#Autobattle Mod (Widget + Lobby Settings)

1 messages · Page 1 of 1 (latest)

chrome kiln
#

Autobattle Mod v0.1

I thought it would be a good idea to try to make an autobattle mod because I'm lazy and like watching bots fight!

I've spent about a week working on this and done as much testing as I can on my own, but there may still be bugs/odd behavior I haven't sorted out yet. I'll try to fix any bugs and issues that pop up as soon as possible.

You should only activate this widget in Autobattle games. It is NOT RECOMMENDED for use in regular lobbies.

This is a widget that enforces rules for an opt-in Autobattle mode for 1v1 or Team v Team (FFA not currently supported) battles by:

  • Automatically pushing idle combat units toward the enemy’s start box by issuing FIGHT commands.
  • Restricting manual control of combat units to factory issued commands only.
    • Units will not be able to be manually controlled once they leave the factory.
    • The only commands that can be issued to combat units after they’ve been built are STOP, ATTACK, and SELF DESTRUCT.
  • Respecting pre-existing queued commands issued by factories and patrol chains.
    • If you give a factory a MOVE command, units created in that factory will move where you assigned them to move before automatically pushing forward toward the enemy base.
    • If you give a factory a PATROL command, a unit created in that factory will respect the command and continue patrolling until a STOP command is issued.
  • Enforcing restrictions on the movement of builders & commanders.
    • Builder units and commanders are not allowed to leave the start box at any point during the game while this widget is active.
    • A border is drawn around your team’s start box that persists for the duration of the game to indicate the boundaries builders & commanders can stay within.
      • If you start a game with overlapping startboxes for both teams, the overlapping area can be accessed by commanders & builders of both teams.
  • Automatically self destructing combat units that have reached the opposite edge of the game map if there are no nearby targets to attack.
#

Recommended Lobby Settings
Any map that has one team on the left side of the map and the other on the right and both start boxes covering the full height of the map should work the best for the current version of the widget.

My personal map suggestions are:
SpeedMetal BAR V2 (1v1, Small Teams) Shore_to_Shore_V3 (1v1, Small Teams) Pinewood_Derby_V1 (1v1, Small Teams) Center Command BAR v1.0 (1v1, Small Teams) Salt Reef 1.1 (Small Teams, Large Teams) Ice Scream v2.5.1 (Small Teams, Large Teams) Ditched_V1 (Large Teams) All That Glitters Extended v1.0.2 (Large Teams) Full Metal Plate 1.7 (Large Teams) Iron_Isle_V1 (Large Teams)

Playing with just the widget active and default lobby settings is usually fine and no additional settings are required.

Making the start boxes a little bigger than default is probably a good idea since players can’t build outside of the startbox at any point of the game in the Autobattle game mode.

My recommended standard lobby settings:
!preset team !set teamSize 3 !bSet experimentalextraunits 1 !bSet evocomlevelupmethod timed !bSet norushtimer 5 !bSet maxunits 1000 !bSet startmetal 2000 !bSet startenergystorage 5000 !bSet experimentallegionfaction 1 !bSet scavunitsforplayers 1 !bSet multiplier_builddistance 1.5 !bSet disablemapdamage 1 !bSet startenergy 5000 !bSet commanderbuildersbuildpower 800 !bSet multiplier_buildpower 1.5 !bSet forceallunits 1 !bSet commanderbuildersenabled enabled !bSet unit_restrictions_nonukes 1 !bSet startmetalstorage 2000 !bSet ranked_game 0 !bSet evocom 1 !map SpeedMetal BAR V2 !addbox 0 0 93 200 1 !addbox 107 0 200 200 2 !rename [Widget Required] Autobattle Mod | Mex Cap: 4 $welcome-message ---AUTOBATTLE WIDGET REQUIRED--- If you do not have the Autobattle Mod v0.1 widget installed, you can find it in the Discord in the Widgets forum by searching “Autobattle”. You can also find it here: https://docs.google.com/document/d/1sNw2u0uGOLAjpZJIx8ZkdeU15fze0107eTeoLiFyeMs/edit?tab=t.0

#

If you're playing on a metal map and don't want things to get too crazy too fast, I would also recommend adding a mex cap unit def tweak. Note: Mex cap imposes a limit for each type of mex you can build. Not the total number.

Mex cap: 4
⁨⁨⁨⁨⁨⁨⁨```!bset tweakdefs bG9jYWwgQ0FQID0gNAoKZm9yIG5hbWUsIHVkIGluIHBhaXJzKFVuaXREZWZzKSBkbwogICAgaWYgdWQuZXh0cmFjdHNtZXRhbCB0aGVuIAogICAgICAgIHVkLm1heFRoaXNVbml0ID0gIENBUAogICAgZW5kCmVuZA


Mex cap lua script
⁨⁨⁨⁨⁨⁨⁨```local CAP = 4

for name, ud in pairs(UnitDefs) do
    if ud.extractsmetal then 
        ud.maxThisUnit =  CAP
    end
end

-- Encode URL-safe Base64 using: https://www.base64encode.org/
-- Apply in lobby as tweakdefs, doesn't matter which slot 0-9.
-- Script written by Ambo
```⁩⁩⁩⁩⁩⁩⁩
lost shoal
#

What i notices, you can build 4 mex of each time, so for cortex, thats a total of 12. (4x T1, 4x T2, 4x that mex with a weapon.) And if you get a con of a diff faction, your limit future increase.

chrome kiln
lost shoal
#

Or like this, maybe even cleaner: ```local CAP = 4

for name, ud in pairs(UnitDefs) do
if ud.extractsmetal then
ud.maxThisUnit = CAP
end
end```

chrome kiln
marsh valley
#

I’m here, would love to help out!