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现代战术 (Modern Tactics)

Modern Tactics Modern Tactics is a tactical AI and firefight pacing mod for RimWorld 1.6. It focuses on decisions and movement, not a big ruleset. The goal is simple: make fights look more like modern infantry combat, with suppression, movement, cover, spacing, and morale. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Core features (combat behavior) [list] [*] [b]Suppression + threat memory[/b] Pawns track incoming fire and threat direction. Under pressure, they stop doing long “stand still” duels and start adjusting position. [*] [b]Repositioning[/b] When risk goes up, pawns look for safer shooting tiles and better cover, instead of staying exposed. [*] [b]Spacing + formation[/b] Squads keep better spacing while moving and after reaching a target. They spread out and take spots, so they don’t clump. [*] [b]Cover check + hot zone avoid[/b] Pawns rate cover and avoid tiles that are getting “heated” by fire. This helps create cleaner lines and more stable positions. [*] [b]Morale reactions[/b] In bad local fights or high pressure, pawns are more likely to rotate back. Raiders can also break, surrender, or flee. [/list] ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Squad teamwork + extra behaviors [list] [*] [b]Combat medic auto help[/b] Medics can more actively stabilize and treat allies during combat, to reduce bleed-outs and follow-up damage. [*] [b]Melee cover fire (optional)[/b] An option can allow shooting at targets in melee, to help stop a rush and relieve melee pressure. This is controlled in settings. [*] [b]Threat target priority[/b] The squad can put higher priority on enemies who are actively attacking your pawns, to improve rescue and break-contact speed. [*] [b]Low-HP covered retreat[/b] Badly hurt pawns are more likely to fall back and re-position. Teammates can provide cover fire to help the retreat succeed. [*] [b]Peek behavior[/b] Pawns try short exposure bursts more often, instead of staying exposed for long periods. This improves cover use. [*] [b]Purpose-driven throws[/b] Thrown items (like grenades and smoke) aim for a clear purpose, like breaking a fire lane, forcing movement, or creating a safe move window. [/list] ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Settings The mod is modular. Each system can be turned on or off. Key thresholds and strength values can be tuned to match different fight pacing. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Compatibility notes This mod changes AI behavior and may also touch some combat numbers and pacing (such as range, hit decay rhythm, etc.). It usually works with most mods. If you stack multiple heavy combat rebalance mods, values can stack and become extreme. [b]Combat Extended (CE):[/b] a dedicated adapter is included. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Save safety ⚠ Safe to add mid-save ⚠ Can be removed mid-game (recommended: disable related features first and keep a backup save) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Roadmap (bigger tactics) Current versions focus on moment-to-moment combat decisions and teamwork. Future updates aim at higher-level squad tactics with clearer coordination: [list] [*] [b]Flanking + pincer moves[/b] Front pressure + side push, with role split and timing. [*] [b]Ambush + fire control[/b] Hold fire, bait targets, punish over-push. [*] [b]Infantry + support teamwork[/b] Better “suppress → push → rotate” timing, plus support timing rules. [/list]