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RimWorld => Mods => Releases => Topic started by: Roolo on August 04, 2018, 04:49:50 AM

Title: [1.1] Search and Destroy
Post by: Roolo on August 04, 2018, 04:49:50 AM
(https://i.imgur.com/V2OKsDq.png)

Tired of pawns lounging about during the heat of the battle after their first kill? Or got an easy raid and don't want to micromanage everything? Toggle Search and Destroy to let the AI take control over your pawns while you sit back and enjoy the slaughter. When enabled, your pawns will use the exact same AI as NPC pawns. This mod is intended to complement manual control and alleviate some micro-management, not to completely replace manual control (well, you can completely replace it, but you probably shouldn't). You can always give manual orders to pawns in Search and Destroy mode, and can toggle the mode easily for each pawn at any time, so you can always intervene when you see a pawn starting a really bad idea.         
      
Dependencies
mod depends on Hugslib. Load order should be: Hugslib -> Search and Destroy

Download
GitHub (https://github.com/rheirman/SearchAndDestroy/releases)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1467764609)

Features
- Activate Search and Destroy so drafted pawns look for and attack enemies automatically.
- Give manual orders while a pawn is in Search and Destroy mode at any time. You'll never like you're not in control!
- Depends on the vanilla AI (also used by NPCs), which is well tested and works for many situations. Of course it isn't perfect but it should help reducing micromanagement, especially during easy fights.
- Two separate buttons for melee and ranged pawns. Having two buttons allows you to select a group of pawn, and activate search and destroy only for for instance melee pawns (you'll see, this is very convenient).
- Search and destroy is deactivated when a pawn is undrafted to prevent unexpected situations when you draft a pawn at a later moment.

Permissions
Feel free to add the mods to modpacks or to use the code or icons for other projects. Do however not release exact copies of my project, or exact copies with minor adjustments without my consent.

Contributing
-Translations are very welcome. You can make a pull request on github if you want to add in translations, or you can PM me.

If you really like my mods, please consider buying me a coffee.

(https://i.imgur.com/6F80CHF.png) (https://ko-fi.com/I2I75ZMH)

Title: Re: [1.0] Search and Destroy
Post by: Canute on August 04, 2018, 10:03:43 AM
So basicly it work's like an undrafted pawn set at aggresive ?

Would it be possible to create a guard command with a range.
So at example, you draft a mellee, set guard 10 tile, and when an enemy come's within that range the pawn attack, and move back to that original postion if he don't got another enemy.
Title: Re: [1.0] Search and Destroy
Post by: Roolo on August 04, 2018, 11:03:57 AM
Quote from: Canute on August 04, 2018, 10:03:43 AM
So basicly it work's like an undrafted pawn set at aggresive ?

Would it be possible to create a guard command with a range.
So at example, you draft a mellee, set guard 10 tile, and when an enemy come's within that range the pawn attack, and move back to that original postion if he don't got another enemy.

Well not exactly. With search and destroy pawns actively search in a very large radius and engage enemies, so it's more offensive than defensive. Also you can switch between manual and automatic control much more fluently, especially when after the next update the thing on the current issues list is solved.  Plus pawns  being drafted means they won't do any other chores. Moreover, your pawns will use all tactics NPC pawns also use, i.e. taking cover, getting out of range when being engaged in melee as a rannged pawn, etc.

Guard duty is a nice idea, but I honestly want to keep this mod very simple (but useful) and focus my efforts on other mods I'm working on. This way people get what they expect, and I won't end up spending a lot of time on all kinds of nice extras.
Title: Re: [1.0] Search and Destroy
Post by: rawrfisher on August 04, 2018, 11:11:13 AM
So I guess that rules out the option for shotgunners and other short range gunners as well?  I might have misread your opening post
Title: Re: [1.0] Search and Destroy
Post by: Roolo on August 04, 2018, 11:14:49 AM
Quote from: rawrfisher on August 04, 2018, 11:11:13 AM
So I guess that rules out the option for shotgunners and other short range gunners as well?  I might have misread your opening post

It works for both melee and ranged pawns, so also your shotgunners. Ranged and melee pawns both have a separate button though for easier group control. I just removed the word "melee" in the first sentence of the description to avoid confusion.
Title: Re: [1.0] Search and Destroy
Post by: rawrfisher on August 04, 2018, 12:57:36 PM
Quote from: Roolo on August 04, 2018, 11:14:49 AM
Quote from: rawrfisher on August 04, 2018, 11:11:13 AM
So I guess that rules out the option for shotgunners and other short range gunners as well?  I might have misread your opening post

It works for both melee and ranged pawns, so also your shotgunners. Ranged and melee pawns both have a separate button though for easier group control. I just removed the word "melee" in the first sentence of the description to avoid confusion.

Oh cool
Title: Re: [1.0] Search and Destroy
Post by: Roolo on August 06, 2018, 05:47:22 AM
Update -> v1.0.2

- Fixed: manual orders getting queued instead of applied directly in Search and Destroy mode.
- Added hotkeys.

Since this update you can weave in manual orders while a pawn is in Search and Destroy mode without any problems, greatly increasing the usefulness of this mod. Enjoy!

Edit: From now on you can also download the mod from Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1467764609).


Title: Re: [1.0] Search and Destroy
Post by: Mitz on August 20, 2018, 12:13:04 PM
Dear roolo,
i had a 2v3 with my colonists using starter knife and revolver, while the three i was fighting had 2 autopistols and a magnum, a tough hitting long range pistol.
my crappy tactics were replaced by the NPC tactics and i actually survived.
thank you!
Title: Re: [1.0] Search and Destroy
Post by: rawrfisher on August 20, 2018, 12:54:47 PM
Was kinda hesitent about mentioning this but they dont exactly update pathing that often do they?
I regularly see them run into an enemy cluster get shotup then try running away
Title: Re: [1.0] Search and Destroy
Post by: Roolo on August 21, 2018, 05:31:19 AM
Quote from: Mitz on August 20, 2018, 12:13:04 PM
Dear roolo,
i had a 2v3 with my colonists using starter knife and revolver, while the three i was fighting had 2 autopistols and a magnum, a tough hitting long range pistol.
my crappy tactics were replaced by the NPC tactics and i actually survived.
thank you!

Cool! It was never my intention that Search and Destroy would outperforms players, but cool to hear it can happen :)

Quote from: rawrfisher on August 20, 2018, 12:54:47 PM
Was kinda hesitent about mentioning this but they dont exactly update pathing that often do they?
I regularly see them run into an enemy cluster get shotup then try running away

Yes, that's a limitation of the Vanilla AI. As a player you really have to decide when it's a good moment to apply Search and Destroy. For me that's often the case when the initial positioning of the battle already took place, and I want to make sure the shorter ranged and melee pawns keep participating in battle. Or when I'm just lazy and don't care about a perfect outcome I'm also glad to use it :).

Also, mind that you can always correct pawns by manually ordering them if they're messing up.
Title: Re: [1.0] Search and Destroy
Post by: rawrfisher on August 26, 2018, 09:11:01 PM
Finally now updateing the mod since default tactics fail hardcore against some raids I been finding
Title: Re: [0.19] Search and Destroy
Post by: Roolo on September 04, 2018, 02:18:17 PM
Update:
v1.0.4
- Unarmed pawns capable of violence can now also use search and destroy.
- Added support for Android Tiers.
- Added Hugslib checker
- Added Korean translations (by orange mushroom)
Title: Re: [1.0] Search and Destroy
Post by: Roolo on October 18, 2018, 05:21:09 AM
Update:
v1.1.0
- Updated for Rimworld 1.0
Title: Re: [1.0] Search and Destroy
Post by: forumgod on October 18, 2018, 11:58:13 AM
Your github link shows a "source code" download and not a release, it might confuse some people.
Title: Re: [1.0] Search and Destroy
Post by: iceball3 on October 30, 2018, 02:23:52 PM
I don't suppose there's a B18 version in existence anywhere? I can totally understand if it doesn't exist of course, just been having too much of a blast with CE to leave it behind by updating :P
Title: Re: [1.0] Search and Destroy
Post by: Roolo on November 06, 2018, 01:53:17 AM
Quote from: nickdos on October 18, 2018, 11:58:13 AM
Your github link shows a "source code" download and not a release, it might confuse some people.
That's just what GitHub does by default. Adding a button to the mod without the source requires me to upload the mod without source files manually, each time I create an update (as far as I know at least). That's just too annoying for me, so I'll stick to the default.

Quote from: iceball3
link=topic=43068.msg442747#msg442747 date=1540923832

I don't suppose there's a B18 version in existence anywhere? I can totally understand if it doesn't exist of course, just been having too much of a blast with CE to leave it behind by updating :P
No, I created this mod when B19 came out, so there was never a B18 version.
Title: Re: [1.0] Search and Destroy
Post by: Madman666 on November 06, 2018, 03:10:59 AM
You know, i really underestimated this mod. Usually its a bad idea to not micromanage any kind of fight yourself, especially with Run&Gun on, but damn is it good for finishing off stragglers after they broken into fleeing, banging on doors and walls all over your base. Colonists are brutally effective at dealing with those with S&D enabled. Also helps keep melee fighters on the offensive without you manually telling them not to stand in the open catching bullets, after their target was killed and no new orders issued. Although you d still wanna keep watch on how melees are doing, to prevent them from like running out on several people with automatic firearms. Excellent mod. Should be called Brutal Efficiency. Or Efficient Brutality? :P
Title: Re: [1.0] Search and Destroy
Post by: Roolo on November 07, 2018, 04:09:29 AM
Quote from: Madman666 on November 06, 2018, 03:10:59 AM
You know, i really underestimated this mod. Usually its a bad idea to not micromanage any kind of fight yourself, especially with Run&Gun on, but damn is it good for finishing off stragglers after they broken into fleeing, banging on doors and walls all over your base. Colonists are brutally effective at dealing with those with S&D enabled. Also helps keep melee fighters on the offensive without you manually telling them not to stand in the open catching bullets, after their target was killed and no new orders issued. Although you d still wanna keep watch on how melees are doing, to prevent them from like running out on several people with automatic firearms. Excellent mod. Should be called Brutal Efficiency. Or Efficient Brutality? :P

Thanks Madman :) Yeah the essence with this mod is learning when and how to use it. If you use it in every single situation, it probably won't end well, but if you learn to spot the right moment to use it, it can make quite a difference in your favour. 
Title: Re: [1.1] Search and Destroy
Post by: Roolo on February 29, 2020, 07:03:05 AM
Update:
v1.2.0
- Added compatibility with Rimworld 1.1. This version also work for Rimworld 1.0. Credits go to Odyssey Scorpio for helping out with updating.
Title: Re: [1.1] Search and Destroy
Post by: iceball3 on March 12, 2020, 07:11:32 PM
Thanks for this mod! I haven't made very much use of it yet, but even having the option available is really nice.