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Posted by Hemi
 - Dec 18, 2017, 07:49:16 PM
Quote from: Deathbearer on Dec 07, 2017, 04:26:50 PM
2 questions:

1. Does this make the game worth playing?
2. Does it apply to the DLC stuff or not?

I think V5 covers all, not sure though. Definitely makes bug hunt crazy, and yes...a lot better imo.
Posted by Deathbearer
 - Dec 07, 2017, 04:26:50 PM
2 questions:

1. Does this make the game worth playing?
2. Does it apply to the DLC stuff or not?
Posted by razeak
 - Nov 25, 2017, 05:24:41 AM
Unreal.
Posted by Corporal Hicks
 - Nov 06, 2017, 10:34:27 AM
Thanks for the heads up, Hemi!
Posted by Hemi
 - Nov 03, 2017, 10:24:46 PM
I've been monitoring templargfxs-acm-overhaul on mod db for a long time now, peeking once in a while to see what he's up to.

He posted something interessting recently:

1 Nov 2017

QuoteA 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) AttachXenoToTether 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!

This looks like a very cool fix... a possible gamechanger, and an explanation to why the aliens sucked to hard in the game.

A reminder: You can coop and do matches with the mod enabled...AS LONG AS THE OTHER MEMBERS IN THE PARTY HAVE THE MOD INSTALLED TOO Otherwise you will cause a missmatch.

When the mod is released I suggest we give it go.  :)

V5 is downloadable from Moddb for folk who want to check it out now:

http://www.moddb.com/mods/templargfxs-acm-overhaul/downloads

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