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Re: Twilight Imperium

Posted: 03 August 2025, 17:50
by Kayvon
Johnnymaxx wrote: 03 August 2025, 16:21 I also would like to see everyting that was ever releaed for the physical game implemented here, but if you take a closer look at the majority of games over BGA
Speaking only for myself as a developer, this is due in part to discouraging "suggestions." When you just finish a game adaptation (or often before it's even done!) you're focused on resolving a ton of bugs. It's extremely discouraging when some players insist you haven't done enough rather than acknowledge what you're already working on. It goes double for games I'm just developing/maintaining on my free time as a volunteer.

I'm not saying that's the case here nor am I speaking for GTSchemer. Just my experience of certain suggestions crossing the line from "this is great, give us more!" to "months of work don't count -- when will you give me more?"

Re: Twilight Imperium

Posted: 04 August 2025, 00:05
by GTSchemer
A new build has been deployed, and this one has some important changes. As usual, please pause your game immediately and create a report if you see strange behavior. If it is a small thing you are not sure is a bug, feel free to PM me.


New faction: Arborec

This is a plant-themed faction which specializes in spreading across the galaxy. Arborec has a unique production mechanic: Their space docks cannot produce infantry, but their infantry can produce both ships and more infantry.


To go with this faction, thanks to FFG, this deploy includes various cards updated to the latest codex versions:

* WAR FUNDING, the Letnev promissory note, now matches codex 1. It allows rerolling dice for both players in space combat.

* ACQUIESCENCE, the Winnu promissory note, now matches codex 1. It allows using a secondary action without using a strategy token.

* STYMIE, the Arborec promissory note, now matches codex 1. It can target any attacking player, letting you place a command token on the map.

* MAGMUS REACTOR, the Muaat faction technology, now matches codex 1. It lets Muaat produce units in supernovas.

* Secret objectives MAKE AN EXAMPLE OF THEIR WORLD and TURN THEIR FLEETS TO DUST now use codex 3 text. They should be clearer and slightly easier to score.

* MAGEN DEFENSE GRID, a red technology, now matches codex 4.5. It has 2 powerful effects, so please read it carefully. One places new infantry, and the other automatically produces a ground combat hit.

* X-89 BACTERIAL WEAPON, a green technology, now matches codex 4.5. It doubles BOMBARDMENT and ground combat hits, and exhausts each planet targeted by BOMBARDMENT.

Re: Twilight Imperium

Posted: 04 August 2025, 00:07
by GTSchemer
Also, I can add a few more alpha testers with this release. If you know the game rules well, you can PM me the phrase "I know the game rules" if you still need an invite.

Re: Twilight Imperium

Posted: 05 August 2025, 20:30
by vox007
really enjoying the game seems very stable and haven't noticed any issues yet
Thanks for the work

Re: Twilight Imperium

Posted: 06 August 2025, 02:13
by GTSchemer
New faction: Yssaril

This faction is all about action cards:
* They have no action card hand limit.
* They take an extra action card and then discard when drawing.
* They can steal action cards from other players.
* They can sell their promissory note to let someone else take an action card from them.
* They can stall for time by discarding action cards.
* They can prevent factions who pass from playing action cards during their turn, rewarding their stalling tactics.

Lastly, their flagship moves faster than usual, and can move through enemy units.


In addition, the new build adds some features:

* Action cards are now sorted alphabetically.

* Activation warnings are now shown for dangerous cases like losing SUPPORT FOR THE THRONE, not being able to pay for Mecatol Rex, and triggering enemy PDS fire.

* Activation warnings can be turned off with "Options -> Confirm -> Warn about dangerous activations".

Re: Twilight Imperium

Posted: 06 August 2025, 14:47
by Traufetax
Thank you Man.
It's really great this Game play here.
I have so much fun and you still working hard.

Great to see. In this Phas i have found no Problems

Re: Twilight Imperium

Posted: 06 August 2025, 21:09
by Ranchan1
I know the rules and would love to play.

Re: Twilight Imperium

Posted: 07 August 2025, 08:17
by powodzenia
How can I rewind to a specifc action so I can see again how something happened? In most of the games we can do that.
Here I see a very good list of what happened in a specific tab, but on the right where in other games we could rewind I do not see this possibility?

Re: Twilight Imperium

Posted: 07 August 2025, 12:43
by GTSchemer
powodzenia wrote: 07 August 2025, 08:17 How can I rewind to a specifc action so I can see again how something happened? In most of the games we can do that.
Here I see a very good list of what happened in a specific tab, but on the right where in other games we could rewind I do not see this possibility?
The button sometimes shows up on the right for me, but with the number of actions and complexity involved, TI4 uses a custom action history and filtering system, so it is likely the button does not show up after a long game round, sorry about that.

The advantage of the dedicated tab is that players do not have to scroll the screen to find new events, can filter, and can even load the entire game history with just 2 clicks if they wish.

Re: Twilight Imperium

Posted: 07 August 2025, 13:31
by powodzenia
Thank You,
edit: solved