Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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Wall
I am making a singleplayer Red Alert map and the AI keeps attacking the walls/fences I placed. Is there a way to make them stop shooting the walls?

I heard walls in Red Alert are coded to be on the side of the closest building owner so I put silos (belonging to a neutral house allied with everybody) along the line of fence I made and fire sale of this house at start but the computer units still attack them.
Last edited by Cat; 15 Mar @ 2:30am
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Showing 1-9 of 9 comments
I don't think they care about walls belonging to allies. They might avoid attacking their own, but that's it.
Cat 13 17 Mar @ 7:36am 
The AI units are actively shooting the walls and it's wasting time when I put them on patrol to a specific waypoint, they will stop and will not continue until every single wall piece on the way is destroyed.

I managed to get around this by putting in more units in the patrol so they destroy all fences quickly and not take too long. Guess it works for me.
Issues I had with that:

Using Multiplayer Countries like "Multi 1" bugs the AI. I had situations where instead of attack other countries like "USSR" Teams doing instead of their Attack command putting units next to this Multiplayer Countries.

I had them experienced also mess up with walls.

Anohter issue I know is, that you must place a building there near a wall.

Lets say for example you want AI Player = Greece and Wall the base from AI Player Greece. So you must place a Building from Greece close to the walls. Then AI will notice that wall as it´s own. But not sure how far the distance gets so you must try out yourself. If there is Greece Building too far away I think it happens that AI will attack these Wall segments as well.
Nyerguds 8 22 Mar @ 10:35am 
What IQ level does the AI have? This might affect things.
Cat 13 23 Mar @ 1:28am 
All the houses are country names and the good/bad guys, no multi house used. All the AI have 0 IQ except Ukraine, which I gave 4. I did test with IQ level 0 and they still attack walls.

I put walls and some fences at the Allies base which consists of both GoodGuy and Greece structures and units (I put 2 different owners for internal reasons), obviously they are both allied to each other.

Issue 1:
The base is surrounded by concrete walls and some parts with chain-link fence. I made a U-shaped fencing around a GoodGuy tank as its parking compound and the tank immediately shoots it at start. Weirdly, the tank only shoots the vertical axis of the fence, while the horizontal fence line was ignored. Not really a big problem but curious what's causing this.

Issue 2:
The player is USSR and Ukraine is the AI ally. There's one part where I want the Ukraine ally to escort the player's units through the Allied base and this is where the Ukraine ally starts hunting down most of the wall sections. I used the patrol command because I want them to attack the Allied stuffs in the way, but not the walls. Not game-breaking or anything, but I prefer this not to happen if there is a way.
Originally posted by Nyerguds:
What IQ level does the AI have? This might affect things.
This has nothing to do with IQ levels.

As I said there must be some logic with the walls that in a certain distance to a houses structures the AI notices the walls belonging to it´s base.

I can say from my experience the game was not designed for using different countrys together in one base. This is just a work around which gives more options in creating a mission.

When you look at the campaings you will see one AI and it´s buildings placed close to the walls.
Originally posted by Cat:
All the houses are country names and the good/bad guys, no multi house used. All the AI have 0 IQ except Ukraine, which I gave 4. I did test with IQ level 0 and they still attack walls.

I put walls and some fences at the Allies base which consists of both GoodGuy and Greece structures and units (I put 2 different owners for internal reasons), obviously they are both allied to each other.

Issue 1:
The base is surrounded by concrete walls and some parts with chain-link fence. I made a U-shaped fencing around a GoodGuy tank as its parking compound and the tank immediately shoots it at start. Weirdly, the tank only shoots the vertical axis of the fence, while the horizontal fence line was ignored. Not really a big problem but curious what's causing this.

Issue 2:
The player is USSR and Ukraine is the AI ally. There's one part where I want the Ukraine ally to escort the player's units through the Allied base and this is where the Ukraine ally starts hunting down most of the wall sections. I used the patrol command because I want them to attack the Allied stuffs in the way, but not the walls. Not game-breaking or anything, but I prefer this not to happen if there is a way.


Issue 1:
No clue. i have also experienced for Player AI = Greece that walls which are placed in a wider distance or an area where no Greece Buildings are placed that Greece units drive and attack them. (btw. no matter which country you use. Greece is just an example)

Issue 2:

Have noticed same things with Allied AI´s but when you look at the campaings this stuff was not really part of the game. So I guess it´s just bugged. AI also won´t use walls in Skirmish so I would assume defined rules for behaving to walls is not really implemented in the game.

The only workarounds I have found is avoid situations where you come close to walls. IOr just place your buildings close to walls in small areas and distances and do not use any Allied AI or other AI
Nyerguds 8 25 Mar @ 12:42am 
Originally posted by Baghira:
Originally posted by Nyerguds:
What IQ level does the AI have? This might affect things.
This has nothing to do with IQ levels.
Well, yea, that's why I said "might". I know these IQ levels affect a number of things in AI behaviour, but I'm no expert, so it seemed plausible this might've been one of them :-\
Originally posted by Nyerguds:
Originally posted by Baghira:
This has nothing to do with IQ levels.
Well, yea, that's why I said "might". I know these IQ levels affect a number of things in AI behaviour, but I'm no expert, so it seemed plausible this might've been one of them :-\
I agree this seems plausible. I just said it has nothing to do with IQ levels :steamhappy:
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