, or mutant. They'll usually refuse an individual investigation into a province that doesn't have a cultist plot induced modifier, though. Ironically, I seem to have a higher acceptance rate from Lord Blatantly A Nurgle Cultist than from probably vaguely innocent people.

Personally, I imprison people then check them myself and execute anyone vaguely suspicious then ransom the rest. That also means I can feel pretty confident that I've gotten to the bottom of cultist problems in an area when I execute a guy with Nurgle Rot, pneumonia, and a few other diseases.
 
About could-be special case titular title, Marche of Nouveau Gruyon.

When starting a game as Azalaîs Soula I have a 2nd tier titular title, thus without any counties. I've read that counties doesen't assimilate into dutchies they didn't start in, so I wonder if this titular title is of any use to me after creating the tier 3 Grand Dutchy of Nouveau Gruyon? The first title was my primary before forming the kingdom and seeing as this title was made for her unique tzeenchain realm I'm somewhat afraid of breaking something by destroying it or giving it away. But it's taking up a dutchy slot..
 
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About could-be special case titular title, Marche of Nouveau Gruyon.

When starting a game as Azalaîs Soula I have a 2nd tier titular title, thus without any counties. I've read that counties doesen't assimilate into dutchies they didn't start in, so I wonder if this titular title is of any use to me after creating the tier 3 Grand Dutchy of Nouveau Gruyon? The first title was my primary before forming the kingdom and seeing as this title was made for her unique tzeenchain realm I'm somewhat afraid of breaking something by destroying it or giving it away. But it's taking up a dutchy slot..

No, it's not linked to anything. If it were, it would probably be not possible to destroy it in the regular way.

Thanks :)