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Here is a widget that improves the autoretreat feature https://pastebin.com/UhHyAtvQ
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Here is a widget that improves the autoretreat feature https://pastebin.com/UhHyAtvQ
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What it adds[spoiler] (settings under Settings → Unit Behaviour → Auto Retreat Plus):
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What it adds[spoiler] (settings under Settings → Unit Behaviour → Auto Retreat Plus):
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Enemy avoidance: each visible enemy gets a danger circle of weapon range + its speed × a reach time (default 2 s) + a margin. Retreating units are routed around these circles, and the route is recalculated as enemies move.
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Enemy avoidance: each visible enemy gets a danger circle of weapon range + its speed × a reach time (default 2 s) + a margin. Retreating units are routed around these circles, and the route is recalculated as enemies move.
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It only counts weapons that can hit the retreating unit, so ground units ignore anti-air and gunships avoid it.
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It only counts weapons that can hit the retreating unit, so ground units ignore anti-air and gunships avoid it.
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Unidentified radar dots count as a small generic threat.
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Unidentified radar dots count as a small generic threat.
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Long-range artillery is ignored, since you can't walk around it.
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Long-range artillery is ignored, since you can't walk around it.
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Stop while being repaired (on by default): a retreating unit that a constructor is repairing stops and waits. It keeps running if it's inside an enemy's danger circle or taking damage. Once the repair has stopped for 1.5 s, it moves on.
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Stop while being repaired (on by default): a retreating unit that a constructor is repairing stops and waits. It keeps running if it's inside an enemy's danger circle or taking damage. Once the repair has stopped for 1.5 s, it moves on.
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Go back to where it was: a toggle. It's on by default to match the built-in behaviour; turn it off and units stay in the retreat zone at full health.
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Go back to where it was: a toggle. It's on by default to match the built-in behaviour; turn it off and units stay in the retreat zone at full health.
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Return to patrol route (on by default): the patrol points are recorded when the retreat starts. If the patrol orders are gone at full health, the unit walks back onto the loop and patrols it again.
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Return to patrol route (on by default): the patrol points are recorded when the retreat starts. If the patrol orders are gone at full health, the unit walks back onto the loop and patrols it again.
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Retreat zone engineers (on by default): idle constructors inside a retreat zone, including ones that retreated there, repair damaged allies in reach. Retreating units go first, then the most damaged.
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Retreat zone engineers (on by default): idle constructors inside a retreat zone, including ones that retreated there, repair damaged allies in reach. Retreating units go first, then the most damaged.
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They walk up to 150 elmos past their build range to reach a unit, then walk back.
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They walk up to 150 elmos past their build range to reach a unit, then walk back.
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Route display: selected retreating units show their planned route.[/spoiler]
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Route display: selected retreating units show their planned route.[/spoiler]
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bonus widgets , lotus script and eco helper (sets storages to high priority if excessing and sets energy buildings to high priority if stalling energy)
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bonus widgets , lotus script and eco helper (sets storages to high priority if excessing and sets energy buildings to high priority if stalling energy)
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eco helper https://pastebin.com/xz4aHLeL
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eco helper https://pastebin.com/xz4aHLeL
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lotus
script
(
dont
use
in
large
team
games
due
to
lag
)
https://pastebin.
com/pAw3Bk92
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lotus
script
(
dont
use
in
large
team
games
due
to
lag
)
https://pastebin.
com/pAw3Bk92
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\n
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\n
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if anyone has some good widget ideas they want realised dm me in game or post something under here
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if anyone has some good widget ideas they want realised dm me in game or post something under here
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