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Releases: Xilmi/rotp-public

Xilmi-Mod 1.01.0

02 Jan 23:17
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Updated to 1.01 of the base-game.

Spies are now more expensive when you spy on more than 5 empires. The costs scale with the amount of empires.
The tech-level used to determine the highest level to steal by your spies can no longer exceed the level of your highest level tech. This drastically reduced the effectiveness of spies as catch-up-mechanism in late-game.

The council-meeting no longer shares the contacts of all members with one another.

Xilmi-AI now is more adaptive with research-allocation.
Fixed an issue where repulsor-defenders could confuse the behavior of hybrid-designs.

Xilmi-Mod 1.0.2

29 Dec 23:46
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Experimental changes to fleet-management. There should now be less trickle-in, more defending and distance plays a greater role in decision-making.

Xilmi-Mod 1.0.1

27 Dec 22:20
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Fixing some issues. See change-log of 1.0.0 to see what it is about.

Xilmi-Mod 1.0.0

27 Dec 18:56
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Includes Artwork-Mod by /u/Zestyclose_Pin3192
Xilmi-Mod-5

Renamed AIs to Rookie (Base), Advanced (Modnar) and Expert (Xilmi).
Added AIs: Cruel (Xilmi but with non-exploitable diplomacy) and Unfair (Xilmi that is aware who the human player is and tries to kill them)
Changed "Difficulty" to "AI-Production"
Xilmi-Mod-1

Added a preview to combat so you can see in advance the size and amount of ships you'll be fighting.
Xilmi-Mod-2

There now is automated defensive reaction-fire that works similarly to how it did in Master of Orion.
Xilmi-Mod-3

Added a "Q"-hotkey to smartly select all systems you might want to build ships at. Ctrl+Q also allocates production to ships.
Added "Z/Y"-hotkeys to smartly select all systems you might want to build population at. Ctrl+Y also allocates production to ecology.
Xilmi-Mod-4

Added "Space/Pg-Up/Pg-Down"-hotkeys to select the next/previous idle fleet. Idle means: Orbiting a system that doesn't belong to an enemy.
Xilmi-Mod-6

Unofficial 0.95i

20 Nov 20:25
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Main-feature of this release is a role-play-mode for the Xilmi-AI.
To enable it launch the game at least once with the current version, close it again and then open "Remnants.cfg" with a text-editor of your choice.
You shall be able to find a new entry called: "XILMI_ROLEPLAY_MODE" Set it to "YES" and relaunch the game.

Now the Xilmi-AI shall take peronalities and objectives into account for how it plays.

Feedback about this new feature is much appreciated.

Full Changelog: 0.95h...0.95i

Unofficial 0.95h

11 Nov 19:14
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Unofficial 0.95g

05 Nov 21:39
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Unofficial 0.95f

30 Oct 23:06
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Full Changelog: 0.95e...master

Note: This is a much more impact full upgrade than you'll usually see between two letters of unofficial versions.

Unofficial 0.95e

24 Oct 13:43
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Game-mechanics:

Fixed an issue that caused missiles to deal only half their damage against planets.

UI:

Fixed an issue where "miss" and "absorb" weren't shown for missiles when they did no damage.
When several retreating fleets of different empires are located at the exact same location on the map, the one with the lowest empire-ID is now shown first. This makes sure that you'll always be able to select your own fleets.

AI:

War-declaration logic once again looks at how good research-pace currently is. However, this time being first of all empires known in research will allow war anyways even when research-pace is still great.
Fixed faulty recognition on whether a system is in scanner-range.
Systems outside of scanner-range no longer get an estimate of how much defense is there. Instead they will be attacked as if there were none. However, to avoid the trickle-effect of fleets that will just be sent home to retreat, no further attacks are sent to a system out of sensor-range when one attack is already sent.
No longer building a standing army when war is not desired.
Changed how designs to be used for scout-repelling-purposes are determined.
Scrapping-logic now always takes warp-speed into consideration to evaluate how useful a design still is.
Fixed an issue where the AI would not fire missiles that were fast and long-range enough to do a guaranteed hit on a target that is more than 2 spaces away.
Fixed an issue where the AI would get closer to a target to hit it with missiles than it had to for doing a guaranteed hit.
When selecting targets the AI now takes into consideration how much damage missiles launched at this target will most likely do in order to avoid doing overkill on targets that'll die anyways.

Unofficial 0.95d

20 Oct 21:11
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UI:
You can now hit the "End"-key in the list of weapons to put on a ship to scroll to the bottom instantly. (And "Home" for back to the beginning.)

AI:
Fixed some issues about colonizers not colonizing when they should.
AI now retreats other ships when it has a ship or colony that is invincible to prevent an exploit reported by /u/bot39lvl.
AI now recognizes ships-roles by their design, which allows more flexibility in ship-design-handling. For example it no longer has a dedicated scout-repeller design but will instead choose the design best suited among the other designs.
The scrapping-logic has been updated to work with this too. Overall they do a lot fewer unnecessary scraps.
Fixed an exploit that allowed to force the AI to build ships forever by faking attacks over and over.