Alien: Colonial Marines Shoddy A.I Has Been Fixed By Correcting A Typo In The Code

This is one of the most bizarre stories I’ve read and subsequently written.

Alian: Colonial Marines had a lot of issues, but one of the major ones was that the Alien’s A.I was pretty bad (which is a fundamental part of creating these games).

Well, after five years, one modder has discovered that fixing a typo, has majorly improved the A.I. Apparently a key piece of code, spells the word ‘Tether’ as ‘Teather’ and this is directly related to being chased by the Alien. It’s a pretty big deal and is explained in detail below.

You can read way more about it as well as people’s experience when fixing the typo right HERE. 

“A new update will be coming soon with this change included, however after getting reports back from several players on how much this effects the game, I just had to post it now

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) AttachXenoToTeather 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!”

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