igi Posted March 5, 2005 Share Posted March 5, 2005 "Golems summoned by simulcrums using the Juggernaut Golem manual die instantly:" IMO, this isn't a bug, so we don't need to fix it. Opinions? Link to comment
SimDing0 Posted March 5, 2005 Share Posted March 5, 2005 No other creatures summoned by simulacrums die instantly. Link to comment
igi Posted March 5, 2005 Author Share Posted March 5, 2005 No other creatures summoned by Simulacrums are summoned via the Juggernaught book... Link to comment
BigRob Posted March 6, 2005 Share Posted March 6, 2005 Other summoning devices work for Simulacrums though. I'm pretty sure I've had 2 Kithixes running about. Link to comment
SimDing0 Posted March 6, 2005 Share Posted March 6, 2005 Yeh. Why should the Juggernaught Manual be treated differently from other (potentially more powerful) summoning items? Link to comment
Kish Posted March 6, 2005 Share Posted March 6, 2005 I agree with Igi. There's no evidence it's a bug. Indeed, it makes sense and seems like a neat touch--the Juggernaut Golem, unlike every other summon in the game, is directly connected to the life of its summoner, and a simulacrum isn't truly alive. Why do the golems die instantly? If it's something that took some Bioware person effort to code, it's definitely not a bug. If it's a side effect of something already in the engine, it might be. Link to comment
devSin Posted March 6, 2005 Share Posted March 6, 2005 Hmm. Something must be funky with the golem Stoneskin. Either that or the stat check fails on illusionary creatures. The juggernaut golem dies once the summoner's golem stoneskin stat check drops to 0, so that should be the only reason it dies instantly. I think there's somewhere in the description a note that the golem absorbs damage, but nothing about some magical life-force bond or anything. Anyway, unless somebody can get the stoneskins and/or stat check to work right, then it's a moot point. EDIT: the stoneskin check only applies to Player1 -> Player6, so the golem will instantly die unless an actual party member summoned it. Link to comment
SimDing0 Posted March 6, 2005 Share Posted March 6, 2005 I'll see what I can do about having the stoneskin check work right. Link to comment
CamDawg Posted February 3, 2006 Share Posted February 3, 2006 Why do the golems die instantly? If it's something that took some Bioware person effort to code, it's definitely not a bug. If it's a side effect of something already in the engine, it might be. This is the best argument against this being a bug--except that all of the other golems summoned by the tome can be duped by the simulcrum. With that in mind, I'd say it's a bug and fixed as follows: COPY_EXISTING ~tomegol4.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~!CheckStatGT(Player1,0,STONESKINSGOLEM)~ ~!CheckStatGT(LastSummonerOf(Myself),0,STONESKINSGOLEM)~ REPLACE_TEXTUALLY ~!CheckStatGT(Player[2-6],0,STONESKINSGOLEM)~ ~~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES Confirmed as working. Link to comment
devSin Posted February 4, 2006 Share Posted February 4, 2006 Why not just append the stat check to the current list? I don't want to rely solely on LastSummonerOf()'s ability to return anything useful, and there was talk that it isn't saved (so, if you save and reload, the golem would instantly die). Leaving the PlayerN checks, the golem would at least stick around for the majority of cases (i.e., an actual PC, and not a simulacrum, used the tome). Link to comment
CamDawg Posted February 4, 2006 Share Posted February 4, 2006 Why not just append the stat check to the current list? I don't want to rely solely on LastSummonerOf()'s ability to return anything useful, and there was talk that it isn't saved (so, if you save and reload, the golem would instantly die). Leaving the PlayerN checks, the golem would at least stick around for the majority of cases (i.e., an actual PC, and not a simulacrum, used the tome). I didn't know about LSO check--just confirmed they're not preserved through saves. We'll append instead. Link to comment
SimDing0 Posted February 4, 2006 Share Posted February 4, 2006 Which is rather a shame, because the golem spontaneously dying when you load is even less consistent than if it dies instantly. Link to comment
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