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Zero-K Command Layer — experimental widgets and map-control AI

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3 hours ago
Hi everyone,

I’ve been developing Zero-K Command Layer, a local LuaUI widget suite built with AI coding assistance. I’d like to share it for testing and feedback.

It includes:

- *Logistics:* Area Mex presets with 0/1/2/4 energy buildings, plus repair/reclaim shortcuts.
- *Formations:* persistent formation presets, role-aware positioning and optional maintenance.
- *Officer:* automatic military recruitment, idle-factory production, map-wide scouting and attacks based on observed enemies.

The Officer uses native Zero-K commands and leaves ordinary firing and combat behavior to the game. Manual orders release affected units from its control. It does not construct your economy or base.

**Please read before enabling:** the current preview automatically starts map-control AI in local single-player games. **Stop AI** stops it for the current session; its settings include an option to disable automatic startup.

This is experimental. Terrain navigation, congestion and regrouping under heavy fire still need work. Testing includes Lua regression tests and scripted engine battles with up to 1,000 units per side, but that does *not* establish reliable performance or good strategy across maps and matchups.

The implementation is intended to use only legitimate client information. Radar-only contacts are not identified as specific enemy units. I’d particularly welcome review of the observation handling, command ownership and interactions with stock widgets.

*Multiplayer:* I have not obtained developer approval for public/ranked use. Autonomous features are currently restricted by single-player and autohost checks. I’d appreciate clarification from the developers about acceptable automation boundaries before expanding availability.

**Download and installation:**
https://github.com/Hacker-pro-discord/zero-k-command-layer

**Current release:**
https://github.com/Hacker-pro-discord/zero-k-command-layer/releases/tag/v0.1.0-preview.8

Installation adds local widget files; it does not modify original game archives or stock widgets. The README covers installation, controls, disabling and removal.

Tested with **Zero-K v1.14.8.0 / engine 2025.06.21 on Windows**.

Feedback, code review and reproducible bug reports would be welcome—especially cases where units become idle, fight manual commands, or choose poor routes.
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