Survival Mod for Aliens: Colonial Marines.

It's goal is to make game more Survival and less COD like. It tweak weapon parameters to be accurate to the Movies universe, and do make real damage to an Aliens. Aliens will become real threat, no more fistfighting with the most deadly killing machine in the universe, if they get close you - you are almost for sure are a deadman. NPC marines and mercs are now deal some more damage to aliens too, they will now have steel BB instead of rubber bullets.))

This mode project is containing two different mods:
1.Survival Mod, it makes aliens deadlier and player more vulnerable, and also makes players and friendly NPC weapons more powerful.

2."No more mercs" mod, it replaces mercs in BugHunt mode with aliens.

Made by Battou (Andrey Egorov) Russia.

Image RSS Feed Latest Screens
1-4-2013 SweetFXvsDefault RedDot Fixed
Blog RSS Feed Report abuse Latest News: "No More Mercs" MOD release!

0 comments by agatsuma on Jun 17th, 2014

First version just replacing mercs with alien soldiers and lurkers. Second versionĀ is replacing all mercs and non-lurker aliens to lurker so there will be only many many lurkers in BugHunt.)

Also seen a coment to replace dinosaur-like heads, I thought about it myself, and I think I can do this. So will be done in next update.)

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
No More Mercs (Lurkers Only/No Dino Heads/Weld)

No More Mercs (Lurkers Only/No Dino Heads/Weld)

Jun 17, 2014 Full Version 6 comments

This mod will replace all mercs and non-Lurker aliens in BugHunt with Lurkers, so there are only lurkers will be spawned. Also replaced massive dino-like...

No More Mercs (No Dino Heads / Welding enabled)

No More Mercs (No Dino Heads / Welding enabled)

Jun 17, 2014 Full Version 7 comments

This mod will replace all mercs in BugHunt with Aliens. Also replaced massive dino-like aliens heads with original heads and enabled Door Welding. To...

No More Mercs (Lurkers only ver./No dino heads)

No More Mercs (Lurkers only ver./No dino heads)

Jun 17, 2014 Full Version 0 comments

This mod will replace all mercs and non-Lurker aliens in BugHunt with Lurkers, so there are only lurkers will be spawned. Also replaced massive dino-like...

No More Mercs in BugHunt (No Dino Heads)

No More Mercs in BugHunt (No Dino Heads)

Jun 17, 2014 Full Version 22 comments

This mod will replace all mercs in BugHunt with Aliens. Also replaced massive dino-like aliens heads with original heads. To install - copy upk files...

No More Mercs in BugHunt (Lurkers only ver.)

No More Mercs in BugHunt (Lurkers only ver.)

Jun 17, 2014 Full Version 2 comments

This mod will replace all mercs and non-Lurker aliens in BugHunt with Lurkers, so there are only lurkers will be spawned. To install - copy upk files...

No More Mercs in BugHunt

No More Mercs in BugHunt

Jun 17, 2014 Full Version 0 comments

This mod will replace ALL mercs spawns in BugHunt with Aliens. To install - copy upk files to "Aliens Colonial Marines\DLC\Sunflower\Lic\Content" folder...

Post comment Comments  (80 - 90 of 191)
agatsuma
agatsuma Apr 30 2014, 10:31am says:

Whell, now I clearly see how bad are GearBox programmers. You know what I figured out? I changed Xeno speer to x2 of original, started mission, and there was no change in xeno speed. BUT!!! When I clicked Restart Checkpoint - xenos started to run faster!! So I can make xenos faster, but every time you start your game you are first need to restart from checkpoint, and then go through the game. Also I need to modifie almost half of the UPK files because every pice of game beetwin checkpoints are defined in diffderent upk and xenos are redifined each time. (**** those programmers in GB). IF you are wont this - I'll make this. But it'll be huge download. Please comment on this.

+2 votes     reply to comment
Koranis
Koranis Apr 30 2014, 10:43am replied:

How "huge" ? :) So you're saying that we have to redownload the game? I'm in. The game is useless without this mod to me, so either I download your mod and play or I uninstall the game for good.

+2 votes     reply to comment
agatsuma
agatsuma Apr 30 2014, 11:07am replied:

No, for damage and weapon changes it's still just PecanGame.upk, but for Aliens speed change - it'll be about 2Gb. And after starting or continuing game you must restart from checkpoint for changes of speed to take effect. You see, aliens parameters are redifined beetwin each checkpoint, its crazy, dont know who in GB made it that way.

+1 vote     reply to comment
Koranis
Koranis Apr 30 2014, 11:30am replied:

If I start a new game I have to restart it from the checkpoint anyway in order to have faster aliens? Or I'm getting it wrong?

And what about the armor? Making the player extremely fragile would be a cheaper solution and do the trick anyway.

+1 vote     reply to comment
agatsuma
agatsuma Apr 30 2014, 11:33pm replied:

Ofcours I'll make aliens more fragile, they should die after 4-5 bullets. Armor will save you from one claw hit or one asid spit, next hit or spit and you are dead. Yes, if you start new game you still need to restart fo aliens speed change. But this do not needed for weapon health and aliens health

+1 vote     reply to comment
Koranis
Koranis May 2 2014, 8:49am replied:

I'll be grateful for any improvement you make to this game. You decide if you want to fix their speed but, in all honesty I think (and hope) that health modifications for the player, aliens, and weapons effectiveness (like corrected rpm for smart and pulse) would be enough to vastly improve the game.

Having to restart every checkpoint everytime to have aliens faster is kind of awkward and I'm not sure it's worth it. You decide, I'm in anyway.

+1 vote     reply to comment
agatsuma
agatsuma Apr 30 2014, 9:58am says:

YEEEEES!!!!! I found a way to @lower@ armor!!)) If I set armor absorbtion ratio to 2 then it doubles the damage to armor!)) Just tweak ai bullet weapons damage to not hit player so hard and it will be perfect!) So, soon you'll have a new mod!) it'll arrive in about 6-9 of May.)

+2 votes     reply to comment
agatsuma
agatsuma Apr 30 2014, 6:53am says:

Last update before holidays!) I still cant reduce armor ammount, BUT! I can make it penetratable.) So hitting armor will also hit health. Its not perfect, but is I will not find a way to reduce armor ammount then making armor weaker make efectivly make player 2 times more vulnurable.) Vill look further after holidays.)

+1 vote     reply to comment
agatsuma
agatsuma Apr 30 2014, 5:37am says:

YES!! PROGRESS!! I've managed to reduce player's health!!)) No luck about armor, but Im looking for it.) Now if Xeno got through your armor next hit will be instakill.)) So there is still hope!)

+1 vote     reply to comment
Koranis
Koranis Apr 29 2014, 9:58pm replied:

That's shame, I was only interested in deadly aliens, not in weapons (i'm already using the smartgun and pulse rifle mod).

Anyway, people have been waiting for this and some are still waiting so take it easy, don't try to fix it in a single evening :) Take a break, maybe then you'll find the solution. :) We'll still be here.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Aliens: Colonial Marines Icon
Platform
Windows
Developed By
agatsuma
Contact
Send Message
Release Date
Released Mar 22, 2013
Mod Watch
Track this mod
Share
Community Rating

Average

9.8

11 votes submitted.

You Say

-

Ratings closed.

Style
Genre
First Person Shooter
Theme
Sci-Fi
Players
Single, Multiplayer & Co-Op
Embed Buttons

Promote Aliens Survival Experience on your homepage or blog by selecting a button and using the HTML code provided (more).

Aliens Survival Experience Aliens Survival Experience
Aliens Survival Experience
Statistics
Rank
1,069 of 21,892
Last Update
3 weeks ago
Watchers
67 members
Files
21
News
13
Reviews
2