Large Scale Combat System - RTS Sieges OFFICIAL SALE


Large Scale Combat System

Command entire armies and formations, not individual soldiers. LSCS is a complete RTS battle framework for Unity, built for field battles and siege warfare similar to games like Total War.



Core

  • Formation player controls box selection, shift-clicking, right-click move and attack orders. Right click-drag to widen
  • A modular tactical AI for field battles and sieges
  • A combat model with counters, flanking and morale
  • Job-based managers and GPU animation for very large unit counts
  • Everything configured through ScriptableObjects, no scripting needed

Combat

  • Unit types: melee, archers, musketeers, cavalry, horse archers, elephants, siege towers and siege artillery
  • Two damage models: classic HP, or a Rome 1 style system where morale decides the battle
  • Flanking, elevation and cavalry charges with knockback
  • Morale and generals: formations that break rout from the field
  • Artillery: catapults with area damage that can break gates
  • Deployment phase before the battle

Siege warfare (updated in 4.0)

  • Fight for the walls: stairs, ladders and siege towers bring troops onto the battlements
  • Ladders are carried by formations, raised at the wall and can be pushed over by defenders
  • Battering rams and catapults break the gates
  • Defence towers shoot at attackers, optionally only while defendends are on its wall section
  • Wall deployment for the player and the AI, with fixed artillery positions
  • Capture zones decide the battle once the walls are breached

Tactical AI

  • Field: battle line, reserves, cavalry flanking, horse archer kiting, archer and artillery targeting
  • Siege attacker: finds the weakest point (or distributes) and attacks with rams, ladders and towers. Can attack multiple gates and sections at once
  • Siege defender: moves troops to the segments under attack and guards the gates. Changes wall position depending on where the siege happens
  • AI vs AI for autobattles and balance testing
  • BattleGrid influence map, so the AI avoids danger if possible, used also for flanking

Presentation

  • Formation flags with health and status
  • Minimap with units, gates and capture zones
  • Visualisers for paths, firing arcs and ranges
  • Mobile touch input

Performance

Movement, targeting and climbing run through the C# Job System and Burst. The included vertex animation system replaces SkinnedMeshRenderers with GPU instancing, with a hybrid LOD that keeps real Animators near the camera.


Requirements

  • Unity 6.3 or newer (6.4 preferred)
  • The new Input System
  • A baked NavMesh in every battle scene