Twilight Imperium

Future games in need of testing and feedback
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TomKy
Posts: 36
Joined: 02 October 2021, 21:36

Re: Twilight Imperium

Post by TomKy »

GTSchemer wrote: 29 August 2025, 17:47 New build:
* Added "Advanced Pause Options" button to Alerts tab. In the future, this could contain more options.
* Added new "After I replenish commodities" toggle in advanced pause options.
Nice. Waiting for the remaining factions to be added.

We need a TI4 subforum very soon... ;)
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

I am working to get the next faction ready as soon as possible, so I may be slow replying to bug reports for a couple of days. Thank you for your patience.
PerezSaj wrote: 02 September 2025, 16:42 So how many factions are ready in total?
There are currently 12 out of 17 factions available.
Last edited by GTSchemer on 02 September 2025, 16:49, edited 1 time in total.
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PerezSaj
Posts: 11
Joined: 13 October 2015, 09:45

Re: Twilight Imperium

Post by PerezSaj »

So how many factions are ready in total?
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Deny Herceg
Posts: 2
Joined: 04 October 2023, 16:35

Re: Twilight Imperium

Post by Deny Herceg »

I think it would be great to have one of the premade 5p maps consist of the (only) 5 map slices that are generateable by milty by default. It would be even better if there was an option (or maybe only this?) to randomize the slice locations on the map, so that for example speaker doesnt get the same slice every time.

Anyway thank you for the great implementation, I was dreaming of playing TI for a long time and now I can. Cant w8 for the rest of the factions!
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

Thanks for your patience. New faction: Yin

This combat-focused faction has some powerful effects.
* Can convert an enemy infantry to their own side in ground combat.
* Can sell a promissory card to lend this ability to an opponent.
* Can sacrifice a cruiser / destroyer after each space combat round to guarantee a hit.
* With a faction tech, can sacrifice a cruiser / destroyer to guarantee a hit at the start of combat.
* With a faction tech, can produce extra infantry when they produce units.
* If their flagship is destroyed, all ships in the system are destroyed.

As always when a new faction is added, logic behind the scenes may have changed, so please watch for any bugs.
okapetanios
Posts: 2
Joined: 08 February 2022, 01:27

Alpha estimated time

Post by okapetanios »

Just curious if there's a laaarge ball park on when the game might enter beta. End of 2025, early 2026, two years?
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

I don't have a solid answer at this time, plus beta and release are up to BGA.

For any players reading this, this weekend I may have limited time for responses and bug reports. I hope to have a new build ready next week. If there are any crucial game-stopping bugs, you can still PM me for emergency support.
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

I am back and have started working through bug reports again. A million thanks for your patience and support.
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Calmien
Posts: 6
Joined: 30 August 2024, 10:44

Re: Twilight Imperium

Post by Calmien »

Hi,
would be possible to join the playtest?

Thank you in advance!
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Crumplebutt
Posts: 2
Joined: 16 June 2023, 09:35

Re: Twilight Imperium

Post by Crumplebutt »

So this is still hapening even though the Steam version was announed today?
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