XCOM 2
[WOTC] Rulers Pause Timers
35 Comments
Haydern 12 Nov, 2024 @ 8:35am 
@RustyDios Hey, the pause effect of Omega Berserker proc inconsistently: in a mission i had the Omega Berserker + 4 mutons (after killing 20 enemies) and the last pod was a Berserker Queen + 5 mutons. The Omega didnt pause the timer (on F1 said it would), so i frost it and kill. Then the pod with Queen activated and the timer paused (even when i stasis her). Maybe a conflict with the both effects on 2 units?
MaCC165 6 Oct, 2022 @ 4:43am 
ah allright, and i meant both, thx for the detailed answer, now i got it :D
RustyDios  [author] 6 Oct, 2022 @ 2:46am 
Or do you mean .. can this mod disable the Chosen pausing the timer? In which case, no. That is not an easy thing to stop, it is hardcoded into the Chosen reveal sequence
RustyDios  [author] 6 Oct, 2022 @ 2:45am 
Yes I got that. The console command works on the timer. It does not care for the how or why the timer was paused, it will just resume or pause it.

So.. a Chosen enters battle and pauses the timer, you use the console command to resume the timer .... the Chosen is still on the field and will just pause the timer again on its turn .... ...
MaCC165 6 Oct, 2022 @ 1:03am 
i meant disable the pause for chosen, thought i wrote it
RustyDios  [author] 5 Oct, 2022 @ 3:20pm 
They should. But if you are fighting a Chosen it will pause the timer on its next turn anyway, so would be pointless.
MaCC165 5 Oct, 2022 @ 9:53am 
do the consolecommands work for chosen aswell(Resume), if not, is there a way to remove the timestop in an ini?
Excel.exe 15 Oct, 2021 @ 10:28pm 
this mod is amazing, not sure how i haven't seen it sooner
Dies Irae 26 Mar, 2020 @ 9:24am 
Thats exactly how it works.
RustyDios  [author] 26 Mar, 2020 @ 6:24am 
Sorry about that. I'll look into seeing if I can make the trigger/conditions ignore stasis .. I'm making no promises on that though!

Just to clarify the chain of events so I can test it myself .... timer active with '5' turns... ruler appears... timer pauses with '5' turns ... ruler gets put in stasis... timer active with '5' turns ... player turn ends... alien turn ruler is still in stasis, timer is active ... alien turn ends ....
.... player turn begins... timer decreases to '4' ... ruler comes out of stasis ... timer pauses on '4' turns ?!

Does sound like how it played out
Dies Irae 26 Mar, 2020 @ 5:39am 
it did restart but it gave me one less turn to get to the hack. (had no tech specalist so no gremlin)
RustyDios  [author] 26 Mar, 2020 @ 4:26am 
Hmm, the timer should stop again though once they are out of stasis ... it should pause anytime an active ruler can target an XCOM member through LoS
Dies Irae 26 Mar, 2020 @ 3:23am 
Thought that was the case but wanted to let you know just in case. I only noticed when i failed the mission. lol
RustyDios  [author] 26 Mar, 2020 @ 3:11am 
No that is not intended but I can see why it would happen.. the ruler can't 'target' XCOM and therefore pause the timer. I'm afraid that is an odd interaction that I'm going to have let pass though, or the Rulers would be stopping the timers just for existing in the mission.

Nice catch, not much I can do about it. :)
Dies Irae 26 Mar, 2020 @ 2:32am 
Did you know that if you stasis a ruler the timer starts again. Is that intended
RustyDios  [author] 23 Jan, 2020 @ 3:48pm 
Glad I could help you set it up exactly how you want for your game :)
Have fun :)
CptnHappyTimePie 23 Jan, 2020 @ 2:14pm 
That way saves a lot more time and looking so yup I'm sticking with it for now :) Thanks for all the help RustyDios, really appreciate it :)
RustyDios  [author] 23 Jan, 2020 @ 2:10pm 
It shouldn't 'hurt' because if my script can't match/find the enemy template it just won't add the ability... but you won't need the different _Diff_x versions

If you are looking through the ABA files, the best way to search is in the Localization\XcomGame.int file and do a search ( ctrl+f ) for "X2CharacterTemplate" ... this will highlight all the template names, like so:

[_TEMPLATENAME_ X2CharacterTemplate]
strCharacterName="_INGAME_NAME_"

... which should help you find everything you want.

Also remember to save a copy of your edited file, in case this mod gets an update, so you can easily re-install your changes :)
CptnHappyTimePie 23 Jan, 2020 @ 1:26pm 
That's great thank you again! Went through all the sub-folders for ABA (Archons -> Vipers) and copied and added any enemy that had the 'M4' (ArchonM4 as an example).

Would you need to add in the one's that include the _Diff_1 (ArchonM4_Diff_1 as an example) also?

My heads telling me yup and that this was a stupid question o.O
RustyDios  [author] 23 Jan, 2020 @ 11:35am 
So in this mods files config at, you want to add them to the XComRulersPauseTimers.ini
you can this file at;
(drive):\Program Files (x86)\Steam\steamapps\workshop\content\268500\1975138210

In that file find the section that has;
+RulerTemplate =

and copy/paste/add more lines with the templates of the enemies you want (you can find template names either in the ABA mod, or in the linked guide above ... iirc the ABA Primes are all like SectoidM4 )

Hope that helps :)
CptnHappyTimePie 23 Jan, 2020 @ 5:49am 
@RustyDios Thank you so much that was wrecking my brain as to what or why!!! I can live with it knowing what it's for. I'm the person who doesn' t TAB after every move so having the game tell me whats about to happen (Lost killed....before actually killed o.O) was driving me stray.

If I can ask for more advice please, what lines should I be looking for/add in this mods ini to include the ABA Added primes? The A Babies Advent mod by the same author removes their ruler reaction but I like that feature, I just want time to struggle/fight with the.
RustyDios  [author] 23 Jan, 2020 @ 4:06am 
@CptnHappyTimePie the log messages in the corner are a remnant of using the X2CommunityHighlander BETA, it helps with ease of access for debugging the features in the BETA to have an on-screen readout of what is being presented to the log :)

These messages are hidden when the X2CHL BETA is moved to the Stable release. Hope that helps you understand what is happening and why :)

Also really glad that it's not a problem with this mod :) :)
CptnHappyTimePie 23 Jan, 2020 @ 2:15am 
Apologies, BETA's are Yellow & CommunityHighlander, not this mod. No offense intended, copy pasta error just
CptnHappyTimePie 23 Jan, 2020 @ 2:15am 
Games fine, no crashes, just started new campaign using this BETA and the Yellow BETA too (loving the pod jobs - Pod Managements!!!) config folder cleaned, using AML and generally hand check each mod (ini stuff only Im no coder).

Only started yesterday and I'm commenting on the mods I've updated since then. Any help would be appreciated please.
CptnHappyTimePie 23 Jan, 2020 @ 2:15am 
<<<< Mission Startup Block >>>>
X : Pulling global ini values
X : Pulling gatecrasher ini values
X : Updating values based on SitRep overrides
<< Processing XCom Unit List >>
8 : Units registered to XCOM Squad list
X : Updating XCOM list counts
8 : XCOM squad units in play
0 : XCOM squad units killed
0 : XCOM squad units extracted
4 : Set XCom Heavy Losses threshold
X : TacIntro Camera to Vector : pan->mark->viewer->return
Mission Difficulty set to LEGEND
X; Exec LOS Camera to Vector: pan->mark->VO->return

<< XCOM : Concealment Broken >>
(...yup no s**t I chucked a 'nade to see what you'd say game o.O)

That's all I managed to screen grab I'm afraid. Always after ALIEN ACTIVITY and just before My Turn, it's like the games telling me engine or script or something stuff?
CptnHappyTimePie 23 Jan, 2020 @ 2:14am 
Can anyone shed some light on what might be the cause of 'log' type messages appearing in the lower left corner of the screen when in game (only during misions not Avenger or GeoScape)

<<<< Processing Start of XCom Turn >>>>
<<<< Processing Turn Timer : UMS Basic Timer >>>>
X : Timer is not engage
RustyDios  [author] 21 Jan, 2020 @ 1:31pm 
What would you like to know? I can walk you through setting it up for custom enemies, but I recently updated the default config to work with all base game rulers, the CX HIVE Queen, cloned alien rulers and the corrupt avatar 'ruler'.
Dr.NDL 21 Jan, 2020 @ 1:09pm 
this is a great mod!! is there a guide on how to use this mod, im a bit slow on things like this, i don't understand command/code
RustyDios  [author] 21 Jan, 2020 @ 1:03pm 
Should be safe to add mid-campaign... maybe not mid tactical save.. hmm I supose I forgot to note that in the description... fixed :)
HeavyBones 21 Jan, 2020 @ 12:34pm 
I had to cheat with "tatc" once because of a similar reason, so this will definitely come in handy. My only question is can this be added mid-campaign?
NightNinja54 21 Jan, 2020 @ 11:45am 
Very awesome. Well done
Quarters 21 Jan, 2020 @ 9:41am 
Didn't know I wanted this! Thank you!
RustyDios  [author] 21 Jan, 2020 @ 9:34am 
Thankyou Iridar :) Couldn't do half the stuff I've done without your help and support on the discord and the wiki :)
Iridar 21 Jan, 2020 @ 8:34am 
Congrats on release!
septicemic 21 Jan, 2020 @ 8:16am 
Thank you, this is amazing! Now the question is whether I should restart my campaign (again) to unset double turn timers...