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Re: Twilight Imperium
Posted: 08 July 2025, 15:56
by SilentNSly
GTSchemer wrote: ↑07 July 2025, 12:47
Zblugg wrote: ↑07 July 2025, 12:43
Just dropping by to thank yoi for all the work behind this!
It was a lot more than I hoped, for sure. Last I checked it's over 110,000 lines of JS and PHP, plus another 10,000+ for CSS.
And there are 11 factions to add.
I just completed my first game (3p) and really enjoyed my experience. This implementation was done very nicely.
One comment, is that I wish offers and agreements were only visible to the involved parties,
Re: Twilight Imperium
Posted: 08 July 2025, 16:13
by GTSchemer
SilentNSly wrote: ↑08 July 2025, 15:56
GTSchemer wrote: ↑07 July 2025, 12:47
Zblugg wrote: ↑07 July 2025, 12:43
Just dropping by to thank yoi for all the work behind this!
It was a lot more than I hoped, for sure. Last I checked it's over 110,000 lines of JS and PHP, plus another 10,000+ for CSS.
And there are 11 factions to add.
I just completed my first game (3p) and really enjoyed my experience. This implementation was done very nicely.
One comment, is that I wish offers and agreements were only visible to the involved parties,
The details (which action card, which promissory note) are secret from other players.
However, it was decided with FFG that the BGA implementation would be "above the table" for deal text. Hopefully this feels fairer to everyone and keeps games moving faster than the dreaded "let's go to the other room and discuss a plan" which sometimes happens in real life.

Re: Twilight Imperium
Posted: 08 July 2025, 16:38
by KalSeanEl
Not sure where to report this or look up if I missed how to do it but I was moving a ship 2 systems. I passed through one and I was unable to pick up ground forces in the system, even though it had none of my command tokens in that system
Re: Twilight Imperium
Posted: 08 July 2025, 16:43
by GTSchemer
KalSeanEl wrote: ↑08 July 2025, 16:38
Not sure where to report this or look up if I missed how to do it but I was moving a ship 2 systems. I passed through one and I was unable to pick up ground forces in the system, even though it had none of my command tokens in that system
The bug report system, as soon as possible so it takes a snapshot of the game state.
Re: Twilight Imperium
Posted: 08 July 2025, 17:41
by SilentNSly
GTSchemer wrote: ↑08 July 2025, 16:13
SilentNSly wrote: ↑08 July 2025, 15:56
GTSchemer wrote: ↑07 July 2025, 12:47
It was a lot more than I hoped, for sure. Last I checked it's over 110,000 lines of JS and PHP, plus another 10,000+ for CSS.
And there are 11 factions to add.
I just completed my first game (3p) and really enjoyed my experience. This implementation was done very nicely.
One comment, is that I wish offers and agreements were only visible to the involved parties,
The details (which action card, which promissory note) are secret from other players.
However, it was decided with FFG that the BGA implementation would be "above the table" for deal text. Hopefully this feels fairer to everyone and keeps games moving faster than the dreaded "let's go to the other room and discuss a plan" which sometimes happens in real life.
So it was FFG (i.e. most likely Dane) that decided this.
I started private messaging my neighbors to make deal half way through the game, and that was a way to keep deals private. I play TI4 mostly in-person, and enjoy secret communication in those games.
Re: Twilight Imperium
Posted: 08 July 2025, 17:50
by GTSchemer
SilentNSly wrote: ↑08 July 2025, 17:41
So it was FFG (i.e. most likely Dane) that decided this.
I started private messaging my neighbors to make deal half way through the game, and that was a way to keep deals private. I play TI4 mostly in-person, and enjoy secret communication in those games.
I think this is part of the idea.
On BGA, if you're playing with strangers, things should by default be open. In most any normal BGA game, PMing someone to secretly work together would be very bad behavior.
However if you're playing a friendly mode game with friends, or even strangers if everyone agrees at the start, it's easily possible for TI4 players to PM each other and just do plain transactions with no description.
Re: Twilight Imperium
Posted: 08 July 2025, 17:51
by mahomeless
GTSchemer is my hero. What’s your Venmo? I want to buy you lunch.
Re: Twilight Imperium
Posted: 08 July 2025, 20:28
by gkozhev
First of all, your implementation is on the top level, well done and many thanks!
I have two questions:
1) units move very slowly from one tile to another, is it possible to speed it up?
2) when you have 10 approvals will you push it to beta or first want to finish all factions?
Re: Twilight Imperium
Posted: 08 July 2025, 20:48
by GTSchemer
gkozhev wrote: ↑08 July 2025, 20:28
First of all, your implementation is on the top level, well done and many thanks!
I have two questions:
1) units move very slowly from one tile to another, is it possible to speed it up?
2) when you have 10 approvals will you push it to beta or first want to finish all factions?
1) In the future this might be sped up. If it were faster new players would likely be confused as they learn the interface. It's probably very low priority right now, but you could make a suggestion if you want, maybe a player option to skip over movement details in the title bar.
As a workaround for now, you can always press F5 / click reload when the movement starts, and you will immediately load into the final situation.
2) No idea, this is up to BGA and FFG. So far I think exactly 1 public alpha table has finished with non-hotseat players, and it was only 3 players. It will probably take quite some time until actual BGA alpha reviewers finish 4+ player tables without anyone quitting.
Re: Twilight Imperium
Posted: 08 July 2025, 22:06
by vescis
Quick 'is it rules or is it bug?' question
4 player game with hyperlanes. There is only a pair of alpha wormholes on the map.
A player has a secret objective to have ships on alpha and beta wormholes at same time.
Is this something that should be in the deck on this type of map?
Thanks in advance!