XCOM 2
Sectoid Commander
67 Comments
kleinicus 24 Nov, 2023 @ 4:47am 
I am heartbroken to report that there is not wotc mod for it
JCGemX 6 Jan, 2019 @ 2:30am 
2 Things, 1: Is this a squadmate or an enemy? 2: are you going to update this so it supports the "War of the Chosen" DLC?
MattySwizz 12 May, 2018 @ 9:43am 
Update?
MessiahofMelons 18 Apr, 2018 @ 2:49pm 
Doesn't work with WOTC
aegis 15 Mar, 2018 @ 12:02pm 
do i have to restart campaign 4 this mod 2 work?
Emperor Mollune Veilis Emouran 15 Nov, 2017 @ 1:02pm 
wotc?
necro55 15 Jul, 2017 @ 4:03pm 
Hello, are you planning on updating this for the new expansion coming in August? This is one of my many creature mods, and am hoping to not lose with with War for the Chosen
AlexandertheGamer298 7 Jun, 2017 @ 6:46pm 
Thanks man! Looking forward to getting my Overwatch team wiped and ragequtting for more League of Legends :)
Dragon32 1 Jun, 2017 @ 2:38am 
@frizzeldian12:
Mod's Localisation directory, XComGame.int
Dęąth Viper 1 Jun, 2017 @ 2:17am 
Where can I find the file to rename this as the sectoid captain for easier discernment?
Oblivious Naga 19 May, 2017 @ 3:18am 
This is a completely different sectoid and separate from the LW alien pack. Faced off with them a couple of times with a couple of alien pack commanders when I was still running LW toolbox
ChaosMadeFlesh 19 Feb, 2017 @ 7:44am 
I'd love to see it on LW2 also. Can this be updated, please?
Juravis 19 Jan, 2017 @ 9:24pm 
Is the Commander compatible with LW2 out of the box? I have a feeling i have to manually add it to the encounter list
Dragon32 6 Aug, 2016 @ 9:28am 
OK, ignore that. Just had a couple of these spawn in a pod with a Gatekeeper.
Dragon32 4 Aug, 2016 @ 11:10am 
Looking at this mod's XComMissions.ini there are these entries:
+ConfigurableEncounters=(EncounterID="AdvSniperM1TestGroup"
+ConfigurableEncounters=(EncounterID="AdvSniperM1TestGroup1"
+MissionSchedules=(ScheduleID="AdvSniperM1NullSchedule",

They're exactly the same names as the ones in the ADVENT Sniper mod. Could that be why I've only ever seen one Sectoid Commander?
RogueSeraph257 20 Jul, 2016 @ 2:05am 
is there an autopsy bonus for this?
Autumn Sage 14 Jul, 2016 @ 3:50am 
Awesome mod man! keep up the good work :)
Ningauble 8 Jun, 2016 @ 9:07am 
I'm not sure but this ... mod, might remove the wavey purple lines. I wasn't even sure I was going to use it but just subscribing seemed to remove most of the visual effects of psionics for all enemies.
Artuurs 6 Jun, 2016 @ 8:10pm 
Should have added them armor, just like in Resistance Retrubition the very early hybrids you fight, near the end game actualy get armor for more health, slight different body/face appearnce and a stronger, different colored gun, should have done something like that with these late game sectoids...also still dont seem durable enough, wreck with swords it says, yeah, not realy promising sounding with all those abilities but being only able to use one per turn, not realy efficiently fair, but...eh...is good to have something atleast i guess...and yes, i too want all old enemies back, the more the merrier, and ofcourse removed abilities like Muton Blood Call to be brought back aswell if and whenever possible...
QrazyQuarian 5 Jun, 2016 @ 10:37pm 
Does anyone know of mods that bring back the Ethereals from EU/EW? I would love to fight them in this game, despite the story reasons for why they aren't fightable enemies.
Zero 18 May, 2016 @ 2:14pm 
This seems pretty cool, I was really looking for mods which could bring back all the enemies from the previous game(s) but this can satisy my needs till I can play against "old war" enemies
Eduardo 9 Apr, 2016 @ 9:06am 
I understand the difficulties of bringing back the Muton Elite. Maybe someone will eventually be able to do it. I feel that the game is missing a late game Muton. The new mod Mutons just arent late game material, they become easy cannon fodder.
aguswings 8 Apr, 2016 @ 9:26pm 
when it mind merge, can its death lead to the death of all merged sectoid? i thought this would be cool
marshmallow justice 8 Apr, 2016 @ 11:22am 
Oh okay, all good mate
Farkyrie  [author] 8 Apr, 2016 @ 10:21am 
@marshmallow justice The author from a better advent said he was changes his units names, I'll Change mine when I get the chance.
marshmallow justice 8 Apr, 2016 @ 8:39am 
Did you end up changing this units name so it worked with the A Better Advent mod?
Farkyrie  [author] 7 Apr, 2016 @ 7:54pm 
@Eduardo Coding wise, it would be easy, problem is I don't have any experience with modeling, also making a plasma heavy gun is beyond my capabilities.
Eduardo 7 Apr, 2016 @ 7:30pm 
Though I do admit that it is a very difficult project to complete, given how complex its armor is.
Eduardo 7 Apr, 2016 @ 7:27pm 
I would be eternally grateful if you brought back the Muton Elite. The Muton Centurión just doesnt pack the same punch and doesnt look as cool . :(
Makros 5 Apr, 2016 @ 9:55pm 
I think you should give them some defence, so they will be at least as annoying to hit like they were in EU/EW
Eduardo 5 Apr, 2016 @ 7:19pm 
Oh boy, cant wait to see what new horrors you cook up.
Farkyrie  [author] 5 Apr, 2016 @ 6:59pm 
@Eduardo Thank you, my next upload is going to be... explosive.
Eduardo 5 Apr, 2016 @ 5:20pm 
Im really enjoying the new enemies that you and Kobazco are bringing to us. The Commander´s absence was really felt during the end game. Keep up the good work :)
Flamestalker 5 Apr, 2016 @ 3:17pm 
Nice to see the commander making its return, we really needed a stronger sectoid in the game.
Foujinshi 5 Apr, 2016 @ 12:13am 
its about dahm time
lolopoteau 3 Apr, 2016 @ 1:10am 
Hi, Nice little bugger there. Would love to add it to my running playthrough. Will it create conflicts with other mods? May i add it in an already started game or will I have to start a new one ? Looking forward to new creations. Cheers
MrT 2 Apr, 2016 @ 11:04am 
I like the screenshot skin
IceMaverick 1 Apr, 2016 @ 1:37pm 
@Atheran, Huzzah for sensible naming conventions. I wish ModBuddy would PSA to all mod authors to use unique identifiers in their naming conventions the first time around that include a part of their name or something so this doesn't keep happening. I've had it for 3 enemies and 2 weapon mods now and it's just... HNNNNNG.

The worst part of the ABA name template change for me is that I'm going to be spending like another several hours changing all of the half dozen config files so that ABA, Farkyrie's units, Kabazco's units, and others to all blend together seamlessly into mixed pods across like 10 mods' config files to include all of each others units.

It's a solid hour or so to update everything when ABA adds like 1 or 2 new units. I can't imagine having to change every single entry in every single config file. I'm going to die.
Atheran 1 Apr, 2016 @ 1:04pm 
@IceMaverick This Sunday's patch on A Better Advent will change all unit names to ABAunitname so you won't have to do anything if you wait for a couple of days.

@Farkyrie I'd suggest you do the same with your mods and get a unique identifier so you avoid having the same problem with future mods that add commanders. If everyone do that compatibility would be much better.
Farkyrie  [author] 1 Apr, 2016 @ 11:42am 
@IceMaverick It's completely break the unit, I didn't know A Better Advent had Sectoid Commanders but I can change the template name, if you have any problems.
IceMaverick 1 Apr, 2016 @ 10:22am 
If I change the template name of the unit in the characterstats .ini file, how much would that break the mod? Currently the name of the unit in this mod shares the same template name as a unit in "A Better ADVENT" which is my primary unit-addition mod and I'm concerned about compatibility issues, especially as I try to include this unit as a follower in some other pods.
Atheran 31 Mar, 2016 @ 1:22pm 
Just wanted to say... Awesome work on the visuals in several of your mods. I spent a whole day to decide how I want sectoids to look for "A BETTER Advent" and then I come here and I see this... Now I want to rework on them after a week that they've been out :(
Farkyrie  [author] 31 Mar, 2016 @ 9:03am 
@Bullett00th Pretty much the same time as Archons. But you can encounter earlier as a Boss, it's pretty rare though.
Farkyrie  [author] 31 Mar, 2016 @ 9:01am 
@José Soon.
Bullett00th 31 Mar, 2016 @ 6:40am 
very nice! keeping an eye on it.

when is he supposed to come into play?
Ohgun 31 Mar, 2016 @ 3:25am 
When I first saw that mod, I was like "Oh no! XCOM's in serious trouble now..." Anyway, it's good to see that a stronger Sectoid has finally made an appearance in XCOM 2. I was getting tired of facing numerous vanilla ones anyway. Thank you.
José 31 Mar, 2016 @ 12:42am 
Scaryyyy... So... any tasty new tech that comes or will come with their corpses?
JayBee 🔰 30 Mar, 2016 @ 2:50pm 
Sexy! And I was just working on Sectoids... handy inspiration, good idea since Sectoids are woefully static. :)
MrShadow 30 Mar, 2016 @ 1:00pm 
Interesting... An armored Sectoid?
sacred soul 30 Mar, 2016 @ 12:29pm 
love the mod i am working on a sectoid elite atm , iv just finished the high polly mesh https://imgur.com/kN0WQVQ but learning the program will be a while till i get it in game