assuming a square/cubic 'bounding box':
Each step of your simulation, substract x-alien from x-ball, [abs], check if smaller than (1/2 size alien + 1/2 size ball). Do the same for y (and z). All 3 true -> collision.
for circles/balls you essentially do the same but use pythagoras to get the center-center distance (make a drawing on paper in 2D and it should be clear).
note that this 'step based' collision detection has drawbacks, if your balls are too fast they can fly through the aliens. It gets tricky then, check if you need it first. Then google collision detection game physics etc.