边缘世界 RimWorld

边缘世界 RimWorld

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Drafted Auto-Combat
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Mod, 1.6
文件大小
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1.516 MB
8 月 10 日 上午 9:40
10 月 28 日 上午 3:47
14 项改动说明 ( 查看 )

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Drafted Auto-Combat

在 RedMattis 的 2 个合集中
Red's Workshop Mods
45 件物品
Quality of Life & Base Pack
69 件物品
描述
[www.patreon.com]

Adds drafted auto-combat feature for any draftable player-controlled pawn.


Features

Colonists will engage enemies reasonably nearby that they can see.

They will somewhat try to use cover when choosing how to approach.

Abilities on auto-cast will automatically be used (including self-buffs) in combat, and the AI will try to avoid friendly fire.


Pawns can be toggle to automatically seek cover. When active pawns will actively seek out cover against their target, including finding new cover if their previous cover becomes sub-optimal.




When "Long-charge" is disabled melee pawns will only engage visible foes within a short distance. This helps avoid them "running off" when threatened by a distant foe


Design Goal

The goal of the mod was to create a sort of "reactive" drafted mode where colonists don't run off to the other side of the map (like search and destroy) or relentlessly chase distant foes... but also don't stand around being shot in the face if enemies are out of range or you forget about them for 10 seconds.

I also wanted to get them to utilize abilities automatically since with large colonies this can become a bit of a hassle.


Instructions

When drafted colonists will have a new "Auto-Combat" button, this enables the auto-combat.

To let them use abilities, either right-click the ability to toggle auto-use, or right click auto-combat to toggle auto-use of all abilities.

Abilities without AI parameters
The mod does let you toggle abilities from other mods not set for AI use, but if they have no AI targeting logic the use may be...unpredictable.

Generally ranged attacks will be fine, but self-cast AoEs and such might just get mindlessly spammed if there is no targeting data.

The mass-toggle won't touch such abilities, so this is an easy way to identify abilities that may lack the required data for intelligent use.

UI & Settings

You can disable various buttons or change what they do in the settings menu.

If you have Big & Small Framework (as above) it will instead be a tab there.



Compatibility

It should work with almost any ability, "verb" or weapon approved for AI-use. This includes Vanilla Expanded's custom ability class.

Search & Destroy
Reportedly works well together.

If combined with S&D I expect this mod will take over once the pawns spot the foes, which should make them try to take position to shoot, use abilities, or go into melee.

Big and Small Framework
This also exists built into Big and Small Framework as an optional setting (Mod Option Menu). If both are used it will simply force-enable the auto-combat in B&S Framework instead and otherwise load no extra code.


For modders

The AI can use almost any "AI Can Use" ability that can target foes or themselves.

It relies on Ludeon's "AICanTargetNow" method on abilities for avoiding friendly-fire, so if you find that abilities are often used in a way that harms friends you need to update that method to check so no friends are in the radius.



Mod Discord
[discord.gg][ko-fi.com]
热门讨论 查看全部(1)
1
11 月 6 日 下午 9:45
just 1,6?
riley
138 条留言
galesdeloscien 11 月 10 日 上午 5:55 
its this compatible with auto abilities?????
plsss.
Dan 11 月 7 日 上午 7:19 
Running into a bug where auto combat seems to ignore turrets. Other than that this mod is really great :steamthumbsup:
RedMattis  [作者] 11 月 6 日 下午 1:29 
@Fyrex
This mod adds a job that is parented under the "Drafted" state, and aborts if the auto-combat toggle isn't on.

Unless those drone are drafted it shouldn't affect them.
Fyrex 11 月 6 日 上午 5:12 
Seem this doesn't work well with project rimfactory drones. Both mods seem to completely break down. Autocombat does nothing and the drones hardly do tasks or start wondering which they should never do.
Miku, Miku Beam! 11 月 1 日 下午 4:19 
How does this differ from search and destroy? Is this better or the same?
XXXMAN69 10 月 30 日 下午 2:12 
10/10
IroncladLion 10 月 29 日 下午 12:17 
Actually works very well. Works with Run and Gun for those wondering. Great mod :mhwgood:
Arthur GC 10 月 28 日 下午 12:08 
Most of probably this conflicts with Auto Abilities , right?
Benedetto XVI 10 月 28 日 上午 3:57 
I'm more interested on a challenging "enemy AI" that use better and often ability on an intelligent way.

Thinking for example to VPE where several Psycasts aren't used, or others ability mod.

So I wonder if this mod take also enemies in to account or is limited to your drafted colonists.
i love fentanyl 10 月 23 日 下午 4:49 
Kinda bugged with DMS weapons (if auto cover is active while holding weapon from DMS pawns just use melee)