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Releases: Xilmi/Rotp-Fusion

rotp-Fusion-2025-06-07

07 Jun 23:15

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What's New

2025.06.08 (Xilmi)
Fixed an issue where the AI considered the top-ship of it's stack at full health when calculating whether it should kite missiles or retreat from them.

Fixed an issue where the AI wouldn't try to kite missiles when this could potentially save their top-stack from losing ships.

rotp-Fusion-2025-03-26

26 Mar 23:21

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What's New

2024.08.10 (Xilmi)

  • Instead of a static 100% score-bonus for being able to kill at least one ship in an enemy-stack, the score is now divided by the hitpoints of the first ship of the stack if not at least one ship can be killed.
    This shall help prevent the AI from shooting at big tanky ships that will just retreat once their health drops too far instead of attempting to secure kills on smaller ships.

rotp-Fusion-2025-02-01

01 Feb 12:31

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What's New

2024.08.10 (Xilmi)

  • Instead of a static 100% score-bonus for being able to kill at least one ship in an enemy-stack, the score is now divided by the hitpoints of the first ship of the stack if not at least one ship can be killed.
    This shall help prevent the AI from shooting at big tanky ships that will just retreat once their health drops too far instead of attempting to secure kills on smaller ships.

rotp-Fusion-2024-06-13

13 Jun 23:01

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What's New

2024.06.14 (Xilmi)

  • Combat-AI now checks the safety of a path towards enemy ships and will avoid moving through the attack-range of enemies that would destroy them.
  • Fixed an issue that made the AI consider their own missile-boats as worthless due to a recent change about not being afraid from enemy-missile-boats when they haven't attacked yet.

rotp-Fusion-2024-06-10

10 Jun 22:42

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What's New

2024.06.11 (Xilmi)

  • Building scouts now has a higher priority than building colony-ships.
  • Modified frequency and limited amount of scout-production to be more feasible even with a huge amount of unscouted systems around.
  • Removed a restriction that prevented the AI from bolstering the population of their fresh colonies during a war.
  • AI will stop spamming colony-ships when it sees more enemy combat-ships flying around than it has own combat-ships even when there's huge amounts of uncolonized systems.

rotp-Fusion-2024-06-09

09 Jun 20:37

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What's New

2024.06.09 (Xilmi)

  • Missiles are no longer taken into consideration in the facingOverwhelmingForce-check of the retreat-logic. This prevents stacks from retreating when their opponents would run out of missiles due to firing them at other stacks.

rotp-Fusion-2024-06-08

08 Jun 10:37

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What's New

2024.06.08 (Xilmi)

  • Fixed an issue where the AI didn't consider that missile-bases stop dealing damage when all population of a planet is killed. This lead to the AI not daring to attack planets with missile-bases when they only had biological weapons.
  • When tech-stealing is disabled, the AI will no longer consider using a security-tax.
  • Removed the "smart" logic that handles pop-transportation differently based on richness. Tests showed that treating each planet the same in this regard leads to an overall faster empire-growth of 25% for a rich-homeworld-start.

rotp-Fusion-2024-04-07

07 Apr 22:53

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What's New

2024.03.01 (Xilmi)

  • The espionage-AI now takes into consideration that it can explore systems via sabotage and will choose targets accordingly.

rotp-Fusion-2024-03-01

01 Mar 15:50

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What's New

2024.03.01 (Xilmi)

  • The espionage-AI now takes into consideration that it can explore systems via sabotage and will choose targets accordingly.

rotp-Fusion-2024-02-29

29 Feb 16:06

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What's New

2024.02.29 (Xilmi)

  • Successfull execution of a sabotage-mission will now also provide a full scan of the target-system and thus allow the system to be invaded.