Twilight Imperium

Future games in need of testing and feedback
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SilentNSly
Posts: 37
Joined: 14 April 2012, 09:37

Re: Twilight Imperium

Post by SilentNSly »

GTSchemer wrote: 21 August 2025, 21:10 The original art can be enabled in "Options -> Misc -> Naalu art style" for players who prefer.
Thank you for this option to maintain BGA's consistency with the tabletop.

Also, we are now 5 factions away from having all base factions in the game, yay!
I have many friends eagerly waiting for the open beta :P
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illfixthislater
Posts: 9
Joined: 01 May 2020, 20:07

Re: Twilight Imperium

Post by illfixthislater »

I know how to play and can commit to a full game. If there is room for more testers.
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

New build:
* Reworked agenda voting GUI to show the order of voting players, how many votes each player may cast, and whether players have abstained.
* This is a major change, so please create a bug report as soon as possible if you notice any glitches.
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viesits
Posts: 2
Joined: 25 October 2016, 19:31

Re: Twilight Imperium

Post by viesits »

So we can hope for 2026 release, seeing as things are advancing :)
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

New build:
* For advanced players, added "Show commit activation button" option to the Misc category.
* This option enables a "Commit Activation" button. The button locks in activation so it cannot be undone, but allows the player to postpone their movement deciison until they see how opponents react (e.g. with MINISTER OF PEACE).
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parzi42
Posts: 27
Joined: 12 May 2024, 22:23

Re: Twilight Imperium

Post by parzi42 »

I love checking this thread to see what GTSchemer has done recently. :lol:

I have never played Twilight Imperium before but this is still my most anticipated game :mrgreen:.
Cant wait to play it with my boardgame buddies asynchonusly!
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SilentNSly
Posts: 37
Joined: 14 April 2012, 09:37

Re: Twilight Imperium

Post by SilentNSly »

Is there a way to always skip retreat in a single battle?

I just finished a multi-round battle, and I did not want to retreat as I wished to activate the only location that I could retreat to for another purpose later that round. I was prepared to let my units die in battle, but I was still prompted to retreat each time.

If there is no way to do so currently, I will create a suggestion for it.
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

SilentNSly wrote: 26 August 2025, 08:05 Is there a way to always skip retreat in a single battle?

I just finished a multi-round battle, and I did not want to retreat as I wished to activate the only location that I could retreat to for another purpose later that round. I was prepared to let my units die in battle, but I was still prompted to retreat each time.

If there is no way to do so currently, I will create a suggestion for it.
There is not a way to do this right now, so you can make a suggestion if you like. If this is added in the future, I would need to be careful (probably with a warning dialog) because it could trap newer players. Normally, you should always be prompted repeatedly in case you change your mind partway through a battle and want to retreat.
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Borek
Posts: 14
Joined: 20 July 2024, 19:08

Re: Twilight Imperium

Post by Borek »

GTSchemer wrote: 25 August 2025, 21:26 New build:
* For advanced players, added "Show commit activation button" option to the Misc category.
* This option enables a "Commit Activation" button. The button locks in activation so it cannot be undone, but allows the player to postpone their movement deciison until they see how opponents react (e.g. with MINISTER OF PEACE).
How does this work exactly? If the other player has your Ceasefire, they should be able to stop you immediately after activation, so if you don't have this advanced option enables, the enemy can see your movement and then decide whether or not to use Ceasefire? If that's the case, then it's not working as intended.
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

Borek wrote: 26 August 2025, 18:39
GTSchemer wrote: 25 August 2025, 21:26 New build:
* For advanced players, added "Show commit activation button" option to the Misc category.
* This option enables a "Commit Activation" button. The button locks in activation so it cannot be undone, but allows the player to postpone their movement deciison until they see how opponents react (e.g. with MINISTER OF PEACE).
How does this work exactly? If the other player has your Ceasefire, they should be able to stop you immediately after activation, so if you don't have this advanced option enables, the enemy can see your movement and then decide whether or not to use Ceasefire? If that's the case, then it's not working as intended.
Here is how it currently works (and if it doesn't I would need a screenshot if possible):

* If you do NOT have the Commit Activation button enabled, you can plan activation + movement together. This is for convenience since it allows you to undo while you experiment with activation and movement. Your planned movement is secret.

* If someone wakes up, like for Ceasefire, they do NOT see any details about your planned movement. It is a completely secret, hidden decision only you know about. On their client, they only see you activated a system, and they make the Ceasefire decision at that point.

* If you did click Commit Activation, and an opponent skips using Ceasefire, then you will wake back up and can plan a movement. But, you cannot undo activation, since it was already revealed and the opponent reaction window happened.
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