XCOM 2
Alien Rulers Use Prime Reactions
16 Comments
Battlestar 26 Oct, 2024 @ 7:55am 
It appears the freeze effect is never ending, I would recommend to avoid the freeze grenade.
Battlestar 26 Oct, 2024 @ 7:40am 
Freeze grenade is too powerful this way, makes you freeze them for a couple of turns of free team shooting. If every shot determined if they stayed frozen like original then this mod would be better. Right now it makes it too easy.
jat11241976 7 Apr, 2023 @ 5:21pm 
Is there a similar mod to give the Chosen prime reactions?
Johrdan720 27 Mar, 2022 @ 1:55pm 
is normal that ruler get locked in place by hazard tiles ? like acid, poison, fire
Johrdan720 15 Mar, 2022 @ 1:05pm 
i debug start new game and it worked
but i will try later on new generated mission(my current playthrough)
i was trying in the on going tactical game..
Malek Deneith  [author] 15 Mar, 2022 @ 12:44pm 
I legitimately don't remember if it should or shouldn't work on a game in progress. I don't think I ever tested that, and on top of that it has been a considerable time since I last played XCOM so if, for example, there was an update in the meantime that broke something I wouldn't know.
One thing that is worth trying though is refreshing your ini files (there should be guides on how to do it if you search around). Don't think that's it but hey, it can't hurt trying.
Johrdan720 15 Mar, 2022 @ 6:09am 
i just install this mod and don't work
do i need to start a new game ?
Malek Deneith  [author] 11 May, 2021 @ 12:49pm 
Right, so SoloCross, if you're really seeing some weirdness in Ruler behavior you can try doing the following:
- go to <Steam directory>\steamapps\workshop\content\268500\2132415653\Config
- create a text file called XComAI.ini
- copy the contents of this paste to it and see if it improves their behavior: https://pastebin.com/8vJWdTZ1

DISCLAMER: This is a "fix" based on a rough idea what might be happening, without checking if there really is anything to fix, and without checking how it works. This could help, this could break the Rulers, this could be entirely unnecessary. It's not likely to get tested anytime soon seeing as I last played XCOM 2 around the time when I put this mod on workshop, so apply this at your own discretion.
Malek Deneith  [author] 11 May, 2021 @ 12:38pm 
Hmmm, on a sudden thought I imagine what might be happening here is that they can move but only on reaction and not on normal turns since that'd default to... regular species behaviors by the look of it? Ugh. Give me a minute, I'll see if I can parse the AI files enough to attempt to devise a fix.
Invertin 11 May, 2021 @ 12:35pm 
I've only ever seen them go towards the gate immediately too
Malek Deneith  [author] 11 May, 2021 @ 12:34pm 
They absolutely should try moving towards the gate - this mod doesn't touch the AI routines that decide *what* the Ruler does on reaction, it only changes how the reaction is triggered.
SoloCross 11 May, 2021 @ 12:05pm 
I'd recommend making em unable to use Psi-Gate on reaction, when they reach the HP threshold for it they only ever do that and never actually try moving towards it.
Malek Deneith  [author] 16 Jun, 2020 @ 9:03pm 
Ooooh, that explains certain behavior I''ve seen when testing other iterations of the mod then (one that changed RR system rather than removing it). Well at any rate I've seen them take normal turns with this mod installed, so it should work like it does for normal enemies now.
Invertin 16 Jun, 2020 @ 8:16pm 
Unmodded rulers don't get normal turns at all, but they do get actions for free based on how many actions you have leftover if you decide to end the turn early.

Either way, an interesting idea for a mod
Malek Deneith  [author] 16 Jun, 2020 @ 8:13pm 
They do, but that shouldn't have anything to do with this mod. Unless I'm misremembering something they do get normal 2-action turn even with normal Ruler Reaction system in place.
Lago 16 Jun, 2020 @ 3:18pm 
Woah, great idea! If they're Primes now, do they get a two action normal turn?