Twilight Imperium

Future games in need of testing and feedback
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

rexmundus wrote: 14 July 2025, 06:45 @GTSchemer
It's about streamlining production. In the game, one point produces two infantry units. On the BGA, if I select one, it will produce one. Maybe for the production of infantry and fighters. Additionally, the number of such units I actually want to produce should appear in parentheses.
Hi, I saw you were testing Muaat. Thanks for that.

About your suggestion, you may want to vote for this since it sounds similar: https://boardgamearena.com/bug?id=175677

I have been thinking about how to do it without drawbacks.
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Slartibartfst
Posts: 96
Joined: 24 January 2021, 07:47

Re: Twilight Imperium

Post by Slartibartfst »

so if all goes well, me and 3 friends are gonna sit down and play a game in one setting. only my second game, and two players have never played before, but looking forward to it!
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Johnnymaxx
Posts: 29
Joined: 25 June 2015, 12:06

Re: Twilight Imperium

Post by Johnnymaxx »

Slartibartfst wrote: 15 July 2025, 04:45 so if all goes well, me and 3 friends are gonna sit down and play a game in one setting. only my second game, and two players have never played before, but looking forward to it!
I wish you luck! And I wish me some friends like yours. :)
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Slartibartfst
Posts: 96
Joined: 24 January 2021, 07:47

Re: Twilight Imperium

Post by Slartibartfst »

Johnnymaxx wrote: 16 July 2025, 05:08
Slartibartfst wrote: 15 July 2025, 04:45 so if all goes well, me and 3 friends are gonna sit down and play a game in one setting. only my second game, and two players have never played before, but looking forward to it!
I wish you luck! And I wish me some friends like yours. :)
we got through the whole thing and i won! Pretty well done, good job gtschemer. The only really note I have for the most part if moving units goes way to slowly.
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

Slartibartfst wrote: 16 July 2025, 06:58
Johnnymaxx wrote: 16 July 2025, 05:08
Slartibartfst wrote: 15 July 2025, 04:45 so if all goes well, me and 3 friends are gonna sit down and play a game in one setting. only my second game, and two players have never played before, but looking forward to it!
I wish you luck! And I wish me some friends like yours. :)
we got through the whole thing and i won! Pretty well done, good job gtschemer. The only really note I have for the most part if moving units goes way to slowly.
There is an option which turns that off and speeds up tactical action messages. Look for "Title message detail" under "Log", or similar.
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Slartibartfst
Posts: 96
Joined: 24 January 2021, 07:47

Re: Twilight Imperium

Post by Slartibartfst »

GTSchemer wrote: 16 July 2025, 12:43
Slartibartfst wrote: 16 July 2025, 06:58
Johnnymaxx wrote: 16 July 2025, 05:08
I wish you luck! And I wish me some friends like yours. :)
we got through the whole thing and i won! Pretty well done, good job gtschemer. The only really note I have for the most part if moving units goes way to slowly.
There is an option which turns that off and speeds up tactical action messages. Look for "Title message detail" under "Log", or similar.
awesome, i will take a look at that
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CJrun
Posts: 1
Joined: 25 March 2021, 03:44

Re: Twilight Imperium

Post by CJrun »

If you are looking for more testers, I have a group of 4-6 BGA players that would be willing to give it a go and provide feedback.
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

With over 2400 testers currently, the current focus is adding more factions and addressing feedback, so I may be slow to add more players right now.
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Daravon
Posts: 11
Joined: 10 January 2020, 16:52

Re: Twilight Imperium

Post by Daravon »

Just wanted to pop in and say that this is an incredibly impressive implementation. Thanks for all the hard work on this.
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GTSchemer
Posts: 1130
Joined: 09 August 2013, 03:26

Re: Twilight Imperium

Post by GTSchemer »

New build with Winnu and small GUI changes:


* The Winnu can capture and hold Mecatol Rex more easily than other factions. Their strategy card and promissory effects are also unique.

* Infantry and fighter production now shows -2 / +2 buttons by default.

* By default, on desktop, the button bar is now shown on top of the map. This gives a little more vertical space.

* This behavior can be changed under "Options -> Map -> Desktop button bar". If it is received well, this behavior will probably stay the default.


As usual, you can see build announcements on the group feed: https://boardgamearena.com/group?id=14858507
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