Releases: Xilmi/rotp-coder
ROTP with Fusion-MOD v2022.07.13
Bugfix:
Fixed an error in the AI that caused AI-ships with at least one empty weapon-slot not to bombard planets with missile-bases.
AI:
No longer rushing military-techs before running into another empire.
Planets within extended-fuel-tank-range are now also taken into consideration when deciding whether to get colonization-technologies.
Now considering the quality of the own ship-designs when deciding whether one should sue for peace due to being outmatched.
ROTP with Fusion-MOD v2022.06.29
AI:
Legacy AI is now more opportunistic about punishing other empires for being too greedy and skimping on their military.
Putting a gun on colony-ships is delayed until someone is actually within range instead of just having contacted another empire.
ROTP with Fusion-MOD v2022.06.25
New Option:
You can now set whether retreating shall be restricted for AI, player, both and of course noone. Default is "None".
You can now set the amount of turns that a restricted player cannot retreat for. Default is 100 turns, the maximum amount of combat-turns.
UI:
The retreat button before combat is no longer available when retreating is restricted for the player.
The retreat all-button during combat is now greyed out and shows a countdown when retreating is restricted for the player.
ROTP with Fusion-MOD v2022.06.24
Bugfix:
Fixed a recently introduced bug where tech-levels for non-military-techs were not added to tech-level as intended. This primarily impacted minitaturization and espionage.
ROTP with Fusion-MOD v2022.06.23
AI:
Legacy AI will no longer form alliances.
Legacy AI now more likely to backstab someone who already is at war.
Fixed an issue that made ships that had already dropped all their bombs or bio-weapons stay and fight against missile-bases as if they still had bombs or bio-weapons.
ROTP with Fusion-MOD v2022.06.20
Game ending:
Fixed that the game would not end if all factions are allied during auto-play.
"Alliance Win" and "Military Alliance Win" have been renamed to "Survival as vassal" and "Survival as part of alliance" to reflect that the game was not really won.
AI:
Fixed an issue that caused Meklonar-AI to not build as many factories as it could.
Ship-designs that previously would have been pure fighters will now get equipped with at least one of the most modern bombs.
No longer investing reserves into systems that are generating reserves.
Don't scrap entire fleet at once after a destructive ultra-late-game war. Instead only scrap when the reserve is used up and only scrap one design at a time.
Fixed some issues in regards to researching future-techs.
When there's no techs left to research all planets should build ships.
Rush the techs necessary for a rush even if a rush is not intended.
Increased value of useless techs from 0 to 1 as 0 now is used for halting the research of non-essential techs when going for rush-techs and we don't want to halt researching a tree completely just because a tech within it is uselss.
Desired ship-maintenance now differs between 1v1 and games with more factions. In 1v1 the amount of ships to be made is more all-in. In games with more factions it should strike a balance between commiting as much as necessary into ship-production but not more.
No longer generally defending uncolonized systems.
Selection of opponents to go after now considers a bunch of additional factors. In particular their power, the power of their allies and the power of their opponents.
Now will avoid wars in free-for-all, when they don't look easily winable.
The more ahead one particular factions gets, the more the others will become open to form an alliance with everyone who wants it and try to go for survival as vassal or part of alliance.
As part of such alliance the AI will operate almost as a unity, never betray their allies and fight their opponents together to the bitter end.
ROTP with Fusion-MOD v2022.06.16
Governor:
The player now also gets informed when an ordered amount of ships is completed when the governor is enabled for that planet.
New options:
Auto-infiltrate: Makes sure to put at least one spy into each opponent empire with very low commitment. This is enabled by default.
Let AI handle espionage: Leaves infiltration, spying and sabotage assignments to the AI. You can still pick what to steal and what to sabotage though.
AI:
Tweaks to enemy-selection logic:
You can no longer prevent an enemy from attacking you by having a stronger military.
Whether someone is already at war with others is no longer relevant for this decision.
The decision is now mostly about how big the enemy empire is and how well it can be reached.
ROTP with Fusion-MOD v2022.06.10
Gameplay:
Default-starting-design for Destroyer changed to Computer, Shield and 4 Lasers.
Default-starting-design for Bomber changed to Computer, 3 Nuclear Bombs.
UI:
Brought back the retreat-button to the monster-battle confirmation-dialogue.
AI:
Fixed an issue of AI trading away weapon-techs when it shouldn't.
When there's a friendly fleet retreating from a planet that is outside of scanner-range fleets will now wait for the retreating fleet to arrive before attempting another attack.
Fixed an issue that caused bio-weapons not be down-evaluated as much as intended when there are a lot of missile-bases. It might still not be enough, though.
Removed behavior to rush military on underdeveloped worlds. While it had it's intentions it often caused more harm than good long-term.
No longer build missile-bases when under siege by a fleet that would destroy them in the next turn anyways.
Removed tech-restrictions for going to war.
No longer using dedicated bomber-designs, only dedicated figthers or hybrids. It turned out that having more design-slots to rotate is more important and pure bombers are too hard to coordinate and too easy to defend against.
Now always starting with a certain amount of pure fighters before going into hybrids.
Fixed an issue that could lead to the wrong design being scrapped.
Fixed an issue where under certain circumstances a new design was developed and switched to every turn which could lead to not actually producing any ship for a long time. This same fix also reduced the frequency with which the AI will build duplicates of the same design.
Fixed an issue that could lead to trying to build a design that had already been scrapped.
Early-game-research-decsion-making is now more of an opening-book to get faster into a position of being able to mount a devastating attack.
Fixed an issue where weapon- and propulsion-future-techs were not prioritized as intended.
Decison-making for when to make an army and when to tech has been completely revamped. Basically: Way more commitment to military when already ahead or cornered and adaptive approach to build only as much as needed when not ahead.
ROTP with Fusion-MOD v2022.05.26
UI:
When changing someone's color during an ongoing game you now have all 16 options.
AI:
Got rid of the hard-coded rush for certain techs recently introduced. Instead it was replaced by the AI now knowing whether a tech is a military-tech or not and using a separate military-tech-level to decide whether to go to war and whether to rush techs or build military.
Fixed an issue with AI automatically wanting to offer peace when it needs more colony-ships than it has.
Fixed an issue where positioning fleets during peace-time was undecisive and often led to fleets being out of position when a war started.
ROTP with Fusion-MOD v2022.05.21
AI:
Fixed issues with tech-selection.
Legacy:
Will no longer immediately go to war in 1v1 when tech is inadequate for war.
Will defend better against very early low-tech-rushes.