AutoCombat
Provides a fully automated combat workflow for colonists on the current map: automatic drafting, engaging, positioning, retreating, and undrafting.
Key Features
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[*] Dynamic Tactics: Adjusts target seeking, pursuit, and re-targeting rhythms based on real-time threat intensity.
[*] Layered Formations: Strategic positioning with melee frontline interception, mid-line ranged fire, and rear-guard reinforcements.
[*] Controlled Pursuit: Limits disorganized charging; executes short-distance chases followed by rapid repositioning.
[*] Home Defense Mode: Optimizes combat behavior specifically around the residential/base perimeter.
[*] Aggressive Melee Interception: More proactive forward movement to engage and tie down enemies.
[*] Smart Ranged Logic: Maintains steady fire when in range; advances only when necessary to find a clear line of sight.
[*] Kiting Maneuvers: Automatically retreats or side-steps to maintain distance when approached by enemy melee units.
[*] Survival Priority: Evaluates friendly fire risks, explosive hazards, dangerous heat zones, and the tactical benefit of repositioning.
[*] Opportunistic Firing: Instantly halts to open fire if a safe shooting window opens while on the move.
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Instructions
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[*] Enable AutoCombat in the Mod Settings.
[*] Toggle sub-systems like Formations, Controlled Pursuit, Home Defense, and Kiting as needed.
[*] Individual toggles are available for each pawn to enable/disable automated combat.
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Notes
The current version does not support automatic ability/skill casting.
Credits: @hilarious