单体防抱团|Single-Entity Anti-Blob

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Author: 鸡你太胡

Last revision: 9 Dec, 2025 at 11:56 UTC

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Description:

🐲 单体防肉团|单体拥挤软上限

你也受够了战锤3里领主、英雄、巨兽全都挤成一坨,在一个像素点上互殴吗?
本模组不是来“禁止抱团”的,而是加一个轻量、自然、低打扰的软上限:
让单体抱团没那么离谱,画面更清晰、路径更顺,但依然保留“抱团很强”的玩法手感。

一句话总结:
它把很多“十几只单体塞在一个点 = 爆炸战斗力”的情况,拉回到更容易理解的1v4 ~ 4v4 小范围缠斗;
多出来的那几只,会因为“挤不下”被轻轻挤开。

✅ 核心规则(只针对单体)

只影响单体单位:initial_number_of_men = 1
👉 领主、英雄、巨兽、单模战车/战争机器之类。

不改常规兵牌:步兵、骑兵、射手等整编单位完全不受影响。

当前仅作用于玩家控制的单体,AI 部队不受脚本约束。

🧱 大小体型两挡位逻辑

脚本大致把单体分成两档来处理拥挤:

小体型单体(普通英雄、小怪、轻骑等)

在约 18 米 半径内,如果同一小团里超过 4 个小体单体挤在一起,

超出的会被判定为“挤不进去的多余单位”,等待被挪到附近位置。

大体型单体(巨兽、重战车、蒸汽坦克、石角兽这类庞然大物)

简单理解:

你可以同时把几只大怪压上去,但没法无限叠在同一个点上。

越多大怪试图站在一起,被“挤出去”的概率就越高。

效果上就是:

小体型:控制的是“点上挤太多小单体”的情况。

大体型:限制那种“4~5 个巨兽 / 大战车全部叠到一点”的极端场景,让它们更多是并排推进而不是“多层肉垒”。

🚶‍♂️ 移动行为(新版,简要说明)

当脚本发现某一片区域里单体挤得太过分时:

会优先让 4 个最“在打”的单体留在原地继续输出;

多出来的那些,会被脚本小步跑到附近不那么拥挤的位置。

大体型单位因为本身占地更大,挪动距离会略远一点,但仍然是短距离、平滑移动:
看起来更像是“被队友慢慢顶开几步”,而不是突然被强拉走,也不会疯狂抖动来回走位。

🎮 你会获得的体验

单体抱团不再是一团糊:
领主、英雄、巨兽不会长期全部挤在同一个像素点上,战场信息更清楚,读兵牌更轻松。

抱团依然很强,但上限没那么离谱:
一个“超密集肉团”会更自然拆分成几个“稍微有点间距的小团子”,
单体之间的站位、夹角、包抄会比“堆一个点”更有意义。

大怪不再像 BUG 一样互相叠模:
巨兽 / 战车之间会保持一定距离,一样能一起冲锋,但更像多只怪往同一方向压上去,而不是一块糊糕。

⚙️ 兼容性与注意事项

纯脚本实现:
不改单位面板、不动属性、不调战役 AI、不改动画/骨骼。

一般可与大部分战斗 / 战役类 MOD 共存。

若其他 MOD 也在持续给同一批单体疯狂下达移动指令,可能出现**“脚本抢控制”**的情况——极端情况下会表现为部分单体走位略显怪异。

若你使用超大规模战斗、极端单位数量或大幅改了单位模型尺寸的 MOD,
视觉上的“拥挤程度”可能与原版略有不同,但脚本逻辑仍然照常工作。

🐲 Single-Entity Anti-Blob (Light)

Soft Cap for Single-Entity Stacking (18m)

Tired of your lords, heroes and monsters collapsing into a single pixel and turning every fight into a meatball?
This mod doesn’t try to delete blob tactics. Instead, it adds a light, natural, low-intrusion soft cap:
single-entity blobs stay strong, but their extreme stacking becomes harder to abuse.
Battles look cleaner, pathing gets smoother, and big fights are easier to read.

In short:
many “10+ single entities stacked on one spot = insane power” situations are brought back to a more readable
1v4 ~ 4v4 brawl. Extra units get gently pushed out because there’s simply no room.

✅ What the mod actually affects

Only single-entity units: initial_number_of_men = 1
👉 lords, heroes, monsters, single-model chariots / war machines, etc.

Regular unit formations are untouched:
Infantry / cavalry / ranged with multiple entities are not affected.

Currently only affects player-controlled single entities.
AI armies are not constrained by this script.

🧱 Two size tiers: small vs large

Internally, the script treats single-entities in two broad tiers:

Small single-entities (heroes, small monsters, light cav characters, etc.)

Within a ~18m radius, if more than 4 small single-entities pile up in the same local blob,

any extras are treated as “can’t really fit in” and become candidates to be moved aside.

Large single-entities (huge monsters, heavy chariots, steam tanks, stonehorns, etc.)

These take up a lot more space

In practice:

You can still send multiple big monsters into the same fight,

but you can’t have an absurd number of them perfectly stacked on one spot forever.

The more big stuff you cram together, the more likely some of them will get nudged out.

Net effect:

Small tier controls the “a lot of tiny single-entities on the exact same point” issue.

Large tier tones down the extreme case of 4–5+ giant beasts / heavy engines sitting on top of each other,
making them advance more side-by-side instead of as a single multi-layer meatball.

🚶‍♂️ Movement behavior (new, simplified)

When the script detects an overcrowded area:

The 4 most “actively fighting” single-entities stay in place and keep dealing damage.

Any extras are nudged to nearby, less crowded spots.

Large units move slightly farther on average, because they’re physically bigger,
but it’s still short-range, smooth movement:
it looks like units gently pushing each other aside, not being teleported away or spammed with jittery orders.

🎮 What you can expect in-game

Less extreme clumping of lords / heroes / monsters
No more endless dogpiles where you can’t even tell who’s standing where.

Blob tactics remain strong, but less absurd
One giant hyper-dense blob tends to break down into several smaller blobs with visible spacing.
Positioning, flanking and who actually reaches base contact matter a bit more than “everyone on one pixel”.

Huge monsters feel powerful but not glitchy
Multiple big beasts can still dive the same target, but with clearer spacing and less model over-stacking.

⚙️ Compatibility & caveats

Script-only mod:
No stat edits, no campaign AI changes, no animation / skeleton edits.

Generally compatible with most battle / campaign mods.

If other mods also constantly issue movement orders to the same single-entities,
you might see some control tug-of-war and odd movement in edge cases.

If you use very large battle size mods or heavily rescaled models,
the visual feeling of “how crowded is too crowded” may differ slightly from vanilla,
but the core logic of the script still works as intended.