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AutoCombat

AutoCombat

Provides a fully automated combat workflow for colonists on the current map: automatic drafting, engaging, positioning, retreating, and undrafting.

Key Features

  • 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.

Instructions

  • 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.

Notes

The current version does not support automatic ability/skill casting.

Credits: @hilarious

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