camelotcrusade |
11-07-2012 08:22 PM |
Quote:
Originally Posted by Bhruic
(Post 478675)
Hmm, that could be the case, it doesn't display the abilities if they don't have the adrenaline for them. That's a bad way of doing it, imo, because if you are looking at the enemy to see what they might hit you with, you want to know that they have abilities they just can't use at that exact moment.
Ok, so for the Orc Hunter, you used the Training ability on an enemy stack? Or you used Wild Call to summon a stack?
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For the Orc Hunter, I tested control animal on a stack of 34 bears and they behaved just like hypnotize, then I made sure they didn't die. In the meantime, I got into combat and got enough rage to use Wild Call, which I used to successfully summon 43 bears. Then, once Training wore off, I couldn't use the huters to attack anymore (just get a ? cursor) so they could only defend or wait.
Edit:
I was wrong about how I listed the bug... what's happening is that adrenaline abilities disappear from the info screen and use menus when orcs don't have enough adrenaline to use them. You can see them out of combat just fine. The reason I thought the Orc Hunter was special was because he was my first unit. He was getting all the extra rage from that bug which funnels rage into the first orc intead of dividing it up among all the orcs, so that is why I could always read his stuff.
Wild call is also not what I thought. Those bears I summoned are life-linked both ways with the Orc Hunters. So when the summon gets hurt, half damage goes to them and half goes to the hunter. Is that how it worked in KB:AP? I thought the link only proc'ed when the Hunters got hit, not the other way around. The way it is now you should just hide your summons and use them for a life bag. It also doesn't show the life link damage in the combat log, and I think the life link only procs once per round. Aargh. :)
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