Civilian Enemies

In Red Alert 2 the environment is pretty much friendly and factions do not have to fear an attack of inhabitants of the territory they are fighting in. The engine would not know how to deal with them, and this is what Ares changes.

Treat Civilians as Enemies

Yuri’s Revenge makes a distinction between single player and multi player games. In multiplay matches all objects belonging to a house with MultiplayPassive=yes are considered neutral, with the exception of tech and occupiable structures. In single player missions units are not considered neutral if they are Insignificant=no.

[TechnoType]►CivilianEnemy= (boolean)
Whether this unit is considered an enemy when auto-acquiring a target. Enabling this prevents a unit of this type to be considered neutral in multiplayer matches. Defaults to no.

New in version 0.7.

Repelling Civilian Attacks

If civilians are not recognized as dangerous, only units or structures attacked by such neutral units will retaliate against them. This way units like the Visceroid or the Tiberium Fiend can bring down a house’s buildings one by one.

This new tag makes the AI’s or the player’s unit smarter in defending against such threats as civilians attacking a power plant will be repelled by all allies in range, or alligators eating Engineers with armed bystanders just idling.

[CombatDamage]►AutoRepel= (boolean)
Whether AI players will consider civilian units attacking allied objects as enemy when auto-acquiring targets. This makes units nearby help protect against an offender. Otherwise, only the attacked unit retaliates. Defaults to no.
[CombatDamage]►PlayerAutoRepel= (boolean)
Whether human players will consider civilian units attacking allied objects as enemy when auto-acquiring targets. This makes units nearby help protect against an offender. Otherwise, only the attacked unit retaliates. Defaults to no.

New in version 0.7.