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