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#1
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Why in hell can't I sacrifice my hypnotized units? I have hypnotize at level II and sacrifice same level but still can't sacrifice them. Is this a patch thing ? I have American retail version and patch 1.65. |
#2
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Try casting hypnosis as the last action in the first round (put a unit on wait if you have to) then cast sacrifice as the first action on the next round. If that works, it means you've been screwing up the timing. This may also sound obvious, but I assume that you've succesfully cast sacrifice on non-hypo targets, right? |
#3
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That's correct, I can cast it on my troops but not on hypno ones. I'll try it out if I can figure out when the 2nd turn starts. thanks |
#4
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If you find a certain necklace, you can get some hypnotize scrolls if you defeat the keepers.
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#5
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Cool spell to have now. ![]() |
#6
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It's more of a detail with the way hypnosis resolves- you lose control of the unit IMMEDIATELY after it takes its second action (for lvl 2 spell) while under hyponosis. You can tell this by the change in highlight color on the unit- you were previous casting on a red unit. Essentially, you're trying to cast sacrifice on a unit that ISN'T "one of your troops," as required by the spell description. |
#7
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This is a general game mechanic with spell durations. It's not just hypnosis, it applies to every spell. Spell durations are counted in terms of the unit's turns, not battle turns. For example, if a unit performs an action ending its turn, such as attacks, uses an ability, or defends, then the duration of every status effect (buffs/debuffs such as hypnosis) is decremented IMMEDIATELY.
It can be most noticeable with a spell like phantom. On the third turn, if you right click a phantom unit, it will have a status effect indicating that its a phantom, with a duration of 1 left. Now, if you perform any turn-ending action with it, it will disappear immediately. But if you Wait with it, it'll stick around until it's second action, distracting and/or blocking enemies for the turn. It's important to understand this mechanic to make the best use of your spells, as in this example with phantom. Another couple of examples: let's say you have a unit with magic spring, duration 3, with three enemies around it, and you want to maximize mana received. If you attack, then you get a retaliation, and +5 mana, but now your magic spring will only have duration 1 left - 1 reduction from the retaliation, one from your unit ending it's turn. it will only be able to get an another +5 from magic spring. It may be better to wait with the unit, let the three enemies attack it, and receive all three +5 mana bonuses. Let's say you have a unit with Magic Shield from Archmages in the middle of a group of enemies. Magic Shield only has duration 1 remaining. If you attack right away, the magic shield will help against the retaliation, but it will disappear after that and your unit will get pounded on by all the other enemies for full damage and suffer for the rest of the turn. If you wait with your unit and attack later, it'll have Magic Shield on it while all the enemies attack, saving you boatloads of damage. Hypnosis works the same way. If hypnosis only has duration 1 left, it may be better to wait and soak up some damage before ending the unit's turn. This will also give you the flexibility to cast sacrifice later in the turn, as long as it's done before the unit ends its turn. |
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