Twilight Imperium

Future games in need of testing and feedback
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Gral_Strike
Posts: 5
Joined: 04 October 2025, 20:45

Re: Twilight Imperium

Post by Gral_Strike »

I'd like to join they alpha and help testing the Game, if possible and necessary
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astalatasta
Posts: 4
Joined: 31 May 2021, 22:44

Re: Twilight Imperium

Post by astalatasta »

GTSchemer wrote: 13 November 2025, 17:47 TI4 update, I am still working on the many interactions for Nekro X and Y tokens. Sorry about the slow progress.
there is any way we can help you develop the game?
mightygerm
Posts: 8
Joined: 02 June 2022, 19:16

Re: Twilight Imperium

Post by mightygerm »

rekkless wrote: 13 November 2025, 17:37 Players quitting games particularly after losing their home systems seems to be a persistent problem. I've only had 1 game actually finish b/c other players keep quitting. Can we get quitters removed from the alpha until the autoskip turn ftr works?
Games also seem to bug out when a player quits. I was unable to process taking the secondary of imperial after a player quit the game in the middle of the action.
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GTSchemer
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Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

astalatasta wrote: 16 November 2025, 21:24
GTSchemer wrote: 13 November 2025, 17:47 TI4 update, I am still working on the many interactions for Nekro X and Y tokens. Sorry about the slow progress.
there is any way we can help you develop the game?
Just patience for now, I want to make sure Nekro interactions are solid before wider testing.

And yes if someone quits the game cannot continue, but there is a large amount of planned zombie work in the future in case other players want to try finishing the game.
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TomKy
Posts: 36
Joined: 02 October 2021, 21:36

Re: Twilight Imperium

Post by TomKy »

GTSchemer wrote: 16 November 2025, 22:55Just patience for now, I want to make sure Nekro interactions are solid before wider testing.

And yes if someone quits the game cannot continue, but there is a large amount of planned zombie work in the future in case other players want to try finishing the game.
Nice, it looks like the final base faction is soon ready :).

So a beta will not happen before zombie coding is done? And will this by any chance be ready for beta before end of December?
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GTSchemer
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Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

I can't even roughly predict timing, sorry.
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SilentNSly
Posts: 37
Joined: 14 April 2012, 09:37

Re: Twilight Imperium

Post by SilentNSly »

Image
(Image source: https://imgur.com/a/X2ibA53, Game: https://boardgamearena.com/2/twilightim ... =736916193)

Is there a reason why my Carrier can only pickup Infantry, and not Fighters from Mecatol Rex?
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Uowca1
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Joined: 18 September 2024, 13:48

Re: Twilight Imperium

Post by Uowca1 »

You could pick up the infantry from mecatol rex and leave it in the space area (or commit it to the planet again), so there is a reason to ask if you want to pick it up. If mecatol rex is your destination system there is no reason to pick up fighters, because they are already there.
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SilentNSly
Posts: 37
Joined: 14 April 2012, 09:37

Re: Twilight Imperium

Post by SilentNSly »

Thanks for that explanation.

Image

My destination was beside Mecatol Rex. Apparently, I needed to enable Gravity Drive to be able to pick up the fighters.
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GTSchemer
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Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

Uowca1 is correct. This change was made because players would get confused and transport fighters FROM the final step of a move. This is always a mistake, since there is never any effect from doing this.

It may be confusing in a different way, but at least it made you ask "hmm, what is going on, let me double check the situation" which is the goal. :D

In contrast, players may want to transport infantry from the final step of a move, either to leave them in space for some reason, or more likely to invade another planet in the same system.
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