Customize Consent Preferences

We use cookies to help you navigate efficiently and perform certain functions. You will find detailed information about all cookies under each consent category below.

The cookies that are categorized as "Necessary" are stored on your browser as they are essential for enabling the basic functionalities of the site. ... 

Always Active

Necessary cookies are required to enable the basic features of this site, such as providing secure log-in or adjusting your consent preferences. These cookies do not store any personally identifiable data.

No cookies to display.

Functional cookies help perform certain functionalities like sharing the content of the website on social media platforms, collecting feedback, and other third-party features.

No cookies to display.

Analytical cookies are used to understand how visitors interact with the website. These cookies help provide information on metrics such as the number of visitors, bounce rate, traffic source, etc.

No cookies to display.

Performance cookies are used to understand and analyze the key performance indexes of the website which helps in delivering a better user experience for the visitors.

No cookies to display.

Advertisement cookies are used to provide visitors with customized advertisements based on the pages you visited previously and to analyze the effectiveness of the ad campaigns.

No cookies to display.

admin
Pinned July 30, 2018

<> Embed

@  Email

Report

Uploaded by user
Did a single typo screw up the AI in ‘Aliens: Colonial Marines’?
<> Embed @  Email Report

Did a single typo screw up the AI in ‘Aliens: Colonial Marines’?

Richard Lawler, @Rjcc

July 13, 2018
 
Did a single typo screw up the AI in 'Aliens: Colonial Marines'? | DeviceDaily.com
 

In case you need help selecting an old game to spend the weekend with, it might be a good time to revisit 2013’s Aliens: Colonial Marines. In a one-star review written when it was released, Xav de Matos called out the game’s AI as a problem and said: “Enemy encounters feature stunningly moronic xenomorphs that show none of the tactical sense seen in the films. There’s no tension or challenge to the engagements. The highly intelligent alien race simply leaps or rushes toward the player, exploding in a mist of acidic blood after absorbing enough shots. If any of them fail to combust, they simply fade away.”

Why would I recommend a game that only received a one-star review when it was released? Because there’s a chance a much better version of the game was hiding within, only to be stymied by, of all things, a single typo.

We’ve previously highlighted the TemplarGFX ACM “Overhaul” mod that attempted to fix some of the game’s more glaring issues, but now posters on the NeoGAF-escapee ResetEra forum point out an update from the modder that could change everything. Late last year James Dickinson revealed that changing an apparent spelling mistake in an INI file from “Teather” to “Tether” creates a huge change in how the alien Xenomorphs track and attack the player throughout the game.

Inside your games config file (My Document\My Games\Aliens Colonial Marines\PecanGame\Config\PecanEngine.ini) is the following line of code :

ClassRemapping=PecanGame.PecanSeqAct_AttachXenoToTether -> PecanGame.PecanSeqAct_AttachPawnToTeather

Im sure you’ll notice the spelling mistake

ClassRemapping=PecanGame.PecanSeqAct_AttachXenoToTether -> PecanGame.PecanSeqAct_AttachPawnToTether

If you fix it to look like the above and then play the game, the difference is pretty crazy!

Why is this line important? There are two reasons :
1) AttachXenoToTether doesn’t do anything. Its basically empty or stripped
2) AttachPawnToTether does ALOT. It controls tactical position adjustment, patrolling and target zoning

When a Xeno is spawned, it is attached to a zone tether. This zone tells the Xeno what area is its fighting space and where different exits are. In Combat, a Xeno will be forced to switch to a new tether (such as one behind you) so as to flank, or disperse so they aren’t so grouped up etc. (*disclaimer* this is inferred opinion, I cant see the actual code only bits)

Whenever the game tried to do this, nothing happened. Now it does!

Players have been making efforts to fix the game on their own practically since it was released, while Sega and Gearbox exchanged blame over its various disappointments. We’ve reached out to the developer Gearbox to find out more about this particular value and if it works as described, but have not received a response yet. Over at PCGamer they gave the tweak a try, and initial tests show the xenomorphs are more aggressive with better tracking.

If this is what it appears to be, it’s not even the first time it happened this year — PCGamesN listed it along with a one-word typo (YEILD instead of YIELD) in Civilization VI files that turned AI opponents into religious fanatics. Firaxis later acknowledged the bug, noting that “i before e” is usually the rule.

If you’re willing to pick up the game and give it a shot, the posters noted that Fanatical (fka BundleStars) has the game on sale for $3.

Engadget RSS Feed

(21)