Monday, July 23rd 2018
Five Years Too Late, Typo Fix Offers Improved AI in Aliens: Colonial Marines
It has been a long five years since Aliens: Colonial Marines launched as a hot mess. Being critically panned by gamers and critics alike. One of the reasons behind the negative reception was the game's poor AI. The Xenomorphs had a tendency to run straight into gunfire. Or worse yet, would stand around or group up making them easy targets. Suffice to say the Xenomorphs were far from scary. A typographical error has been discovered as the reason behind some of those issues.
As noted on the ResetERA forums, a post by jamesdickinson963 on the ACM Overhaul ModDB page traced the problem to a spelling error in a single line of code within the game's ini file. The code shown below has "teather" instead of the proper "tether". This simple mistake in theory, results in the "zone tether" failing to load the AI parameters attached to the broken bit of code.
If you have Aliens: Colonial Marines installed give the fix a try and let us know if you see a difference.
To change the code go to: My Documents\My Games\Aliens Colonial Marines\PecanGame\Config\PecanEngine.ini
Sources:
ModDB, via PC Gamer
As noted on the ResetERA forums, a post by jamesdickinson963 on the ACM Overhaul ModDB page traced the problem to a spelling error in a single line of code within the game's ini file. The code shown below has "teather" instead of the proper "tether". This simple mistake in theory, results in the "zone tether" failing to load the AI parameters attached to the broken bit of code.
Original Code: ClassRemapping=PecanGame.PecanSeqAct_AttachXenoToTether -> PecanGame.PecanSeqAct_AttachPawnToTeatherOnce the spelling mistake has been fixed it does seem to improve the game's AI, as corroborated by PCGamer's short video clips. In terms of improvements, the Xenomorphs tend to behave in a more aggressive manner, taking less time to attack the player. They also flank, leap and chase more often. Moments where the AI feels lost or confused still happen but the frequency is reduced.
Fixed Code: ClassRemapping=PecanGame.PecanSeqAct_AttachXenoToTether -> PecanGame.PecanSeqAct_AttachPawnToTether
If you have Aliens: Colonial Marines installed give the fix a try and let us know if you see a difference.
To change the code go to: My Documents\My Games\Aliens Colonial Marines\PecanGame\Config\PecanEngine.ini
11 Comments on Five Years Too Late, Typo Fix Offers Improved AI in Aliens: Colonial Marines
SEGA should have sued GB and Randy out their respective socks for their BS.
Sorry :rolleyes: couldn't resist .....
Heck, just look at S.T.A.L.K.E.R.:SoC I've fixed quite a few "typos" myself, once the resource unpacker became available.
Just reading the LUA source was funny enough on its own. Some scripts in the early development (and some unused legacy crap) was written by random students from Kharkov and Kiev, and included some lame bugs like using uninitialized variables (which caused frequent crashes on several maps), inventory bugs, dialogue tree bugs (some were looping before patches or also caused crashes). The game was and still is fun, but it was one giant "typo" upon release (even including the THQ release in US)....
manner, noun - a way in which a thing is done or happens.
;)