Invisible Units (Rogues etc.) Answers Thread

That is wonderful. Ahh. I'm going to look at that. Very good. Then it's back to playing I assume.

Not using latest SVN though. I always considered SVN way above me in terms of skill (I know, that's saying something).

It's easy to let it intimidate you... I get it. But once you take it one step at a time you'll find its actually quite simple to work with to get immediate updates. If you have questions on how to get around anything you're confused by let us know but the instructions are pretty solid on the first post of the SVN thread.
 
I have thieves in my cities, I got a notification saying they had been found but I still cant attack them by moving a unit out and then back into city....like I could before.

Is that normal?
 
I have thieves in my cities, I got a notification saying they had been found but I still cant attack them by moving a unit out and then back into city....like I could before.

Is that normal?
This is working like it's supposed to, now. You have to use a Law Enforcement type unit to arrest the criminal, via a button that should show up near the bottom of the bar that has a pair of handcuffs. Note that you can only have a single LE unit selected, and it can't be grouped with any other units.

Being able to attack Wanted criminals normally was an unintended bug that was fixed recently.
 
This is working like it's supposed to, now. You have to use a Law Enforcement type unit to arrest the criminal, via a button that should show up near the bottom of the bar that has a pair of handcuffs. Note that you can only have a single LE unit selected, and it can't be grouped with any other units.

Being able to attack Wanted criminals normally was an unintended bug that was fixed recently.
No, I can not arrest the assassins and rogue in my city, but I have dogs and patrols.
 
No, I can not arrest the assassins and rogue in my city, but I have dogs and patrols.
Just because you can see them does not mean you can arrest them. You must also successfully have investigated them. You'll know this has happened when they have a Wanted promotion.
More information here.
 
Not sure where best place to post this is so forgive the necro, I have usually had no problems with rogues as just keeping a dog in every city would allow me to see them and kill them on the map or arrest them in the city. However now I have an issue I have not been able to solve. I have a rogue wandering around that I cant attack. My units will not engage him they will both occupy same tile. Every turn the enemy spotted marching effect plays and the rogue is highlighted red, but I have not found a way to get rid of them. Terminated all open border agreements, and even produced some of my own hidden nationality units to try and engage all to no avail. This is definitely a source of aggravation.

v41.2.5983 - Same game, 2800 turns, no other issues.
 
Whenever I had hostile thieves in my cities I couldn't attack them, but I could put a police unit on top of it and use the arrest unit action, or another thief and use the assassinate action, can you do that at all?
 
Whenever I had hostile thieves in my cities I couldn't attack them, but I could put a police unit on top of it and use the arrest unit action, or another thief and use the assassinate action, can you do that at all?

Yes, I keep law units (with crime fighting and detective promotions), have them build up crime fighting/inspections/checkpoints and dog units (with visibility promotions). Every now and then a rogue will be detected in the city and I can use the 'arrest' function to capture (effectively remove them). When they are outside my cities the dogs always allow me to see them, and in almost every case I just send a more powerful unit to kill them on sight.

The issue is that I started not being able to attack every other one. Even though the rogue was marked with barbarian flag, had red circle around them and had triggered the enemy troops near <City Name> notification, my attacker would enter the same tile without combat. It seems to be hit or miss whether they will initiate combat. I thought it might be a quirk with open borders treaty but it continued even after I canceled the agreements with all neighbors.

(Didn't leave the agreements canceled for long so it could be that might still be the issue and it just needs more testing.)

Edit: If you mean sending a law unit after them when they are outside the city, I have tried that and it is difficult as they outrun your lawman (do we have mounted lawmen?) When I did get one in the same tile, the arrest option was not there. I think that option only shows up when the scripted detection event is triggered. (Or maybe I just needed full movement turns on the lawmen which is not possible while in constant pursuit.)
 
Last edited:
Edit: If you mean sending a law unit after them when they are outside the city, I have tried that and it is difficult as they outrun your lawman (do we have mounted lawmen?) When I did get one in the same tile, the arrest option was not there. I think that option only shows up when the scripted detection event is triggered. (Or maybe I just needed full movement turns on the lawmen which is not possible while in constant pursuit.)

Yes, that's what I was thinking. The arrest action probably requires the law enforcement unit to start the turn on top of the criminal. I think it varies dependinig on your game settings, especially whether hide and seek is on or off. I wonder if the AI randomly uses the "stay the hand" promotion flag, making its rogues not combat units and then uses them as spies or saboteurs (or just cluelessly run around)? If a million monkeys can write Shakespeare, this is not too far off a feat.
Are they wrecking your tile improvements? There was another player complaining about invisible rogues destroying tile improvements and him not being able to do anything about it, might be a similar issue.
 
Are they wrecking your tile improvements?

No, hadn't observed any pillaging from those rogues, they just moved around on the map. I finally got fed up with them and opened WB and removed them. Only saw it a couple times in current game, playing now 3000+ turns, so hopefully its a rare fluke. All the rest of the rogues I have encountered before and since have had no problem accepting their vanquishing at the behest of their betters (Normal combat engagement).
 
No, hadn't observed any pillaging from those rogues, they just moved around on the map. I finally got fed up with them and opened WB and removed them. Only saw it a couple times in current game, playing now 3000+ turns, so hopefully its a rare fluke. All the rest of the rogues I have encountered before and since have had no problem accepting their vanquishing at the behest of their betters (Normal combat engagement).
I would suspect they are using stay the hand and able to deny attack so are also able to not be attacked by some foes that cannot attack normally. They should do this when trying to get into or out of and away from a city. It shouldn't make them quite immune, only to those that are also defensive only by nature, which includes law enforcement unless making an arrest, which they can only do against a visible 'wanted' criminal. Ruffian units (bandit and merc style units) also can't attack HN units because they see them as if they are barbarians to blend in with.
 
Back
Top Bottom