XCOM 2
Alien Rulers Immunities
27 Comments
Juravis  [author] 21 Feb, 2019 @ 7:47am 
Not compatible with wotc
Nerhak 21 Feb, 2019 @ 4:59am 
Bug Reports : This mod stops some other mods to work, from what I'm sure of, it cancels :
- Charges over Cooldown
- Evac For All
Might be more, but I'm sure of these two.
Shavy 10 Feb, 2019 @ 2:36pm 
can u make mod dat alows us to mind control them?
Juravis  [author] 3 Jun, 2018 @ 9:27pm 
Im using it with lw2 no trouble
Sophist88 3 Jun, 2018 @ 4:35pm 
Just an update: I play with lots of mods around the RPG overhaul. After much trial and error, I discovered that this mod is preventing my other mods from working.
Juravis  [author] 29 Sep, 2017 @ 7:12am 
Probably but its not updated for it so not supported
Aegelweard 29 Sep, 2017 @ 1:23am 
Does this work with WOTC?
Juravis  [author] 23 Apr, 2017 @ 10:35am 
There are some mods that change rulers, like giving them normal turns. This helps. Rulers are supposed to be a little hard. Nothing crazy, just regular hard.
Boisegangpc 22 Apr, 2017 @ 3:50pm 
At first I was like "Why?", and then I realized there's a video of ChristopherOdd cheesing the Berserker Queen by using DoTs. And then I realized that that was dumb.
TM 2 Apr, 2017 @ 1:43pm 
love your why do dis? :) Thanks!
BlueRaja 10 Feb, 2017 @ 10:04am 
@Bacxaber: I've recommended subscribing to this mod (along with "Can't Execute Rulers") for my Ruler Reactions Revised mod, for balance.
Juravis  [author] 25 Jan, 2017 @ 10:14pm 
I use rulers with normal turn mechanics.
Bacxaber 25 Jan, 2017 @ 10:10pm 
Why would anyone want this? (yeah I read your description, I'm asking anyway)
Juravis  [author] 3 Jan, 2017 @ 11:57am 
Turn it off? (Everything is customizable)
Arkhangel 3 Jan, 2017 @ 11:41am 
@ADVENT Avenger: while i get you want to up the Hardness, Viscount is kinda right. You essentially make the Bolt Caster useless by making them immune to stuns. a RESISTANCE to stuns, maybe, would probably be better.
Juravis  [author] 2 Jul, 2016 @ 8:30am 
Yes
Bantichai 2 Jul, 2016 @ 2:52am 
Is this compatible with Grimy's no execute rulers?
Juravis  [author] 15 Jun, 2016 @ 8:13am 
In test you can do anything
Ed583 15 Jun, 2016 @ 5:23am 
That second screenshot...is that a playable Berserker Queen??
Juravis  [author] 11 Jun, 2016 @ 1:23pm 
@XCOMet All the parameters are configurable.
Viscount Vokhan 11 Jun, 2016 @ 1:19pm 
The boltcaster is useless with this on, the weapon was made to stun these rulers. Now you made it next to useless, i get the rest, but stun needs to be put back into play in all of em.
The BlackVision 8 Jun, 2016 @ 2:43pm 
Not sure how easy the effect rules are to mess with is the issue - mainly cause messing with effects usually means screwing with the event manager too unless yu can ninja the code into the events without touching it.
The BlackVision 8 Jun, 2016 @ 2:42pm 
Good point. Hmm. Easiest method with that is give a free-action ability to the rulers that they will always use without any cooldown which wipes out any tickers. So long as the AI accepts it and uses it, that'd do the job. You just set all durations (fire, poison, etc) to 0 when used.

Much neater :)
Juravis  [author] 8 Jun, 2016 @ 2:33pm 
@BlackVision Thanks for the input. I was thinking more of something along "Tick then remove". I know there are tick effect rules in there, it could check if the template it's applying to is a ruler and then just remove the effect once it's done.
The BlackVision 8 Jun, 2016 @ 2:22pm 
Also, havn't checked, but might be able to make it even simpler if all the DoTs have individual damage types - then you just add checks for that damage type and either regen it or prevent it. Fairly sure they share damage types with some soldier abilities and skills and several of the ammo types though.

Could also insert code into the damage-dealing events with an IF clause for the rulers specifically, though that's almost as bad as messing with the event manager.
The BlackVision 8 Jun, 2016 @ 2:22pm 
Tricky one. Easy to do if it's from one damage source, as it can check that it never exceeds 1, but several different ticks? Would need an amendment to the EventManager, which is possible (even if it's far greater depth than I've ever seen on that kind of thing), but would also make it much harder to integrate with other mods.

Only other kind of work around I can think of is to add an ability to the ruler's movement at the end of each soldier's turn, pass a variable for the ruler's health, then individually call that variable for a check when it comes back round to the proper alien turn and heal the difference. Messy, and means at the end of their health they can die before the heal, but plausible, and gives a some-what workable solution. Could work though - they just regenerate the difference, basically, which is slightly softer on XCom for finishing them off, but also makes sense for time taken to heal DoT.
Juravis  [author] 8 Jun, 2016 @ 1:55pm 
I want to make it so Alien Rulers only take 1 tick of damage over time. I need modder help, i don't know how to do this. Presently Rulers take damage for every additional turn they are granted by reactions, and if they react 4 times and burn 4 times that's a lot of damage. I want the effect to go away after 1 maybe 2 shots. Thank you.