Most units and buildings have 'behavior states' that can be set by the player to modify unit behavior on the fly. The state settings are set per-unit to allow different behavior of the same unit types.
The right side of the menu displays the settings of the selected units. This display is used to edit the settings. Clicking on a state toggles it. Most states with more than two settings can be toggled backwards with right click.
There is a subtlety in the use of this display: When multiple units in the selection have the same settings different states the display only shows one of the states. A displayed state does not guarantee all units in the selection have that state. Clicking on a state guarantees that every selected unit has the setting displayed after clicking.
- 1 Factory States
- 2 Default States
- 3 State List
- 3.1 Fire State
- 3.2 Move State
- 3.3 Repeat
- 3.4 Overkill Prevention
- 3.5 Retreat
- 3.6 Selection Rank
- 3.7 Build Priority
- 3.8 Factory Assist
- 3.9 Cloak
- 3.10 Unit AI
- 3.11 On/Off
- 3.12 Idle State
- 3.13 Float State
- 3.14 Trajectory
- 3.15 Fire at Radar
- 3.16 Dive State
- 3.17 Area Cloak
- 3.18 Gunship Strafe
- 3.19 Kill Captured
- 3.20 Drone Construction
- 3.21 Impulse Mode
Factories have many states that usually make no sense for an unarmed structure. Units produced by a factory inherit most of the factory's states if the units have no other default.
Units can be set to adopt a particular state upon creation from the menu (under Settings/Unit Behaviour/Default). For instance, an artillery unit could be set to Hold Position by default.
Following is a list that explains each state and it's settings.
Firestate controls a unit's automatic targeting behaviour. This state is available for all armed units and structures. Player given commands and guard retaliation overrides firestate. As in a unit set to Hold Fire will still fire if it is given a direct order to attack. Units do not lose their current target when firestate changes.
Fire at Will — Fire at any/all enemies within range.
Return fire — Fire back at enemies that hurt the unit.
Hold Fire — Will not fire unless ordered to.
Movestate controls how freely a unit can move in pursuit of it's target. All mobile units have movestate.
Roam — The unit will move to attack nearby targets and chase them if they run away. Constructors will only assist ally construction if set to Roam.
Maneuver — This behaves similarly to Roam, but with a shorter "leash".
Hold Position — Unit will not automatically chase enemies or use unit AI. Units will chase with an attack command and use unit AI if they have an Attack Move command.
Repeat causes a unit's order queue to loop. Upon completing an order the order is added to the end of the queue. This is particularly useful for factories because a production queue can be repeated.
Some units have overkill prevention (OKP), such that if only one unit needs to fire to kill the target, other units will try to find a different target instead. This reduces wasted shots, useful for long-reload units such as Scalpels.
Overkill Prevention On
Overkill Prevention Off
Sets the retreat level. See Retreat.
Max Retreat — Unit retreats to the closest retreat position when health drops below 99%.
2/3 Retreat — Unit retreats to the closest retreat position when health drops below 65%.
1/3 Retreat — Unit retreats to the closest retreat position when health drops below 30%.
No Retreat — Unit does not auto-retreat.
Selection rank determines which units are selected when dragging a selection box around units with different ranks. Only the units in the selection box with the highest rank are selected. This is what keeps buildings and construction units from being selected with combat units.
By default, most buildings have selection rank 1, factories and constructors have rank 2, and all combat units have rank 3. Selection rank can be changed for selected units, or it may be changed globally in the options menu. For example, if you don't want your Commander or anti-air units to be selected with the rest of your combat units, reduce their selection rank.
Priority lets you control resource spending more accurately and without resorting to putting more constructors on an important project.
There are 3 levels of priority and each level gets to use resources before the levels below it. First resources are split evenly between high priority construction, if there are any resources left over the resources are split between normal priority construction. If both high and normal priority construction is working at full capacity the remaining resources are available for low priority construction.
Both constructors and nanoframes have a priority button. If nanoframe priority is set all constructors with normal priority working on it will work at the priority of the nanoframe. A constructor with priority set simply works at that priority level.
Additionally a portion of your resources can be reserved to only be used by high priority construction (and unit morphing). Set the reserve level for both metal and energy by left-clicking on either resource bar (metal reserving must first be enabled in the menu). Right-click on a bar to set the reserve for that resource without affecting the other resource type.
A resource bar at approximately 50% energy reserve and 25% metal reserve
High Priority — Constructors are always funded.
Normal Priority — This is the default. Constructors with this set have their priority overridden by the nanoframe they are constructing.
Low Priority — Constructors use any resources left over to construct.
Auto-assist Factory — Constructor do not follow the factory rally point. Instead they assist the factory that created them.
Default Behaviour — Constructor will continue to rally point when exiting factory.
Toggles unit cloak. See Cloak
Toggles smart AI for the unit. See Unit AI
Unit AI ON — Turn ON the game's default unit AI for this unit (skirm, skirmish, and/or Anti-Air AI).
Unit AI OFF — Turn OFF the game's default unit AI for this unit.
Aircraft can be told to fly in a holding pattern or land when idle.
Free Flying — Unit continues flying when idle.
Land on Idle — Unit lands when idle.
Some amphibious units can float to the surface of the ocean to fire their weapons. They are immobile when floating
Always Float — Unit automatically floats when idle.
Float to Fire — Unit automatically floats if an enemy is in range and sinks otherwise. Units with long reload time sink between shots.
Always Sink — Unit does not float.
Certain long range artillery units can be toggled between high and low trajectory firing.
High Trajectory — Shoot with a high arcing shot. This is useful for shooting over terrain that blocks direct line of sight.
Low Trajectory — Unit fire directly toward the enemy. This can be useful because directly fired projectiles are more accurate and spend less time in flight.
Fire at Radar
Some units with long-range precision weapons, like the Sharpshooter and Penetrator, can be ordered not to fire on radar dots (i.e. targets inside radar range but outside visual range). Note that these units will still fire on buildings outside line of sight if the target position is known precisely (indicated by the "ghost" building).
Fire at Radar Dots
Don't Fire at Radar Dots
Raven by default dive bombs to attack units under area shields, and moving targets. It can also dive bomb normally or constantly fly at a lower altitude.
Dive Bomb Shield or Mobile
Dive Bomb Mobile
Always Fly Low — This causes it to fly at a lowered altitude all the time. It is weak to ground units in this state.
Always Fly High — Will not use dive bomb. This can make it difficult to hit moving or shielded targets.
Toggles an area cloaker. Area cloak is also disabled if the unit's On/Off state is set to Off. See Cloak
Activate Cloaking Field — Cloak all allied units within cloaking field radius.
Disengage Cloaking Field — Do not emit cloaking field.
Most gunships can circle-strafe their target when attacking.
Strafe — Dodge ground projectiles by circling over the targeted enemy.
No Strafe — Deactivate strafing for gunships. Use this to keep out of range of static AA.
Dominatrix can be set to automatically destroy units that it captures.
Auto-Self Destruct — Immediately self-destruct the captured units.
No Self Destruct — Maintain normal control over captured units, no self-destruct.