XCOM 2
Cloned Alien Rulers
74 Comments
SpaceMonKey 15 Oct, 2021 @ 12:44pm 
Fun/challenging mid-late game mod. Especially when also running LEB's Late Game Enemies, the Venator enemy mod (Fun buffed Codex squads that zip across the entire map to do massive radius 9-10 explosion damage, 1 turn cool down, also explode when killed and do everything else Codex do). Plus a few other random insane alien/enemy faction mods...just to confirm how much I love-hate this game as much as I do myself. Well equipped high ranking squad now reduced to two critically wounded survivors? I did not play it well, squad revealed at a bad time, will dominate next time. 5 out of a possible 5 stars.
Shavy 11 Mar, 2019 @ 11:47am 
fuk yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Cookiesnm1lk 14 Jan, 2019 @ 9:26pm 
wonderbar!
Cookiesnm1lk 13 Jan, 2019 @ 11:42pm 
is there a version of this for LW2?
Tbone 14 Apr, 2018 @ 3:26pm 
Wonderful, thank you
Tbone 19 Feb, 2018 @ 8:50am 
And if you cant figure out how to upload it, I would love it if you would not mind teaching me how to make it. I know its probably a lot of work.
mynameactually 19 Feb, 2018 @ 12:55am 
Same.
Tbone 18 Feb, 2018 @ 2:11pm 
Well, I would love it if you would be kind enough to let me know if you figure it out
Dęąth Viper 18 Feb, 2018 @ 2:10pm 
I made the mod for WOTC but It wont let me upload anything... not sure whats going on
Tbone 18 Feb, 2018 @ 9:16am 
@Uniter of the Elements I love the idea of this mod, but have no idea what the hell i'm doing when it comes to modding/creating mods. It would be fantastic if you could somehow update it for WOTC(I know you said you couldn't but I would love a second try) or help walk me through it. I think this would add alot to missions and would appreciate it a lot.
Dęąth Viper 24 Dec, 2017 @ 5:52am 
ok. I have no idea how to do the tech advaces so Ill just make them a boss spawn like the sectopod with regular loot drops
Uniter of the Elements  [author] 24 Dec, 2017 @ 5:01am 
@NST-Frizz, considering that I'm unable to get the WOTC SDK for various reasons, knock yourself out lol
Dęąth Viper 23 Dec, 2017 @ 12:50pm 
would you mind if I port this over to WOTC for you?
Orange Shards 18 Oct, 2017 @ 1:36pm 
Pls update this for Wotc!!!! This is such a great mod
Dukenukem117 17 Sep, 2017 @ 1:48am 
Nooooo!!!! I need this for WOTC to fix the stupid inverted difficulty curve!
rexounnet 11 Sep, 2017 @ 12:36pm 
I hope it will be compatible with WOTC one day, this mod was really a great idea and it kept the campaign spicy and got it even crazy sometimes lol but I love it !
thanks for it anyway :)
smackthis527 3 Sep, 2017 @ 1:26pm 
@Uniter of the Elements Thank you. I was kind figuring it was that.
Uniter of the Elements  [author] 2 Sep, 2017 @ 11:26pm 
I'm afraid this mod's not compatible with WOTC as of now.
Captainshorts 2 Sep, 2017 @ 9:40pm 
Does this work with WOTC?
Uniter of the Elements  [author] 27 Aug, 2017 @ 5:13am 
@smackthis527: The clones are supposed to show up late game whether or not you started a campaign with this mod, just that you can only gain access to the armors if you loaded up a new campaign. And for the armors, autopsies of the original rulers are required.
smackthis527 26 Aug, 2017 @ 11:37pm 
I have a question with this mod. I really like it since I'm late in game after I killed the rulers already awhile ago and having the clones come in. Problem is when I kill the clones and get back to the avenger, there are no autopsies to be done and only once when I went to engineering was I able to make a R.A.G.E. suit, but when I made it it vanished. I killed a second clone, but this time was unable to make any armor. Now I subscribed to this mod already through a play. My question is I know it says it's applicable on new campaigns....Does that mean that the clones will show up through an already started campaign but just can't use the armors since it isn't a fresh one? Or are the clones not supposed to show up in my game since it was already started and not a new campaign?
khan1670 25 Aug, 2017 @ 6:06pm 
Yes, that's all done. I'm actually at the end of the game now, so my squad is in good shape anyway.

I was just wondering where they were.

I did leave the rulers really late, and did encounter clones first. That wouldn't be it would it?

Still nice mod, enjoyed mind controlling a Berserker queen clone in my last mission :)
Uniter of the Elements  [author] 25 Aug, 2017 @ 8:47am 
have you autopsied the alien rulers?
khan1670 24 Aug, 2017 @ 9:39pm 
Hmm..I don't seem to have the option to build additional armors? ..and yes this mod was active from start of my playthrough.
DERPKING1991 22 Aug, 2017 @ 1:53pm 
Dont got any other mission mods on. Just more pods, once i take this mod off it works again
Dęąth Viper 22 Aug, 2017 @ 8:12am 
I dont think this works.... The rulers just waste their moves moving 1 square and then turning around to watch as my soldiers blast them in the face
Uniter of the Elements  [author] 22 Aug, 2017 @ 1:37am 
Derp King 1991, are you using additional missions mod? That mod may cause weird things to happen, especially if you mean ADVENT VIP in City Center missions.
DERPKING1991 21 Aug, 2017 @ 12:52am 
Another thing I found out but dont know if its just this mod but on the capture or kill missions after killing a normal ruller, no enemies at all till after killing or capturing the vip
mynameactually 3 Aug, 2017 @ 11:06am 
When WotC drops, if you can find a way for the Chosen to kidnap the rulers, and trigger the clones, that would be awesome. Then not only is Xcom needing to fight Advent, the rulers, and the Chosen, they're needing to protect the Rulers from the Chosen. (With maybe added on functionality with that MOCX Initiative mod, where they want the rulers too.)
DERPKING1991 2 Aug, 2017 @ 5:26pm 
pretty much what blood said
ArkonisAelir 2 Aug, 2017 @ 6:07am 
By AI clashes, do you mean Beta Clones only taking single-tile moves as their actions, both during regular enemy turns and in Inhuman Reflexes?
Uniter of the Elements  [author] 2 Aug, 2017 @ 3:17am 
@Everyone who mentioned about no corpse names: Error has been fixed, and in addition I have attempted to include some AI fixes that can hopefully reduce AI clashes with the rulers.

Let me know if game still crashes upon mindcontrolling an alien clone.
Atma01 26 Jul, 2017 @ 12:41am 
@rexounnet
Yep new campaign. I think that the corpse item names might be different to what the creation is looking for, maybe due to mod conflict.

@Derp King 1991
Had something similar happen, but only once. Seems like it happened after a Mind Control though.
Abdulla Babulla 25 Jul, 2017 @ 1:03pm 
"Derp King 1991 -_-" or otherwise: "How many 'at all' and 'pretty much' can I fit into once sentence?"
DERPKING1991 25 Jul, 2017 @ 1:00pm 
Yeah this pretty much doesnt work at all, it pretty much makes all the dlc not work and the rulers not move at all, they just randomly show up on any mission and never ever move. Its a great idea but it doesnt work and the dlc just doesnt work with this mod at all.
rexounnet 25 Jul, 2017 @ 9:50am 
@Atma01

Did you start a new campaign ?
Uniter of the Elements said in the mod description you have to start a new campaign.
"As a bonus, once you performed the autopsy on the original Rulers, you can use the clone's corpses to create duplicates of the Alien armors (only applicable on new campaign starts sadly)."
Atma01 25 Jul, 2017 @ 1:57am 
Great mod but I'm getting the same issues as bloodspatBOOM in regards to the corpse descriptions. But also can't seem to create more armor from them either. Corpses are definitely in the inventory, and have done all the research prior and already have the DLC armors etc.

I do have some loot mods installed so maybe some sort of conflict? Any idea what INIs I should look at to check what the creation pre-reqs are and the corpse items to compare? Thanks. :vahlen:
rexounnet 19 Jul, 2017 @ 6:02am 
Great Mod !! Though it is kind of difficult when you met two of them on the same mission... :-)
Anyway, I got the same bug as bloodsplatBOOM and mediumvillain + one with the ViperKing when it uses the "inhumain reflex" and try to bind one of the xcom soldiers, the animation doesn't match : the soldier plays the animation but is not attracted to the viper boss, and stays on the same spot he was. (don't know if it was already report)

Thanks again for this mod and keep up your great work !!!! :-)
Uniter of the Elements  [author] 16 Jul, 2017 @ 7:53am 
@mediumvillain: Noted, I'll check the descriptions. And regarding XComMissions, as long as you install this mod after riftkeeper you can play with this mod just fine, the additional bossleaders shouldn't affect anything if you don't have the mods installed.

@bloodsplatBOOM: thabks for the report!
ArkonisAelir 16 Jul, 2017 @ 6:36am 
Got a bug report, and while it *could* just be a mod conflict, I should mention anyway that if you manage to mind-control a Clone Alpha (Archon Ruler) and have it use Devastate (the Ruler version of Blazing Pinions), then it causes the game to crash.
mediumvillain 16 Jul, 2017 @ 3:48am 
when you get the corpses for these guys (the archon clone at least) its missing some description text in the after action report
Jun 15 Jul, 2017 @ 10:07pm 
Behold! Masochism!
Ultimate Despair 15 Jul, 2017 @ 1:15pm 
Probably, I think it might be too broken to have them as an ally, but I can see them dropping some really high end-game gear.
Klyern 15 Jul, 2017 @ 1:23am 
sorry for the double post, @jill, i think maybe all this ruler stuff would be more manageable if you coud reproduce (at great cost) or find more hunter weapons (as in probably as loot or rare map scanning events)
Klyern 15 Jul, 2017 @ 1:21am 
@bmobmo64 It says that the clones only take reaction turns when they are hurt, not like rulers which take a reaction turns every time an xcom controlled character takes a turn.

We should probably refer to the clones's reaction turns differently, something like reprisal turn.

Honestly i always thought the rulers should act like the clones in this mod. They aren't as deadly when you ambush them with hunter weapons but they are definitely bull**** when you find one and your squad isn't concealed.
Ultimate Despair 15 Jul, 2017 @ 1:16am 
I second that idea, you should be able to "build" them, perhaps maybe if you get a specific loot (soul drop or whatever), and craft them as an ally?
Bmobmo64 14 Jul, 2017 @ 5:24pm 
Why though? There is unfair, and then there is this.
mediumvillain 14 Jul, 2017 @ 9:46am 
what is the point of the missions config? the ruler clones arent included but ABA bosses are (Gatecaller, Deathstar, Stealth Sectopod). I noticed b/c I use the Riftkeeper but not ABA, so this file wouldnt do anything for me, but when I checked what it does I saw the - & + lines are identical, so its not changing anything even if you do use ABA. Might wanna doublecheck, & if you could add a JUST Riftkeeper version that would be nice