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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 [list] [*] 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. [/list] Instructions [list] [*] 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. [/list] Notes The current version does not support automatic ability/skill casting. Credits: @hilarious