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** Prior to the first expansion of III, elementals were neutral, not available to any faction unless temporarily summoned with magic or purchased from randomly-generated dwellings. The ''Armageddon's Blade'' expansion added the Conflux town, which pads out the ranks of the formerly neutral elementals into a fully fleshed-out faction.

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** Prior to the first expansion of III, ''III'', elementals were neutral, not available to any faction unless temporarily summoned with magic or purchased from randomly-generated dwellings. The ''Armageddon's Blade'' expansion added the Conflux town, which pads out the ranks of the formerly neutral elementals into a fully fleshed-out faction.



** ''[[VideoGames/WarcraftIITidesOfDarkness Warcraft II]]'' has critters that spawn randomly on each map. Each tileset has their own kind: sheep for Forest, Boars for Wasteland, seals for Snow, and demonic boars for the Orc's world. The Mage unit can [[ForcedTransformation transform an enemy]] into a tileset-appropriate critter permanently. Also, [[StopPokingMe rapidly clicking on critters will cause them to explode]].

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** ''[[VideoGames/WarcraftIITidesOfDarkness ''[[VideoGame/WarcraftIITidesOfDarkness Warcraft II]]'' has critters that spawn randomly on each map. Each tileset has their own kind: sheep for Forest, Boars for Wasteland, seals for Snow, and demonic boars for the Orc's world. The Mage unit can [[ForcedTransformation transform an enemy]] into a tileset-appropriate critter permanently. Also, [[StopPokingMe rapidly clicking on critters will cause them to explode]].
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** ''[[VideoGmaes/WarcraftIITidesOfDarkness Warcraft II]]'' has critters that spawn randomly on each map. Each tileset has their own kind: sheep for Forest, Boars for Wasteland, seals for Snow, and demonic boars for the Orc's world. The Mage unit can [[ForcedTransformation transform an enemy]] into a tileset-appropriate critter permanently. Also, [[StopPokingMe rapidly clicking on critters will cause them to explode]].

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** ''[[VideoGmaes/WarcraftIITidesOfDarkness ''[[VideoGames/WarcraftIITidesOfDarkness Warcraft II]]'' has critters that spawn randomly on each map. Each tileset has their own kind: sheep for Forest, Boars for Wasteland, seals for Snow, and demonic boars for the Orc's world. The Mage unit can [[ForcedTransformation transform an enemy]] into a tileset-appropriate critter permanently. Also, [[StopPokingMe rapidly clicking on critters will cause them to explode]].
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** ''Warcraft I'' has a rudimentary version of this, as Dungeon missions contain hostile units that cannot be built or summoned by either faction: Ogres, Slimes, Brigands, Dungeon Skeletons, and Fire Elementals.
** ''Warcraft II'' has critters that spawn randomly on each map. Each tileset has their own kind: sheep for Forest, Boars for Wasteland, seals for Snow, and demonic boars for the Orc's world. The Mage unit can [[ForcedTransformation transform an enemy]] into a tileset-appropriate critter permanently. Also, [[StopPokingMe rapidly clicking on critters will cause them to explode]].
** ''Warcraft III'' has small bands of monsters to act as XP bubbles to grind a {{Hero Unit}}s character level as well as collect loot from before fighting the enemy proper. A full list of Creeps can be found [[http://classic.battle.net/war3/neutral/creeps.shtml here.]]

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** ''Warcraft I'' ''[[VideoGame/WarcraftOrcsAndHumans Warcraft ]]'' has a rudimentary version of this, as Dungeon missions contain hostile units that cannot be built or summoned by either faction: Ogres, Slimes, Brigands, Dungeon Skeletons, and Fire Elementals.
** ''Warcraft II'' ''[[VideoGmaes/WarcraftIITidesOfDarkness Warcraft II]]'' has critters that spawn randomly on each map. Each tileset has their own kind: sheep for Forest, Boars for Wasteland, seals for Snow, and demonic boars for the Orc's world. The Mage unit can [[ForcedTransformation transform an enemy]] into a tileset-appropriate critter permanently. Also, [[StopPokingMe rapidly clicking on critters will cause them to explode]].
** ''Warcraft III'' ''[[VideoGame/WarcraftIIIReignOfChaos Warcraft III]]'' has small bands of monsters to act as XP bubbles to grind a {{Hero Unit}}s character level as well as collect loot from before fighting the enemy proper. A full list of Creeps can be found [[http://classic.battle.net/war3/neutral/creeps.shtml here.]]
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** ''VideoGame/CommandAndConquerTiberianSun'' has a whole Tiberium-mutated ecosystem, featuring [[BlobMonster visceroids,]] veinhole monsters (which resemble the Sarlaac from ''Return of the Jedi'' crossed with [[ToiletHumor a giant, disembodied anus]]), [[ElectricJellyfish floaters,]] [[BewareOfViciousDog Tiberian fiends]], and [[{{Mutants}} mutant humans]]. In ''Firestorm'', the second Nod mission has CABAL tasking you to "persuade" some civillians into angering the wildlife within the "Genesis Pit" to attack the colony and neaby GDI base, which results in the second GDI mission requiring you to HoldTheLine until you can evacuate the civillians. On some maps, you can lose to the environment without ever seeing the enemy.

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** ''VideoGame/CommandAndConquerTiberianSun'' has a whole Tiberium-mutated ecosystem, featuring [[BlobMonster visceroids,]] veinhole monsters (which resemble the Sarlaac from ''Return of the Jedi'' crossed with [[ToiletHumor a giant, disembodied anus]]), [[ElectricJellyfish floaters,]] [[BewareOfViciousDog Tiberian fiends]], and [[{{Mutants}} mutant humans]]. In ''Firestorm'', the second Nod mission has CABAL tasking you to "persuade" some civillians civilians into angering the wildlife within the "Genesis Pit" to attack the colony and neaby GDI base, which results in the second GDI mission requiring you to HoldTheLine until you can evacuate the civillians.civilians. On some maps, you can lose to the environment without ever seeing the enemy.
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** ''VideoGame/CommandAndConquerTiberianSun'' has a whole Tiberium-mutated ecosystem, featuring [[BlobMonster visceroids,]] veinhole monsters (which resemble the Sarlaac from ''Return of the Jedi'' crossed with [[ToiletHumor a giant, disembodied anus]]), [[ElectricJellyfish floaters,]] [[BewareOfViciousDog Tiberian fiends]], and [[{{Mutants}} mutant humans]]. One GDI mission even involves [[HoldTheLine surviving for 20 minutes]] against nothing but hostile mutants who would like you to go away '''right now, please'''. On some maps, you can lose to the environment without ever seeing the enemy.

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** ''VideoGame/CommandAndConquerTiberianSun'' has a whole Tiberium-mutated ecosystem, featuring [[BlobMonster visceroids,]] veinhole monsters (which resemble the Sarlaac from ''Return of the Jedi'' crossed with [[ToiletHumor a giant, disembodied anus]]), [[ElectricJellyfish floaters,]] [[BewareOfViciousDog Tiberian fiends]], and [[{{Mutants}} mutant humans]]. One In ''Firestorm'', the second Nod mission has CABAL tasking you to "persuade" some civillians into angering the wildlife within the "Genesis Pit" to attack the colony and neaby GDI base, which results in the second GDI mission even involves [[HoldTheLine surviving for 20 minutes]] against nothing but hostile mutants who would like requiring you to go away '''right now, please'''.HoldTheLine until you can evacuate the civillians. On some maps, you can lose to the environment without ever seeing the enemy.
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Non-faction units in strategy games are placed there as either an obstacle to the player, or as set dressing. These can range from a stumbling block (ex, they block a building footprint) to a mighty BeefGate keeping you from the best stuff. Creeps will attack you (and no, [[HardCodedHostility you can't make nice]] outside of a set of very specific circumstances, although at least they [[HatesEveryoneEqually hate all factions instead of just the players]]), while critters will ignore you, even if you've just parked a tank next to them. Halfway between are Neutrals, who won't start a fight but they'll do their best to finish it (and in rare cases, you can bribe 'em to fight for you). In FourX games, critters are often a capturable resource. ''Sci-Fi'' 4X games have a propensity to make their creeps SpacePirates. Very rarely, there will be entire neutral countries, who don't try to win. Note that creeps are not to be confused with {{slimeball}} characters.

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Non-faction units in strategy games are placed there as either an obstacle to the player, or as set dressing. These can range from a stumbling block (ex, they block a building footprint) to a mighty BeefGate keeping you from the best stuff. Creeps will attack you (and no, [[HardCodedHostility you can't make nice]] outside of a set of very specific circumstances, although at least they [[HatesEveryoneEqually hate all factions instead of just the players]]), while critters will ignore you, even if you've just parked a tank next to them. Halfway between are Neutrals, who won't start a fight but they'll do their best to finish it (and in rare cases, you can bribe 'em to fight for you). In FourX games, critters are often a capturable resource. ''Sci-Fi'' Sci-Fi 4X games have a propensity to make their creeps SpacePirates. Very rarely, there will be entire neutral countries, who don't try to win. Note that creeps are not to be confused with {{slimeball}} characters.
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* ''VideoGame/HeroesOfTheStorm'':
** All maps have various camps of MercenaryUnits which can be fought and captured for extra XP for your team as well as having the mercenaries join your side of the fight.
** Some maps have neutral monsters that spawn as part of the map's objective. Sky Temple has guardians that appear as you try and capture the temple, forcing you to fight them as well as the enemy team. Garden of Terror has PlantMooks that guard the seeds that you have to collect. Haunted Mines has skeletons littered throughout the mines whose bones you have to collect to power-up your team's Grave Golem. Infernal Shrines has waves of extremely weak skeletons spawned by the titular shrines, and the objective is completed once one team has killed 40 of them.
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* In ''Dungeons & Dragons: Dragonshard,'' (a real-time strategy based off of the ''TabletopGame/{{Eberron}}'' setting), EXP grinding by killing Creeps and taking their loot is part of both gathering resources and its heavy RPGElements.
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* ''VideoGame/AgeOfWondersPlanetfall'' has independant Marauders acting as creeps that squat on resource caches and landmarks as well as occasionally sending out raiders to attack your colonies. There are also neutral minor factions you can engage in diplomacy and hire as mercenaries.
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Baleful Polymorph is no longer a trope


** ''Warcraft II'' has critters that spawn randomly on each map. Each tileset has their own kind: sheep for Forest, Boars for Wasteland, seals for Snow, and demonic boars for the Orc's world. The Mage unit can [[BalefulPolymorph transform an enemy]] into a tileset-appropriate critter permanently. Also, [[StopPokingMe rapidly clicking on critters will cause them to explode]].

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** ''Warcraft II'' has critters that spawn randomly on each map. Each tileset has their own kind: sheep for Forest, Boars for Wasteland, seals for Snow, and demonic boars for the Orc's world. The Mage unit can [[BalefulPolymorph [[ForcedTransformation transform an enemy]] into a tileset-appropriate critter permanently. Also, [[StopPokingMe rapidly clicking on critters will cause them to explode]].
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* ''Stars in Shadow'' has Star Furies, the shark to the classic SpaceWhale. They're hostile, metallic creatures evolved into something like {{Space Fighter}}s, and have plasma (in the state-of-matter sense rather than biological sense) for blood. They can even form "nests" out of hyperspace bubbles.

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* ''Stars in Shadow'' has Star Furies, Harpies, the shark to the classic SpaceWhale. They're hostile, metallic creatures evolved into something like {{Space Fighter}}s, and have plasma (in the state-of-matter sense rather than biological sense) for blood. They can even form "nests" out of hyperspace bubbles.
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* ''VideoGame/Warhammer40000Gladius'' has [[ReligionOfEvil Chaos]] and [[HordeOfAlienLocusts Genestealer]] cultists ([[HardCodedHostility who are]] ''[[HardCodedHostility still]]'' [[HardCodedHostility hostile]] if you're playing as factions that can canonically ally with them. Understandable for Chaos Marines, who are, of course, AlwaysChaoticEvil and revel in violence and strife to entertain the Dark Gods, but not so much for the Tyranids, who are the {{Greater Scope Villain}}s behind a 'Stealer cult's shenanigans), psychneuein wasps, catachan devils (X-Box huge scorpions who can eat tanks for lunch and then eat your soldiers for dessert), [[KillerRobot Kastelan robots]] (plus heretek caretakers), ambulls, Traitor Guardsmen, and insane Necrons. Crazy Necrons are usually only spawned by quests, however, since they're so damn difficult to put down. It also has paddocks of Grox (imagine a lizard the size of a cow, and treated much the same way), which increase food/requisition. Certain [=DLCs=] introduce a Daemon Engine, and Vaul Sentinels, ([[PreCursors Old One]] tanks that look just like the Artefacts dotted around the map), and a tyranid splinter.

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* ''VideoGame/Warhammer40000Gladius'' has [[ReligionOfEvil Chaos]] and [[HordeOfAlienLocusts Genestealer]] cultists ([[HardCodedHostility who are]] ''[[HardCodedHostility still]]'' [[HardCodedHostility hostile]] if you're playing as factions that can canonically ally with them. Understandable for Chaos Marines, who are, of course, AlwaysChaoticEvil and revel in violence and strife to entertain the Dark Gods, but not so much for the Tyranids, who are the {{Greater Scope Villain}}s behind a 'Stealer cult's shenanigans), psychneuein wasps, catachan Catachan devils (X-Box huge scorpions who can eat tanks for lunch and then eat your soldiers for dessert), [[KillerRobot Kastelan robots]] (plus heretek caretakers), ambulls, Traitor Guardsmen, and insane Necrons. Crazy Necrons are usually only spawned by quests, however, since they're so damn difficult to put down. It also has paddocks of Grox (imagine a lizard the size of a cow, and treated much the same way), which increase food/requisition. Certain [=DLCs=] introduce a Daemon Engine, and Vaul Sentinels, ([[PreCursors Old One]] tanks that look just like the Artefacts dotted around the map), and a tyranid Tyranid splinter.
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** ''VideoGame/CommandAndConquerTiberianSun'' has a whole Tiberium-mutated ecosystem, featuring visceroids, veinhole monsters, floaters, tiberium fiends, and mutant humans. One GDI mission even involves [[HoldTheLine surviving for 20 minutes]] against nothing but hostile Tiberian wildlife who would like you to go away ''right now please.'' On some maps, you can lose to the environment without ever seeing the enemy.

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** ''VideoGame/CommandAndConquerTiberianSun'' has a whole Tiberium-mutated ecosystem, featuring visceroids, [[BlobMonster visceroids,]] veinhole monsters, floaters, tiberium fiends, monsters (which resemble the Sarlaac from ''Return of the Jedi'' crossed with [[ToiletHumor a giant, disembodied anus]]), [[ElectricJellyfish floaters,]] [[BewareOfViciousDog Tiberian fiends]], and [[{{Mutants}} mutant humans. humans]]. One GDI mission even involves [[HoldTheLine surviving for 20 minutes]] against nothing but hostile Tiberian wildlife mutants who would like you to go away ''right now please.'' '''right now, please'''. On some maps, you can lose to the environment without ever seeing the enemy.
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** ''VideoGame/CommandAndConquerTiberianSun'' has a whole mutant ecosystem, featuring visceroids, veinhole monsters, floaters, tiberium fiends, and mutant humans. One Nod mission even involves [[HoldTheLine surviving for 20 minutes]] against nothing but hostile mutants who would like you to go away ''right now please.'' On some maps, you can lose to the environment without ever seeing the enemy.

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** ''VideoGame/CommandAndConquerTiberianSun'' has a whole mutant Tiberium-mutated ecosystem, featuring visceroids, veinhole monsters, floaters, tiberium fiends, and mutant humans. One Nod GDI mission even involves [[HoldTheLine surviving for 20 minutes]] against nothing but hostile mutants Tiberian wildlife who would like you to go away ''right now please.'' On some maps, you can lose to the environment without ever seeing the enemy.

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** The original ''Tiberian Dawn'' has wild visceroids.

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** The original ''Tiberian Dawn'' has wild visceroids.visceroids that spawn in Tiberium fields.



** ''VideoGame/RedAlert3'' mostly does away with civilians save for vehicles that exist to be run over, but the Kodiak Lake map features Ursa Major, bears the size of Apocalypse Tanks that (unlike their regular counterparts) can and do attack buildings and vehicles with the same efficiency as bears one-shot infantry. IT's entirely possible for the AI to kite one of these monsters into its base and or the player to win the game without ever seeing the enemy AI.



* ''{{VideoGame/Valheim}}'': The game is a good case of EverythingTryingToKillYou except birds, deer, and Leviathans. However, sometimes the enemies fight each other (mostly separated by biome: greydwarves in the forests, skeletons in forest and swamps, undead and surtlings (who also hate each other) in swamps, goblins in plains, wolves and dragons in mountains) which can be used to your advantage if you run into one while fleeing another.



** ''Warcraft III'' has small bands of monsters to act as XP bubbles to grind a {{Hero Unit}}s character level as well as collect loot from before fighting the enemy proper. A full list of Creeps can be found [[http://classic.battle.net/war3/neutral/creeps.shtml here.]] The game also has a [[https://wow.gamepedia.com/Critter_(Warcraft_III) number of critters that wander the map]]. These can also be made to explode with rapid clicking, but unlike the previous game they won't deal damage when doing so.

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** ''Warcraft III'' has small bands of monsters to act as XP bubbles to grind a {{Hero Unit}}s character level as well as collect loot from before fighting the enemy proper. A full list of Creeps can be found [[http://classic.battle.net/war3/neutral/creeps.shtml here.]] ]]
***
The game also has a [[https://wow.gamepedia.com/Critter_(Warcraft_III) number of critters that wander the map]]. These can also be made to explode with rapid clicking, but unlike the previous game they won't deal damage when doing so.so.
*** The Polymorph and Hex spells turn a unit into a critter (always a sheep for the former, with wing if necessary) to neutralize it, but unlike the previous game it's temporary and only serves to neutralize a unit (including heroes in the latter case).
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** Neutral units in the series mostly belong, appriopriately, to the neutral category. They will not make any moves to attack any of the players, but when approached they will start a battle and do their best to finish it, unless the player's army is vastly superior or the commanding hero gets lucky with their diplomacy skill. Neutral units in the fourth installment are the exception, as they will actually move to attack the players given enough time.

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** Neutral units in the series mostly belong, appriopriately, to the neutral category. They will not make any moves to attack any of the players, but when approached they will start a battle and do their best to finish it, unless the player's army is vastly superior or the commanding hero gets lucky with their diplomacy skill.skill (the third game allows changing this for specific neutral stacks -- the default is the aggressive "may join", but it is possible to make them more or less likely to join, up to and including never or always offering to join). Neutral units in the fourth installment are the exception, as they will actually move to attack the players given enough time.
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* ''VideoGame/GalacticCivilizationsII ''has the requisite fleets of SpacePirates (either spawned during galaxy creation or due to the "Prison Break" event), as well as a fleet of {{Living Ship}}s piloted by AbusivePrecursors who broke out of their [[SealedEvilInACan Can of Evil]]. Furthermore, there are Minor Civilizations, who can show up randomly on that juicy new planet you had your eye on (or, if you're especially unlucky, a few of your old ones). These are usually neutrals.

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* ''VideoGame/GalacticCivilizationsII ''has ''VideoGame/GalacticCivilizationsIIDreadLords'' has the requisite fleets of SpacePirates (either spawned during galaxy creation or due to the "Prison Break" event), as well as a fleet of {{Living Ship}}s piloted by AbusivePrecursors who broke out of their [[SealedEvilInACan Can of Evil]]. Furthermore, there are Minor Civilizations, who can show up randomly on that juicy new planet you had your eye on (or, if you're especially unlucky, a few of your old ones). These are usually neutrals.
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** ''Warcraft I'' has a rudimentary version of this, as Dungeon missions contain hostile units that cannot be built or summoned by either faction: Ogres, Slimes, Brigands, Dungeon Skeletons, and Fire Elementals.
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* In ''VideoGame/TheBattleForMiddleearth II,'' there exist goblin caves and troll dens, which certain Evil factions (Mordor, Goblins, and, if you have the ExpansionPack, Angmar) can take over with the "Untamed Allegiance" {{Support Power|s}}.

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* In ''VideoGame/TheBattleForMiddleearth II,'' ''[[VideoGame/TheBattleForMiddleearth The Battle for Middle-Earth II]],'' there exist goblin caves and troll dens, which certain Evil factions (Mordor, Goblins, and, if you have the ExpansionPack, Angmar) can take over with the "Untamed Allegiance" {{Support Power|s}}.SupportPower.

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* In ''VideoGame/TheBattleForMiddleearth II,'' there exist goblin caves and troll dens, which certain Evil factions (Mordor, Goblins, and, if you have the ExpansionPack, Angmar) can take over with the "Untamed Allegiance" {{Support Power|s}}.



* In ''VideoGame/{{Perimeter}}'s'' Story Mode, the Scourge take this role (they're strictly Harkback {{Attack Animal}}s in Skirmish/ multiplayer). Borne of the interplay between the unique noospheric conditions on each planet and human emotion, they range from tank-eating {{Giant Spider}}s to structure-ruining [[OurDragonsAreDifferent wyrms]]. There are several missions that involve surviving long enough to power up another [[PortalNetwork stargate]] and escape. The Harkbackhood [[SuffucientlyAnalyzedMagic actually studied them enough]] to weaponze them.

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* In ''VideoGame/{{Perimeter}}'s'' Story Mode, the Scourge take this role (they're strictly Harkback {{Attack Animal}}s in Skirmish/ multiplayer). Borne of the interplay between the unique noospheric conditions on each planet and human emotion, they range from tank-eating {{Giant Spider}}s to structure-ruining [[OurDragonsAreDifferent wyrms]]. There are several missions that involve surviving long enough to power up another [[PortalNetwork stargate]] and escape. The Harkbackhood [[SuffucientlyAnalyzedMagic [[SufficientlyAnalyzedMagic actually studied them enough]] to weaponze them.

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* Certain ''VideoGame/HaloWars'' maps have [[ZombieApocalypse Flood]] nests (guarded by spore launchers and tentacles), others have [[BenevolentPrecursors Forerunner]] fortresses (guarded by [[AttackDrone Sentinels]]), and still others have rebel camps (guarded by rebel militiamen). These usually guard capturable structures, such as base sockets, resource extractors, {{Mook Maker}}s, or power plants.

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* Certain ''VideoGame/HaloWars'' maps have [[ZombieApocalypse Flood]] nests (guarded by flood forms, spore launchers and tentacles), others have [[BenevolentPrecursors Forerunner]] fortresses (guarded by [[AttackDrone Sentinels]]), and still others others, primarily those set on human colonies, have rebel camps (guarded by rebel militiamen). squads). These usually guard capturable structures, such as base sockets, resource extractors, {{Mook Maker}}s, or power plants.plants.
** ''VideoGame/HaloWars2'' has Forerunner power nodes guarded by neutral Sentinels, who are [[ColorCodedArmies purple]]. They only attack when provoked or if a player-controlled unit tries to take the power node.
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Fixed a hanging bracket


* Certain ''VideoGame/HaloWars'' maps have [[ZombieApocalypse Flood]] nests (guarded by spore launchers and tentacles), others have [[BenevolentPrecursors Forerunner]] fortresses (guarded by [[AttackDrone Sentinels]], and still others have rebel camps (guarded by rebel militiamen). These usually guard capturable structures, such as base sockets, resource extractors, {{Mook Maker}}s, or power plants.

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* Certain ''VideoGame/HaloWars'' maps have [[ZombieApocalypse Flood]] nests (guarded by spore launchers and tentacles), others have [[BenevolentPrecursors Forerunner]] fortresses (guarded by [[AttackDrone Sentinels]], Sentinels]]), and still others have rebel camps (guarded by rebel militiamen). These usually guard capturable structures, such as base sockets, resource extractors, {{Mook Maker}}s, or power plants.
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* ''VideoGame/AliensVsPredatorExtinction'' has docile, cow-like Oswocs, scorpion-like krilitics, and neutral, wolf-like kurn. Humans can largely ignore all of them (unless they piss off a pack of kurn for some reason or want to deny enemies resources), while the others use them to generate resources in their own way (infestation or trophy hunting).

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* ''VideoGame/AliensVsPredatorExtinction'' has docile, cow-like Oswocs, oswocs, hostile scorpion-like krilitics, and neutral, wolf-like kurn. Humans can largely ignore all of them (unless they piss off a pack of kurn or a krilitic for some reason reason, or want to deny enemies resources), while the others use them to generate resources in their own way (infestation or trophy hunting).
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* ''VideoGame/AliensVsPredatorExtinction'' has docile, cow-like Oswocs, scorpion-like krilitics, and neutral, wolf-like kurn. Humans can lafgely ignore all of them (unless they piss off a pack of kurn for some reason or want to deny enemies resources), while the others use them to generate resources in their own way (infestation or trophy hunting).

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* ''VideoGame/AliensVsPredatorExtinction'' has docile, cow-like Oswocs, scorpion-like krilitics, and neutral, wolf-like kurn. Humans can lafgely largely ignore all of them (unless they piss off a pack of kurn for some reason or want to deny enemies resources), while the others use them to generate resources in their own way (infestation or trophy hunting).
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* ''VideoGame/AliensVsPredatorExtinction'' has docile, cow-like Oswocs, scorpion-like krilitics, and neutral kurn. Humans can ignore all of them (unless they piss off a pack of kurn for some reason), while the others use them to generate resources in their own way (infestation or trophy hunting).

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* ''VideoGame/AliensVsPredatorExtinction'' has docile, cow-like Oswocs, scorpion-like krilitics, and neutral neutral, wolf-like kurn. Humans can lafgely ignore all of them (unless they piss off a pack of kurn for some reason), reason or want to deny enemies resources), while the others use them to generate resources in their own way (infestation or trophy hunting).
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* ''VideoGame/AliensVsPredatorExtinction'' has docile, cow-like Oswocs, scorpion-like krilitics, and neutral kurn. Humans can ignore all of them (unless they piss off a pack of kurn for some reason), while the others use them to generate resources in their own way (infestation or trophy hunting).

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