Ryika
Lazy Wannabe Artista
- Joined
- Aug 30, 2013
- Messages
- 9,393
Aggressive Wildlife - A Hostile Planet
A mod that makes aliens the dangerous predators they're supposed to be.
A mod that makes aliens the dangerous predators they're supposed to be.
So, you're bored with friendly, passive aliens? Want them to really defend their territory? Want them to hunt down anything that comes too close? Well, this mod may be for you. Be aware that it's meant for higher difficulties, AI might have MASSIVE problems to progress (or even survive) on lower settings. Even on Apollo, AI might just get crushed if they spawn between 3 nests - and so may you. That's just what happens when you land on a hostile planet. This mod can make the game extremely hard if you spawn near a nest or two (or if you're reckless) - don't blame me for any frustration you might run into. 8)
Sounds nice? Okay. But what does it actually do?
Well, at its core it changes the default stance that aliens take against human intruders to "I'll hunt you down and eat you alive" (aka "very hostile") . Easy as that. They also get extra vision-range, so they have an easier time finding things to mangle. Taking over their parts of the planet, as well as defending against them if you're unlucky enough to spawn next to a nest of them is much harder now. Especially early on - or when the aliens suddenly start spawning stronger units. On top of that, Aliens will now destroy improvements and try to eat your workers. The Alien-Units have been tweaked to support each other and fill more distinct roles.
In case you missed the fact that the headline is a link to the mod, here's another one!
Full-feature list if you want more information:
Spoiler :
Main-Feature list:
Alien-AI and Diplomacy
- Aliens will now always be hostile against all players
- Aliens will now pillage and try to kill workers
- Aliens will now attack cities and outposts
Unit Tweaks
General:
- Twice as many "colossal" land units will spawn (weaker, but still terrifying siegeworm before turn 80)
- All alien units now heal 15 damage in Miasma (was 5)
- Tweaked Alien stats so they work better as an "army" instead of just making them banging their heads against whatever is in their way. (More information below)
Units
Aliens how have 2 tiers. "Evolved" Versions of the normal Aliens will start spawning on turn 80.
Alien Spawn rates have been changed:
Before turn 80:
Wolf Beetle - 45%
Raptor Bug - 25%
Drone - 15%
Manticore - 15%
YOUNG Siege Worms may spawn.
After turn 80:
Evolved Wolf Beetle - 40%
Evolved Raptor Bug - 25%
Evolved Drone - 15%
Evolved Manticore - 15%
Queen - 5%
After turn 140:
ADULT (normal) Siege Worms may spawn.
These numbers scale with game speed.
Raptor Bug:
Combat set to 12 (down from 14)
-> Is a fast, but now slightly weaker Unit comperable to cavalry
Wolf Beetle:
Combat set to 13 (up from 8)
-> Is now a strong core unit of the alien army
Manticore:
Movement set to 2 (up from 1)
Range Strength set to 12 (was 10)
-> Is now able to keep up with other aliens and takes the place of a ranged unit
Drone:
-> Seems to do fine. Low combat strength is okay - it's the most mobile unit and ignores Zone of Control
Sea Dragon:
Combat set to 12 (was 14)
Range set to 1
Range Strength set to 12 (didn't have any)
Moves set to 2
-> Is now an alround sea-alien that can cause problems to coastal empires if they don't have a decent naval defense force
Kraken
Range set to 1
Range Strength set to 52 (didn't have any)
-> Still fills the spot of being a menace to anyone who gets into deep ocean.
(these changes WILL affect aliens that the player gets from skeletons)
You'll have to find out what stats the new tier of aliens has by playing (or looking at the mod-files)!
Buildings
- The Ultrasonic Fence has been moved to Alien Ethics
Hardcore:
Extra-Spawnchance for Aliens has been set to 25 (was 10) when using raging aliens.
______________________________________
Latest version is v7.
Mainly overhauls aquatic aliens. Also reverts a few changes the latest official patch made to Apollo AI.
Apollo AI:
- Doesn't get a free affinity level anymore and its bonus-strength against aliens has been set back to 40% (was 60%).
- Only gets 2 free combat units instead of 3.
Reasoning: Tier 2 Melee units with 60% combat strength just wrecked the aliens, making the AI almost "immune" to them. I feel like reverting these changes was necessary to ensure at least SOME "power struggle" between Aliens and Major AIs. If you don't like this change you can remove it by deleting the apollo.sql file in the slq-folder of the mod.
Units:
- Sea Dragon is now a Range 1 Unit
- Sea Dragons now has 12 Melee Combat Strength (was 14) and 12 ranged attack
- Sea Dragon now has 2 Moves (was 4)
Reasoning: Instead of being a unit that just kills t1-boats and dies when it attacks cities, it's not now THAT strong against boats anymore, but a a bit stronger against cities - as it doesn't take any damage anymore when it attacks. Using boats when defending against aquatic attacks will now be possible and effective.
- Evolved Sea Dragon has been added and will start spawning on turn 80.
- Evolved Sea Dragon: 20 Melee + Range Combat Strength, 1 Range, 2 Moves
- Kraken is now a Range 1 Unit (52 Range Strength)
(I forgot to remove some changes from the changelog in the mod folder - this one is the correct summary)
Alien-AI and Diplomacy
- Aliens will now always be hostile against all players
- Aliens will now pillage and try to kill workers
- Aliens will now attack cities and outposts
Unit Tweaks
General:
- Twice as many "colossal" land units will spawn (weaker, but still terrifying siegeworm before turn 80)
- All alien units now heal 15 damage in Miasma (was 5)
- Tweaked Alien stats so they work better as an "army" instead of just making them banging their heads against whatever is in their way. (More information below)
Units
Aliens how have 2 tiers. "Evolved" Versions of the normal Aliens will start spawning on turn 80.
Alien Spawn rates have been changed:
Before turn 80:
Wolf Beetle - 45%
Raptor Bug - 25%
Drone - 15%
Manticore - 15%
YOUNG Siege Worms may spawn.
After turn 80:
Evolved Wolf Beetle - 40%
Evolved Raptor Bug - 25%
Evolved Drone - 15%
Evolved Manticore - 15%
Queen - 5%
After turn 140:
ADULT (normal) Siege Worms may spawn.
These numbers scale with game speed.
Raptor Bug:
Combat set to 12 (down from 14)
-> Is a fast, but now slightly weaker Unit comperable to cavalry
Wolf Beetle:
Combat set to 13 (up from 8)
-> Is now a strong core unit of the alien army
Manticore:
Movement set to 2 (up from 1)
Range Strength set to 12 (was 10)
-> Is now able to keep up with other aliens and takes the place of a ranged unit
Drone:
-> Seems to do fine. Low combat strength is okay - it's the most mobile unit and ignores Zone of Control
Sea Dragon:
Combat set to 12 (was 14)
Range set to 1
Range Strength set to 12 (didn't have any)
Moves set to 2
-> Is now an alround sea-alien that can cause problems to coastal empires if they don't have a decent naval defense force
Kraken
Range set to 1
Range Strength set to 52 (didn't have any)
-> Still fills the spot of being a menace to anyone who gets into deep ocean.
(these changes WILL affect aliens that the player gets from skeletons)
You'll have to find out what stats the new tier of aliens has by playing (or looking at the mod-files)!
Buildings
- The Ultrasonic Fence has been moved to Alien Ethics
Hardcore:
Extra-Spawnchance for Aliens has been set to 25 (was 10) when using raging aliens.
______________________________________
Latest version is v7.
Mainly overhauls aquatic aliens. Also reverts a few changes the latest official patch made to Apollo AI.
Apollo AI:
- Doesn't get a free affinity level anymore and its bonus-strength against aliens has been set back to 40% (was 60%).
- Only gets 2 free combat units instead of 3.
Reasoning: Tier 2 Melee units with 60% combat strength just wrecked the aliens, making the AI almost "immune" to them. I feel like reverting these changes was necessary to ensure at least SOME "power struggle" between Aliens and Major AIs. If you don't like this change you can remove it by deleting the apollo.sql file in the slq-folder of the mod.
Units:
- Sea Dragon is now a Range 1 Unit
- Sea Dragons now has 12 Melee Combat Strength (was 14) and 12 ranged attack
- Sea Dragon now has 2 Moves (was 4)
Reasoning: Instead of being a unit that just kills t1-boats and dies when it attacks cities, it's not now THAT strong against boats anymore, but a a bit stronger against cities - as it doesn't take any damage anymore when it attacks. Using boats when defending against aquatic attacks will now be possible and effective.
- Evolved Sea Dragon has been added and will start spawning on turn 80.
- Evolved Sea Dragon: 20 Melee + Range Combat Strength, 1 Range, 2 Moves
- Kraken is now a Range 1 Unit (52 Range Strength)
(I forgot to remove some changes from the changelog in the mod folder - this one is the correct summary)
_____________________
Civfanatics-only note: Modding anything that's more than just adding additional buildings or stuff is HARD, if you're a rookie at programming like I am. So a big thanks to anyone who's posted helpful stuff about modding, discussed mods or provided personal help (which weren't many because I didn't ask that often.

