XCOM 2
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Cloned Alien Rulers RaiderFaction
   
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16 Jun @ 12:48pm
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Cloned Alien Rulers RaiderFaction

Description
Uniter of the Elements Cloned Alien Rulers as their own renegade SITREP encounter.
Clones are removed from ForcedBossLeader spawns so you will only encounter them in the new SITREP.
Alien Ruler Clones will initially be deployed at alternating Force Levels with their comparable underlings, however at Force Level 19 and 20 they will be fully random.
Clones are on eTeam_Two like most raider factions.


Includes support for Raider Bases

Requires Uniter's Original Cloned Alien Rulers and the Community Highlander to work.
Caution when using Raiders and Resistance Strategic Spawning, small maps can block spawns

Credit:
RealityMachina: Designer of all original raider faction content
NightNinja54: Reapers & Collectors raider faction which I used as a reference while making this
Uniter of the Elements: For the Original Cloned Alien Rulers mod
12 Comments
Shaggoth (Ищезаяц) 18 Jun @ 4:26pm 
i'll try with both anyway :) + i added those bastards to lost encounter lists
Shaggoth (Ищезаяц) 18 Jun @ 3:32pm 
so with no map mods, we can use both?
Dragontoast  [author] 18 Jun @ 3:10pm 
@GameAcc Technically speaking it is compatible.
However, if you use Mods that add new maps especially smaller ones it will likely cause an error that would make it appear that this mod is not working because the script of Strategic cannot find a proper location and removes the spawns.
Easier to just say it isn't compatible with Strategic Spawning so I don't get false bug reports as it is two other mods causing the issue to occur and not an issue with my own mod.
tastiger841 18 Jun @ 4:12am 
You can use Raider Faction: Chaos Insurgency as reference if you want to change team in config.
GameAcc 17 Jun @ 2:11pm 
Maybe some modders can help? Idea is great but a lot of people use strategic spawining
Dragontoast  [author] 16 Jun @ 7:30pm 
@RustyDios
I did not set up it up for configurable teams, I initially considered eTeam_One because of Renegade Rulers but ultimately decided to go with eTeam_Two to reduce complications and have them always fight the True Ruler for balance purposes.
Dragontoast  [author] 16 Jun @ 7:17pm 
@Drakten it basically removes the spawns from the map instead of relocating them like it is supposed to. The Clone pods were spawned which could be seen in the log but they would not be present in the mission at all.
Drakten 16 Jun @ 7:00pm 
Why is it incompatible with Raiders and Resistance Strategic Spawning?
RustyDios 16 Jun @ 6:53pm 
Is the team configurable?, because I would love to havethem on eTeam_one like the Renegade Rulers mod.
Shaggoth (Ищезаяц) 16 Jun @ 3:51pm 
awyeah, better than i was trying to achieve :) thanks for that essential tweak for me. a guy who uses horrible enemies and almost no op mods for xcom :steamthumbsup: