XCOM 2
Renegade Rulers
105 Comments
Epic Dovahkiin 13 Oct, 2024 @ 10:17am 
btw you can use faction anchor to ensure you have to kill a ruler before the mission ends (i haven't personally tested it but reading the workshop page it basically says everything on the other teams has to die before the mission ends so it seems like it'd work with any and all mods that add new enemies to any of the teams (most just use eTeam_One tho))
Dragon32 31 Jul, 2024 @ 11:02am 
@LightenedDark
Pretty sure that's still not allowed with this mod.
LightenedDark 31 Jul, 2024 @ 7:59am 
Does this allow rulers and chosen on the same mission?
WorldWalker128 7 Jun, 2024 @ 11:55am 
Thanks for this mod. Never understood why they side with Advent when they didn't have the control chips implanted in them. Sure they had no reason to appreciate humanity, but why would they side with the people that enslaved their ENTIRE RACE?
HaziTru 18 May, 2024 @ 6:23pm 
I really want to use this mod but 2 things that are game breaking. If you use the Hive mod then the rulers are on your team, rulers don't react to lost, if you use yellow alert the lost will just beat the crap put of them without them responding.
Dragon32 2 May, 2024 @ 6:56am 
@Phoenix
If you've a mod that activates pods before your troops see them that could be the case.
Phoenix 1 May, 2024 @ 9:54pm 
If the Alien Rulers don't react to the Lost does that mean they just take hits from them and will die easily? I'm worried the Lost missions will make the Alien Rulers die without me having to fight them.
Lord Penguin VIIII 12 Nov, 2023 @ 7:58pm 
Oh MR.Nutella, Lord of Breakfast, I the Lord of Penguins am in the same predicament
Rui 7 Aug, 2023 @ 11:20am 
Does faction anchor fix the fact that the mission ends when the ruler is the only one left?
MR.Nutella Lord of Breakfast 15 Jul, 2023 @ 10:41am 
Does this work mid Campaign?
Bracket 21 Mar, 2023 @ 10:15pm 
Not sure this works with Ruler Reactions Revised. The ruler ignored the aliens next to it and went straight for my squad.
HaziTru 26 Dec, 2022 @ 6:38am 
Only issue is that the hive is on rulers team.
ImJustJoshin 25 Mar, 2022 @ 3:01pm 
Real shame that it edits the ruler reactions
Haywire 21 Feb, 2022 @ 4:42pm 
Is it the mod set up to do this or is the code just funky? I had one of those "rescue VIP and two soldiers in Lost city." missions and the Viper King kept pulling the soldiers into a bind even before they were activated.

Also, agree with Headless below. I was also running Upgraded Rulers with this but got the old reaction behavior.
Crimson Prose 17 Jan, 2022 @ 4:17pm 
Is there any reason this mod needs to alter the ruler reactions? I confirmed that other mods that change the ruler reaction system don't work if this is installed, and it looks like your source code has a function to do ruler reactions. I don't understand why that's needed to put them on team one.
Dragon32 13 Sep, 2021 @ 12:50pm 
@Delirium
Is there is a way to edite each and every modded faction to, say eTeam_Nine, eTeam_Ten?
AFAIK that's not possible.
Delirium 13 Sep, 2021 @ 11:12am 
@Dragon32, if I want a most chaotic multiple way battle with multiple raider factions, what is the way to achieve that? From my understanding a lot if not all raiders uder eTeam_One, is that correct? Is there is a way to edite each and every modded faction to, say eTeam_Nine, eTeam_Ten? Or is that just my wishful thinking?
Also, could you check my comment to yours on the Rebellious MOCX page to see if I am correct? Thanks!
Traveler 5 Sep, 2021 @ 4:27pm 
I finished my game. The snake and andromedan showed up, but the other one never spawned.
Dragon32 20 Jul, 2021 @ 5:49am 
@Gwynbleiid
Then they'd be allied with whoever's on eTeam_Two

I've edited The Hive mod's XComGameData.ini to disallow the Feral Hive SitReps from spawning when the Rulers are active. Think that should do it.
Gwynbleiid 19 Jul, 2021 @ 7:29pm 
@RealityMachina what does the RenegadeRulers.XComGameState_AlienRulerManager_Fixed does? it is commented out in the engine ini, just wondering, also will they be allies to the hive? they also are spawn in eTeam_One, if so, can the rulers be changed to eTeam_two?
RustyDios 13 Feb, 2021 @ 11:28am 
eTeam_Resistance is friendly to XCom
eTeam_Neutral also don't pick sides at all (friendly to everyone)
SuperDigga 12 Jan, 2021 @ 3:40am 
eTeam_One is hostile to both XCOM and Advent. Which eTeam is friendly to XCOM? Im asking so i can tweak a faction
Dragon32 25 Jul, 2020 @ 12:02pm 
@aegis
It's compatible with Raider factions, I've not added it mid-campaign though.
aegis 25 Jul, 2020 @ 11:03am 
is this compatible with raider factions?
and does it work mid campaign
MrMister 30 Apr, 2020 @ 12:30am 
@Traveler use Execution to allow your soldiers to execute adjacent unconscious units.
MrMister 30 Apr, 2020 @ 12:30am 
#Traveler use Execution to allow your soldiers to execute adjacent unconscious units.



Hey RM, could you consider implement a similar thing to what you did for MOCX, and rather than having the renegade ruler pod pre-deployed, let it spawn as a psi-gate reinforcements that are called the turn you lose concealment?


This would greatly solve the fact that with AIonAIonSightActivation=true in missions with rengade rulers you are greatly encouraged to just avoid engaging anything alltogether while them and ADVENT tear each other apart.
Traveler 23 Apr, 2020 @ 2:55am 
Lol. I added this to an existing game. Seemed to work ok when the Snake appeared and started attacking Advent. Except that it was one of those "capture the general" missions and some how His Majesty knocked out the General. The game wouldn't let me target his unconsous form nor would he wake up.. And when I tried to evac the game just crashed.
MrMister 22 Apr, 2020 @ 1:32am 
Hey RM, do you tjhink you could make it so the big RULER MOVEMENT text and other UI elements don't appear, or can be set as such in an .ini? They kinda spoil the ruler's presence in a mission (even if Yellow Alert's AIonAIonSightActivation means most of the time they'll activate on the first alien turn anyway).
mediumvillain 1 Jan, 2020 @ 3:49am 
pretty sure thats a function of the game's AI @EvilDastard. you could grab a mod like yellow alert gameplay that makes it so AI units can activate other AI units without XCOM being present.
EvilPolygons 27 Aug, 2019 @ 9:40am 
In my last game, I watched (using a stealthed reaper) the Archon Ruler allowing itself to be slowly killed by an Advent dude while the Ruler just sat there not doing anything. It simply wouldn't take any action even though it was being attacked every turn.

* The Ruler's pod had not been alerted to my squad because my guys were well outside detection radius and LOS while my reaper was scouting.
* The Advent dude was the lone survivor of a pod which had been activated (and wiped out) earlier by my guys; he retreated offscreen and apparently blundered into the unactivated Archon Ruler.
* The Ruler never tried to escape, even though it was being killed by Advent, presumably because I kept my guys back and didn't alert the Ruler pod. I'm guessing that caused the Ruler's entire pod to be stuck in an inactive state?

Pretty bad bug, unless you're specifically looking for a mod that lets Advent kill off defenseless Rulers while your team sits safely offscreen twiddling their thumbs. :spy:
Deadput 7 Aug, 2019 @ 3:42pm 
@Kakroom

I mean their not against the Elders in canon so why would they attack them? How is it bias to attack your enemy?
Kakroom 7 Aug, 2019 @ 12:46pm 
It does feel like they have an XCOM bias.
darkdill 8 Jun, 2019 @ 9:03pm 
This seems to override the "Ruler Reactions Revised" mod.
Obdulio 8 May, 2019 @ 8:30pm 
Is there a chance there could be an option for Rulers and Chosen to appear at the same time?
Schweineschnute 30 Mar, 2019 @ 8:00am 
I just tried this mod for the first time, wanted to tackle The Nest, but I can't fulfil any objectives on the map (the "investigate" markers, to be precise). Since this is the only mod I have affecting the rulers, could this mod cause it?
Avalon 8 Mar, 2019 @ 9:38pm 
I also found this problem
Puggly the Grey 7 Mar, 2019 @ 6:34am 
I have the same problem as Freedom.
Freedom's Flame 30 Oct, 2018 @ 1:13pm 
I just played through a campaign with this and for some reason ADVENT would attack the rulers, but not the other way around. Any idea what might be causing this? The only other things I have that modify them are Ruler Reactions Revised and Can't Execute These Enemies.
Dodes 25 Sep, 2018 @ 7:36am 
@a slightly amused potato
Yes, I believe they have the same reaction parameters. So if you have a mod for example that revises ruler reactions then it applies to advent/chosen too.
SlightlyAmusedPotato 10 Sep, 2018 @ 5:21pm 
Do the rulers react to advent moving?
Mr.Shafto 25 Jul, 2018 @ 5:29am 
Any chance of adding a config options for the Ruler's aggro? Mine never seem to target Advent.
Dragon32 16 Jul, 2018 @ 11:18am 
@Redrumm:
No. There was "Cloned Alien Rulers" for the base game, dunno if a WotC version was ever made. And they won't behave like the Rulers do with this mod, AFAIK.
Redrumm 15 Jul, 2018 @ 11:38pm 
Hey does this put em back in the game if I already defeated em? I miss these guys lol
Tarsis 9 Jul, 2018 @ 4:38pm 
Huh, when I fought the berserker queen, she only moved on my moves, not attacks. Or was it vice versa? At least she didn't run through two pods of Advent to attack only me, so I had some time to soften her up. That Archon King Blazing Pinions is some BS though. Time to fix that.
RealityMachina  [author] 9 Jul, 2018 @ 11:36am 
Yeah if you're not using any other mods, that's how rulers work normally.
Dragon32 9 Jul, 2018 @ 11:21am 
@Tarsis:
Yep, sounds about right.
Tarsis 9 Jul, 2018 @ 10:38am 
I encountered the Archon King for the first time ever yesterday. He brutalized my team. He got an action anytime anyone on my team made a move action OR an attack action. I was nearly powerless to his assault when he flew into the air, and on my first attempt to move someone out of the radius, blazing pinions activated, stunning two and heavily damaging 4. I escaped with half of my team. I'm not using any other ruler action mods.
RealityMachina  [author] 8 Jul, 2018 @ 11:10am 
Yeah they've been working fine for me, though I should fix them now...
Dragon32 8 Jul, 2018 @ 9:48am 
Hey RealityMachina

Presumably the Redscreen errors I'm seeing, like this:
Error: Redscreen: ImportText (ModAddedTeams): Unknown member XGAIPlayerUsed in: (XGAIPlayerUsed=, Team=eTeam_Two, AlertsAreVerified=true)

Can be ignored for this and your faction mods?