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.

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0 comments by agatsuma on Jun 17th, 2014

First version just replacing mercs with alien soldiers and lurkers. Second version 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.)

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

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

Jun 17, 2014 Full Version 9 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 9 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 1 comment

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 198)
agatsuma Creator
agatsuma May 13 2014, 2:40pm says:

Done Ballancing of player health and Armor. Health now two times lower, Armor 2.5 times weaker against alients and acid. Also now health not regenerating full segment if it was not fully damageg, only one third of it, so now it's even more important to be careful. Weapons will now have 2.5x damage, so Aliens and Mercs will now die realisticly fast. NPC versions of veapons will have 0.5 of initial damage of player version of weapon. Orogonaly Enemy weapon was as powerfull as players (OP mercs) and Friendly NPC weapons was weak like I dont know what. For example Pulse Rifle damage: Player - 55, Enemy - 40, Friendly - 0.8 (OMG). Now its Player - 135, Enemy - 25, Friendly - 25. So now Mercs will not kill you after few hits, and friendly can realy help you out in some intance battle (Colony operations for example) as now aliens extreamly deadly. Will done rewriting weaons in a few days, for now finished PulseRifle and SmartGun.

+3 votes   reply to comment
Koranis
Koranis May 13 2014, 5:33pm replied:

Great news man, that's fantastic progress.

It has always ****** me off that friendly NPCs were really good for nothing. Happy to hear you're fixing them up!

One question though: why are you making the player more resistant to the bullets?? :D

+2 votes     reply to comment
agatsuma Creator
agatsuma May 13 2014, 10:07pm replied:

I lower npc enemy damage to compensate player lower health, plus i always thought that mercs where to accurate and little OP. I will check if mercs are to weak after changing all weapons, and if so I will rise their damage again.

+1 vote   reply to comment
Koranis
Koranis May 14 2014, 8:09am replied:

You're right, I forgot about their god-like aim.

Can't wait to try this mod!

+1 vote     reply to comment
zacury
zacury May 13 2014, 4:09pm replied:

Great news! =D
i really hope to play this awesome mod soon!

+2 votes     reply to comment
agatsuma Creator
agatsuma May 9 2014, 2:08am says:

DOnt worry, there is no problem with the mod, Im just still on holidays.)

+3 votes   reply to comment
Koranis
Koranis May 9 2014, 8:35am replied:

No problem man. Holidays first!

+1 vote     reply to comment
Guest
Guest May 9 2014, 8:34am replied:

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zacury
zacury May 9 2014, 2:20am replied:

=D

+1 vote     reply to comment
agatsuma Creator
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
zacury
zacury Apr 30 2014, 11:44pm replied:

Whatever it huge, i'll take it! :r
and just say "Thank you very much!!"

+1 vote     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 Creator
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, 11:40am replied:

I think that you should need the armor only for the acid. Nothing should shield you from their claws. So once your armor is compromised you'll know that in order to face another alien and have a chance to survive, you have to find additional armor.

If they hit you though, no armor can save you, it's instakill.

This would make the game unplayable however because it was not designed as an aliens game... lol. So in order to make it feasible I think you should change aliens health, make them more fragile to gun fire as well. Would it be possible?

+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 Creator
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 Creator
agatsuma May 2 2014, 9:30am replied:

I dont think you will need to restart each checkpoint, only right after starting game. But Im not sure. Will ckeck as I return home from holidays.

+1 vote   reply to comment
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Released Mar 22, 2013
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