Aliens: Colonial Marines – The AI ​​greatly improved … by correcting a typo



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Launched in 2013 on PC, PS3 and Xbox 360, Aliens: Colonial Marines really did not convince the players . Despite some good ideas, the SPF of Gearbox Software TimeGate Studios and SEGA was far from keeping its promises and was mostly full of bugs and other worries launching techniques. Worse still, the sequences against the Xenomorphs turned to absurdity because of an artificial intelligence with strawberries . The reason ? A typo in the code of the game!

 Aliens Colonial Marines vignette

A member of ModDB jamesdickinson963 indeed published a few months ago code lines of Aliens: Colonial Marines who interpellated JigglesBunny on Resetera . These lines are:

ClbadRemapping = PecanGame.PecanSeqAct_AttachXenoToTether PecanGame.PecanSeqAct_AttachPawnToTeather

Yes, there is a typo at the end of the second line, which should be AttachPawnToTether . And that changes everything, because the basic code does not affect in any way the behavior of Xenomorphs but once the correction made in the file .ini of the game, the Aliens are more aggressive, hunt better the player, use alternative ways to trap the Marines In short, they finally react like real space killers. 5 years after the release of Aliens: Colonial Marines it was time to correct this big mistake, and it was the players who did it. Thanks to them.

TEST – Aliens: Colonial Marines – Shivers of horror or disgust?


 copy editor vignette clint008 Amaury M. (Clint008)
Writer PC – Tester
Music Explorer more or less noisy, collector of caps and venerator of Blade Runner . I love zombies and Cthulhu .
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