RandomEnemyGenerator
Generates full blue-side enemy armies with in-game UI, budget control, formation placement, and optional modded/WIP unit support.
| Last updated | 4 days ago |
| Total downloads | 719 |
| Total rating | 0 |
| Categories | Mods Tweaks Utils |
| Dependency string | LiterallyOnlyMe-RandomEnemyGenerator-2.0.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_TABS
BepInEx pack for TABS. Preconfigured and ready to use.
Preferred version: 5.4.16README
Random Enemy Generator
A simple utility mod for Totally Accurate Battle Simulator that automatically generates a full army on the Blue side using the game's real placement system.
Instead of manually placing dozens of units, this mod can build a complete army in seconds using the available unit pool and the budget you choose.
Features
- Generate full Blue team armies instantly
- Uses the real placement system (units behave like normal placed units)
- Automatic budget-based army generation
- Units are arranged into formations instead of random piles
- Supports modded units
- Optional WIP units support
- Adjustable placement randomness
- Adjustable spawn height to avoid terrain clipping
- In-game UI for full control
The generated units behave exactly like normal units:
- They count toward the Blue unit total
- They spend Blue team budget
- They can be deleted or edited
- They persist normally through battle start/end
Controls
Press: F6
to toggle the Random Enemy Generator menu.
UI Settings
Budget
Set the amount of money the generator will spend when building the army.
The generator will assemble a mixture of units until the requested budget is reached.
Unit Padding
Controls spacing between units in the formation.
Higher values create looser formations.
Position Jitter
Adds small random offsets to unit positions so formations do not look perfectly mechanical.
Facing Variation
Adds random facing angles to make units look less rigid.
Spawn Height Lift
Lifts units slightly above the ground when spawning to prevent them spawning partially underground.
Options
Clear current blue army first
Removes existing blue units before generating a new army.
Ignore official TABS blue budget cap
Allows the generator to exceed the map’s normal budget limit.
Also try to raise official blue budget
Attempts to increase the official budget so the game UI reflects the generated army correctly.
Include modded/custom units
Allows units added by mods to appear in the generated army.
Include WIP units
Allows hidden or unfinished units that normally do not appear in the game.
These units may be unstable.
Actions
Generate Blue Army
Creates a new army using the current settings.
Clear Blue Army
Removes all blue units currently placed.
Reload Unit Database
Refreshes the unit list from the game.
Useful if mods were added or removed.
Sync Blue UI
Updates the game’s budget and unit counters if they become desynced.
Start Battle
Immediately begins the battle.
Back To Placement
Returns to placement mode after a battle.
How Army Generation Works
The generator builds an army using several steps:
- The mod scans the game's unit database.
- Units that are usable in normal gameplay are collected.
- A weighted selection system chooses units that fit the remaining budget.
- Units are organized into front and back rows.
- The formation is placed inside the real blue placement zone on the map.
Front rows tend to contain melee or larger units while ranged units are placed behind them.
This produces formations that resemble normal player-built armies rather than random clusters.
Requirements
- BepInEx 5.4.16 or newer
- Totally Accurate Battle Simulator
Manual Installation
- Install BepInEx for TABS.
- Place the mod
.dllinto: BepInEx/plugins - Launch the game.
Notes
- Extremely large budgets can generate very large armies.
- Some modded or WIP units may behave unpredictably.
- If the UI becomes desynchronized, use Sync Blue UI.
Version
Current version: 2.0.1