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Try updating it again. The name of the settings menu button had gone missing.
Added mod settings menu and ability to toggle on and off display of buttons.
Also added the ability to make the main button be a dropdown menu instead.
@Roque the Rogue
The problem with swapping the state on abilities individually is that when you use it on a large group of pawns the behaviour becomes a bit chaotic.
I might add it as a right-click-menu option though.
What if when you click to autocast, it shuffles between;
-Normal mode (just the usual autocast, for basic abilities)
-1 Cast Once (like buffing or triggering a shield)
-2 Cast Twice (useful for certain powerful abilities)
It does another layer of utility.
I think doing this can solve some of the spam issues pawns seem to have with certain abilities, especially ones that consume a resource pool, like force abilities, like hemogen abilities, some mods, allows you use shield abilities and pawns will proceed to spam the ability quickly depleting resources.
Awesome if possible, thanks for your contributions.
Correct. This is a standalone version of the optional built-in auto-combat. :)
If your issue is them charging too much then the new update might be what you were looking for.
If you wanted them to chase foes around corners then it is better to combine this mod with something like Search & Destroy.
I've not tried the Drafted AI mod, so I can't say how it compares to it, but if you have specific feedback I'm always grateful for it. :)
@elĐeve
I don't think this mod has any performance issues at all. Most of the methods I've created are probably cheaper than what the vanilla AI foes uses against you.
@tanyfilina
I don't know what the other mod does, but I did read a comment from someone saying they used them together.
@Some Random Pleya
Thanks!
Melee characters can now be set to only engage nearby foes. Of course if you want them to hold their ground, just toggle autocombat on that pawn.
This was a feature voted by our supporters. :3
Also, auto-combat now is auto-disabled when undrafting. If you want to change the settings for this the auto-combat settings are in the B&S Framework.
I might make a setting menu for the standalone mod too though, it seems to get requested a fair bit.
Also pondering if I can make ability auto-cast clearer since I think most people miss what is probably the coolest feature. In my humble opinion ofc... :D
I would generally expect this mod to be better, as it's made by much more experienced modder, while that one, I suspect, is made largely by AI :)
(and while I'm here and if you engaged into the combal modding, maybe you could add the functionality of the Run and Gun mod? We're all waiting for Meme Goddess to update it, but still no news)
Certainly interested here uwu
I've added an option for toggling off the auto-combat when a pawn is undrafted.
At the moment you need Big & Small Framework since this mod doesn't have a mod menu for settings, but I might add it to this standalone as well if there is enough interest for tuning things in detail.
You mean for my abilities? Otherwise I don't have friendly fire avoidance, that is from the other mod.
if I disable the friendly-fire avoidance for abilities they will literally fireball their own team if an enemy would also be hit. I doubt there are many instances where you'd want this.
@Ali50
Sounds good. :)
If both are activated for melee pawns, Drafted AI's code for "avoid friendly fire lines" seems take precedent over your / B&S framework's code.
They will not close in on enemies shot by other pawns and only wriggle on the spot if those are the only enemies left. Otherwise they search for new targets on the map.
I think the severity of this can be configured in the mod config for Drafted AI but I have not tinkered with that yet. So far I would simply deactivate the DAI gizmo for melee pawns.
Sure, I'll see about adding some option.
@Ali50
I just realized the other mod is called Drafted AI. Meanwhile "Drafted Jobs" & "Drafted Hunt" is literally internal names used in the code in this. I was quite confused for awhile. ^_^;;
I guess the summary is that they work together then?
@Fine motion
I don't know, but probably. This mod is written is a very compatible way.
@LettuceGrey
Thanks, glad you like it. :)
Ah yeah, Proper Polearms uses what is there in VEF and just makes more spears "double-melee-ranged". And to quote the mod FAQ:
Can AI fighters use this extra range?
Yes! They can use spears from a distance, just like how the player can.
So you probably don't need to handle it separately.
The only strange behaviour comes from Drafted AI's friendly fire evasion mechanic.
This makes melee pawns useless as long as they could be hit by friendly fire and they then tend to just walk on the spot next to the ranged pawns or go off fighting on a different part of the map ... But the same behaviour is also there if Auto Combat gizmo is disabled and just Drafted AI enabled, so it should not come from some kind of incompatibility.
tl;dr both mods seem to be fully compatible without throwing errors or messing up pawn AI completely.
Proper Polearms is literally just using Vanilla Expanded's Polearm code.
@amm90
I'll make a note to look into it.
Does the (enemy) AI know how to use those polearms when given them? Otherwise I might need to handle them in some special way...
@jokesmcgee
Yes.
They won't use cover though. Be careful with autocast on some abilities. The Diabolus AoE self-centered fuel-spewing for example has a custom target selection logic that basically says "whenever you feel like it! yolo!". It definitely will use it in the middle of your army.
Link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3430584657
What lucky_one said. Also, if your pawns aren't drafted, the option is turned off, or they are currently executing an order it doesn't run anything at all.
@Broms
Thanks, glad you like it! :D
@Mega I didnt notice anything with the few battles I did, but I would guess it has the same impact than S&D, or even less, since this doesnt make your pawns chase to another continent looking for enemies.
Added cover-seeking behavior toggle. When enabled colonists will automatically seek out cover in combat, including situations where their cover was destroyed or no longer applies due to flanking.
Also fixed the issue causing pawns with firearms not to close in.