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Pretty sure that's still not allowed with this mod.
If you've a mod that activates pods before your troops see them that could be the case.
Also, agree with Headless below. I was also running Upgraded Rulers with this but got the old reaction behavior.
Is there is a way to edite each and every modded faction to, say eTeam_Nine, eTeam_Ten?
AFAIK that's not possible.
https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/issues/188
https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/issues/224
Also, could you check my comment to yours on the Rebellious MOCX page to see if I am correct? Thanks!
Then they'd be allied with whoever's on eTeam_Two
I've edited The Hive mod's XComGameData.ini to disallow the Feral Hive SitReps from spawning when the Rulers are active. Think that should do it.
eTeam_Neutral also don't pick sides at all (friendly to everyone)
It's compatible with Raider factions, I've not added it mid-campaign though.
and does it work mid campaign
Hey RM, could you consider implement a similar thing to what you did for MOCX, and rather than having the renegade ruler pod pre-deployed, let it spawn as a psi-gate reinforcements that are called the turn you lose concealment?
This would greatly solve the fact that with AIonAIonSightActivation=true in missions with rengade rulers you are greatly encouraged to just avoid engaging anything alltogether while them and ADVENT tear each other apart.
* The Ruler's pod had not been alerted to my squad because my guys were well outside detection radius and LOS while my reaper was scouting.
* The Advent dude was the lone survivor of a pod which had been activated (and wiped out) earlier by my guys; he retreated offscreen and apparently blundered into the unactivated Archon Ruler.
* The Ruler never tried to escape, even though it was being killed by Advent, presumably because I kept my guys back and didn't alert the Ruler pod. I'm guessing that caused the Ruler's entire pod to be stuck in an inactive state?
Pretty bad bug, unless you're specifically looking for a mod that lets Advent kill off defenseless Rulers while your team sits safely offscreen twiddling their thumbs.
I mean their not against the Elders in canon so why would they attack them? How is it bias to attack your enemy?
Yes, I believe they have the same reaction parameters. So if you have a mod for example that revises ruler reactions then it applies to advent/chosen too.
No. There was "Cloned Alien Rulers" for the base game, dunno if a WotC version was ever made. And they won't behave like the Rulers do with this mod, AFAIK.
Yep, sounds about right.
Presumably the Redscreen errors I'm seeing, like this:
Error: Redscreen: ImportText (ModAddedTeams): Unknown member XGAIPlayerUsed in: (XGAIPlayerUsed=, Team=eTeam_Two, AlertsAreVerified=true)
Can be ignored for this and your faction mods?