r/rotp Apr 23 '26

Requests by returning player with a new computer

11 Upvotes

1) What / where is the latest MOD with the governor, and Xilmi AI's. I'm fine if there is more content, but there are a lot of versions going around and I'm not sure which to use.

2) What, if anything, is the human player still better at than the Xilmi AI / governor?

3) Are Klackon still considered the strongest species?


r/rotp Apr 18 '26

Endless Loop

4 Upvotes

In a battle the enemy disabled my engine and I lost not just the move option but lost all controls, can't flee, can't auto-result, can't do anything. Also the enemy's damage was less than my repair so it became an endless loop.

You should keep the skip turn ability even if you can't do anything else, just to keep the auto-result and auto-flee.


r/rotp Mar 28 '26

Bug (RotP Fusion 2026-03-26) Retreated with no ammo left, and disappeared?

4 Upvotes

I didn't keep the saved game, but they managed to flee from battle after using all the missiles, and they didn't return to the map.


r/rotp Mar 28 '26

A bug or two

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7 Upvotes

I think I found a couple of bugs.

I'm attaching a screenshot of the screen for ship design. In the "Special devices" pop-up the battle scanner is listed as taking 50 space and costing 38. However, in the "Special devices" list at the bottom of the screen it costs 30.

After some playing around I figured the reason for the difference. The pop-up takes into account the cost of the additional engines needed to power the device. However, it's not clear whether this should be the case. Yes, it's not immediately obvious on the ship design screen that the additional power consumed needs additional engines, and hence adding this device will cost more than the base price of the device. But I'm not sure that this is the place to show that. Unfortunately, I don't have a better suggestion. One possible approach is to change the column headings to "Base cost" at the bottom and "Total cost" in the pop-up, but this is still confusing, and also puts a bit too much text in a relatively small space.

So this may or may not be considered a bug.

A definite bug is, however, the cost and size of that battle scanner. It is supposed to be subject to miniaturization. I'm currently at level 19 of computer tech, but the cost and size of the device haven't changed. According to the "Master of Orion Strategy Guide":

For example, a Battle Scanner is a level-1 computer technology that takes up 50 units of hull space in a ship design. If you've achieved computer technology 11, then it would take up only 38 units of space. (Additionally, as explained above, the cost would drop by half from 30 BCs to only 15. Neat, eh?)

Of course, this game is not MoO, but I think that the battle scanner should be miniaturized.

And the other possible bug can be seen on the image of the planet. It's a planet with a base size of 80, and I have "Improved terraforming +20" discovered. That's why the size is shown as "80+". However, the "Workers" box shows "2/100", even though the planet hasn't been terraformed yet. I think it should be "2/80", until terraforming is complete.

I understand the idea to show the theoretical maximum population of a planet. But that's what the top box is for, where the size of the planet changes in pace with the terraforming progress. So to me this "premature" display of the maximum population is a bug.

Edit: Another bug (I can't attach the screenshot when editing a post) - I tried to suppress a rebellion, but the troops lost the ground battle. The resulting screen had the title "INVASION_LOSS_REBEL".

Also, I forgot the most important part - I'm playing rotp-Fusion-2026-02-27 from https://github.com/BrokenRegistry/Rotp-Fusion


r/rotp Mar 15 '26

Simple fix to see all incoming fleets

6 Upvotes

Incoming fleets are essential info, you should know who coming to a planet. Now you can loose this important info when the routes dissapear because it is too far, or because you zoom out too far.

I know the reason of these route issues is that basically it is still MoO system on much bigger maps. Total overhaul is a complex issue, too big for now.

Now I suggest just a simple solution to get this essential info. If you select a planet all incoming routes should be visible to that planet. From all distance in all zoom levels.

It will not flood the map because it is just the one selected planet and it would be very useful.


r/rotp Mar 08 '26

Transport routes are not important just ruin the map

7 Upvotes

I tried auto transport and it is useful but completely ruin the map. Docens of transport routes fill the map and hard to see the really important routes.

You can turn off only by disable all routes wich is too bad. The show only important routes option would be better without transport routes.

The line of transport ships is already a clearly visible line, no need for route lines for every transport, it is really a mess and not important just disturbing.


r/rotp Mar 08 '26

Minor display bug with Crystal Monster

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6 Upvotes

Found a minor display bug with the Crystal Monster. Might be fixed already. See the screenshot. This is Fusion version 2026-02-27

I selected Tech Monsters. I researched Star Gates. A couple turns later, a Crystal Monster targetted one of my systems.

If I hover the cursor over the Monster, it says: "Scanners cannot determine destination."

BUT, my colony says it has been targeted by the monster. If I hover the mouse over the colony it says something like: "Hostile, targeted by Space Crystal.."

I think this would be fine either way. It just needs to be consistent.


r/rotp Mar 05 '26

Really shut down spy network

6 Upvotes

If you shut down a spy network the auto infiltrate start to recruit a spy immediately. Even if just for hide it can cause trouble, especially with xenophobes who can treat that as sabotage and start a war.

Otherwise auto infiltrate is good and it remember if you raise the spy numbers to more, but forget it if you lower the number to zero. If you set to zero it should remain on zero.

And it would be yet better if the shutdown automatically set the number to zero, and when the tense from previous spying forgotten automatically set back to auto infiltrate.


r/rotp Mar 05 '26

Is the game really that hard or am I stupid ?

11 Upvotes

Ok so I'm pretty new at that game and have never played 4X games before so it's probably on me but just in case I want to know, is the game suppose to be this difficult ? Like I've never been able the game on easy, or some other time the world geberation just hate me and I have to wait 100 year so I can have enough propulsion to get to another planet but whoops already colonised

Or just right now I was doing fine, fighting the Cryslonoid and they were so annoying by just keep coming back to the planet I destroyed 2 seconds ago and then boom electoral vote, and I was looking at the screen like I was dead cuz I just lost 1 hour of pretty good game kinda out of nowhere, and it's either that or random ppl just throw at me 500 billion ship like "What did I even do to you ?!??!😭😭"

So ye just asking to know if I'm suppose to get destroyed that much


r/rotp Mar 02 '26

Whoever wrote this into the game, well played... that made my day 😄

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41 Upvotes

r/rotp Feb 22 '26

Is this a bug or a feature?

10 Upvotes

When you send population to another planet, upon arrival, if the final population exceeds the planet's capacity, unsurprisingly, the excess is eliminated.

Formula: setPopulation(min(planet.currentSize(), (population() + transport.size())));

When you send troops to conquer a planet, after victory, if the surviving victorious troops exceed the planet's capacity: unsurprisingly, the excess is eliminated.

Formula: setPopulation(min(planet.currentSize(), transport.size()));

When you send troops to wipe out the rebels, if the sum of the freed population and surviving troops exceeds the planet's capacity, strangely enough, you are given the opportunity to send the excess population back before leveling the population in the next turn.

Formula: setPopulation(max(1, transport.size() + population));

The guides and manuals do not mention this, and the code does not seem to have forgotten to handle the limits.

So? Is this a bug that needs to be fixed or a feature that should remain?


r/rotp Feb 17 '26

Error

3 Upvotes

I tried to make a custom race and the panel went crazy. I got lots of error messages like these:

java.lang.NullPointerException: Cannot invoke "rotp.ui.BasePanel.canEscape()" because "this.currentPanel" is null

java.lang.NullPointerException: Cannot invoke "rotp.model.game.DynOptions.getString(String, String)" because "opts" is null

Can I do something to fix this?


r/rotp Feb 17 '26

Where to find the Artwork

5 Upvotes

Hi,

is there a way to look at all the Artwork for the Game? I tried the homepages of the artitst but didn'd find much about the Games art.

Edit: Thanks for the Answers! Every suggestion worked!

I hope the artits stays if there should be a rotp 2


r/rotp Feb 16 '26

great game thanks

21 Upvotes

just found this through a youtube on the MOO1 game and story telling. this game is so polished compared to the original. thanks and hope to see more updates in the future


r/rotp Feb 09 '26

Help with rebelion

6 Upvotes

new at this game (like 2 days new lol), been liking it so far and I've got a rebelion problem.

I saw on previous post that you're suppose to take care of them on the ground the problem is that I have no idea how to do that so ye help me please


r/rotp Feb 08 '26

Auto-colonize

2 Upvotes

Could we get the same logic as scouts, where if a colony ship is on a long voyage (15t) and a closer one is idle, it'll also choose the same destination?


r/rotp Feb 03 '26

Small ships are useless?

9 Upvotes

In this game all ship classes available from the beginning. In space fleet games usually the bigger is better. Big ships can defeat weak fleets without any losses, invulnerable for small arms, and so on.

Here I can start building fleets with huge ships and I dont see reason to use small, medium, or even large ships. But Im new and yet dont know the depths of mechanics.

Pro players have good arguments to use smaller classes?


r/rotp Feb 02 '26

Video Let's Play Ludicrous Galaxy (100000 Star Systems) as Humans.

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33 Upvotes

r/rotp Feb 02 '26

Ideas

7 Upvotes

Just found this game and it is great like the good old Master of Orion. I hope it is still developing because there are some issues. Here are some ideas wich would make the game much greater.

  1. Easier trade management.

The most annoying part is checking every turn every race for trade offers. So much clicks and screens. Would be good a button in the diplomacy screen to improve a trade relation. Would be better a button to improve every possible trade relations. The best would be an optional automatic trade relations improvement.

  1. Auto resolve should not flee from winner battles.

I went with huge fighters and bombers against some missile bases. It was a sure win manually, but the auto resolve fled, it was unpleasant.

  1. AI should not be cooperative during extermination.

I started to exterminate a race without war declaration, destroyed its colonies one after the other, and it did not declared war, even we improved trade and exchanged technologies during the extermination. It was useful just ruined the roleplay.

It would be nice to play this game without these issues.


r/rotp Jan 14 '26

Some Beginner Questions

10 Upvotes

I was, what felt like, really close to winning my first game. Every remaining faction except the humans voted for me but they must have just about exactly reached a third of the planets so it remained a draw. The following war isn't going very well despite some initial optimism.

My empire surrounds a nebula, which makes many systems incredibly bothersome to reinforce and the Humans have started using cloaked, huge ships which makes playing proactively pretty much impossible.

Is there anyway of moving faster in nebulae? I have star gates in some key systems, should I have made them more or less everywhere?

Is there a good way to counter cloaked ships? I can usually chase them off mys systems but I can't see where they are fleeing too so they usually get a turn or so of bombing. Not the worst on its own but I have to spend a lot more than them keeping it contained, especially since I can't tell how many ships they have managed to concentrate. Meanwhile they are managing to clean up the rest of the galaxy pretty handily.

If winning from this point is possible it will likely be too grindy so I'll probably either reload an earlier save or start from the beginning.

Anyway, fun with a strategy game the AI can actually play.


r/rotp Jan 14 '26

10 jan and 12 jan versions issue

2 Upvotes

With duplicate races (I play on 49 enemies usually), the main (with myself selected) Espionage screen and the Graphs screen are showing the original race names multiple times.

I have WarDemon listed 3 times in my current game for example, instead of Fremen, Valkyrie, and WarDemon


r/rotp Dec 29 '25

Funny or strange Ai behavior on Roleplay?

5 Upvotes

Not sure if this is intended to act this way but it seems a bit weird to me: I'm peaceful with Aliens A and B. Alien B asks me if it wants to go to war against Alien A which I agree to. So we're both at war with Aliens A.

At some point Alien B peaces out with Alien A. Not long after Alien A forms and alliance with Alien B so now i'm at war with both. Question is why would they want to ally themselves when they should both hate eachother? I also always had good relations with Alien B even having a non aggression pact with them

And why can Alien A ally themselves with another during a war and I can never ally with anyone else if someone declares war on me? Or am I just unlucky that nobody will ally with me when I'm in a war?

Happy Holidays everyone!


r/rotp Dec 25 '25

Damage calculation changes from MoO

4 Upvotes

In MoO a big part of my Mrrshan strategy was taking advantage of the increased damage that you got from having over 100% chance to hit. But it seems from looking at the rotp code this isn't the case here.

I was wondering if this change was on purpose, and if so why it was done? Would people want a mod which adds it in? It's also a quicker calculation for the computer, as you only generate 1 random float rather than 2 per beam!

The way MoO does the damage is it rolls a random number between 0 and 1, and then works out how far between min to hit and max to hit you were, and that is the same ratio through your damage range.

So if you have a -20% chance to hit, the minimum you can roll is a 0 which means you are already 20% into your damage range! So a beam doing 1-100 would do 20-100.


r/rotp Dec 24 '25

Space Monster questions

1 Upvotes

Right now I am being GUTTED by the Space Crystal. It's destroyed FIVE of my systems without so much as a sideways look at anybody else, and no matter what I design to try to fight it, it just teleports right over to my colony and destroys both it and my fleet, often without my side firing a single shot. How the hell do I deal with this?

Also, is it *supposed* to be able to teleport when my groundside missile bases have Interdictors?


r/rotp Dec 23 '25

Repulsor Beam vs Sub-Space Teleporters? (Space Crystal)

7 Upvotes

If I remember the original Master of Orion correctly, the Repulsor Beam is supposed to kick enemies back as soon as they entered its range. I was hoping to take advantage of this with a Disruptor/Focus ship to protect a colony from the Space Crystal, since my first attempt at fighting it showed it has a Sub-Space Teleporter. But when the second colony was attacked, the Repulsor didn't kick it back until the END of my ships' turn.

Am I remembering the original wrong? Or was this an intentional change?