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Re: Twilight Imperium
Posted: 15 November 2025, 22:03
by Gral_Strike
I'd like to join they alpha and help testing the Game, if possible and necessary
Re: Twilight Imperium
Posted: 16 November 2025, 21:24
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?
Re: Twilight Imperium
Posted: 16 November 2025, 22:51
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.
Re: Twilight Imperium
Posted: 16 November 2025, 22:55
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.
Re: Twilight Imperium
Posted: 19 November 2025, 23:18
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?
Re: Twilight Imperium
Posted: 20 November 2025, 00:37
by GTSchemer
I can't even roughly predict timing, sorry.
Re: Twilight Imperium
Posted: 24 November 2025, 07:34
by SilentNSly

(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?
Re: Twilight Imperium
Posted: 24 November 2025, 12:15
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.
Re: Twilight Imperium
Posted: 24 November 2025, 14:22
by SilentNSly
Thanks for that explanation.
My destination was beside Mecatol Rex. Apparently, I needed to enable Gravity Drive to be able to pick up the fighters.
Re: Twilight Imperium
Posted: 24 November 2025, 14:37
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.
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.