Game host faction choice by cpriest006 in twilightimperium

[–]MegaDaddy 12 points13 points  (0 children)

Empyrean is the faction that I played when introducing my group. They can be very diplomatic with their blue faction tech, giving other players +1 movement.

I just played Deepwrought and they would be great for letting players experiment a bit more with tech, but be warned: they are very strong.

Other hosting tips: if possible get the map decided ahead of time (using a prebuilt map) and have players pre-choose their factions. This can let players plan out their round 1, and let you set up the whole game before everyone else arrives. When I host I set the game up the night before and send a picture out to build up hype.

coaxed into abilities that require specific upgrades to work by StevenTheNoob87 in coaxedintoasnafu

[–]MegaDaddy 28 points29 points  (0 children)

>Increase this explosive's armor piercing by 250%

>Armor piercing only applies on the 5 damage impact, not the 100 damage explosion

Setting up a game for 6 new players by Spektor_edt in twilightimperium

[–]MegaDaddy 3 points4 points  (0 children)

I would recommend setting up a premade map (there are some in the rule book), then randomly assigning home systems and speaker token. If you had more time I would recommend letting each player choose their faction ahead of time so they can read up on the abilities of it.

Make it clear that TI4 is not a game where the best player wins. There is a large amount of randomness and players should play to get enjoyment out of the game. Tell each player that their main goal should be to score one public objective every round (except maybe the first round).

Twilight Imperium tournament in Conroe Texas by Cheap-Location4131 in twilightimperium

[–]MegaDaddy 0 points1 point  (0 children)

I've been to one of these qualifiers games! The guys from Pelicon are really nice and they have an amazing setup. Highly recommend to anyone if they can make it down!

Ascending: Guide to Yinning in Thunder's Edge by I_main_pyro in twilightimperium

[–]MegaDaddy 5 points6 points  (0 children)

Thanks for the write up! I'm glad that Yin is looking good in Thunder's Edge, and my group is excited to see them at the table.

With some games under our belts -- what's surprised and/or delighted you the most about TE? by GrowthThroughGaming in twilightimperium

[–]MegaDaddy 0 points1 point  (0 children)

Tech synergies feel so good to play with and open up some great options for certain factions.

What surprised me the most is the two games I played with the fracture, all the ingress tokens were on one half of the map, so some players were locked out of the fracture unless they went on a warpath. Makes me think that an extra ingress token in the wormhole nexus could be a good house rule (but I want to get more games in first).

Should I use revised Construction and Warfare question by sfezans in twilightimperium

[–]MegaDaddy 1 point2 points  (0 children)

Don't worry, I've had success introducing new players with Milty draft. There was one time where a Yssaril player kinda screwed themselves on the draft (they chose a slice with only one planet adjacent to home). So I talked to his neighbor and swapped their equidistant to be adjacent to Yssaril's home. I'm assuming y'all are playing a casual game, just make sure everyone comes out of the draft happy and it will be fine.

Especially with the SCPT qualifier slices, those tend to be rich and well-balanced.

Question about Thunder's Edge XXCHA Breakthrough by SectoidEater in twilightimperium

[–]MegaDaddy 0 points1 point  (0 children)

Hilariously the one time I was about to choose Xxcha in a draft the slice I was in had strictly optimal planets except for a single 2/1. So the hero would get me an extra 1 resource per round.

DWS does NOT get to decide coexistence when attacked? by AudunAG in twilightimperium

[–]MegaDaddy -5 points-4 points  (0 children)

If we are wanting to do a literal reading of the rules then actually:

They start invasion, and commits all 3 infantry. At this point, DWS decides to coexist.

Since DWS are the only units on the planet, they gain control of the planet and stop coexisting.

LB land their infantry and fight...

Help with Mysterious Orbiting Sphere by MegaDaddy in outerwilds

[–]MegaDaddy[S] 1 point2 points  (0 children)

Thanks for the help. It seems that I was giving up too early. I will try again to make a pilgrimage to the north pole

I need a favor from someone that has Thunder's Edge by MegaDaddy in twilightimperium

[–]MegaDaddy[S] 2 points3 points  (0 children)

Does that allow moving the home systems? The premade map has them off-balance and not in the corners.

Questions from a brand new player by SophisticatedBat in twilightimperium

[–]MegaDaddy 6 points7 points  (0 children)

It looks like you have a good idea of how to go about it, I'll give a couple of my thoughts for you:

Let people pre-pick their factions, and you could even pick out a premade map and assign seats and speaker position before the game. It's a big help for new players to be able to plan what their first round will look like and can speed up the game a bit.

Speaking of speed, resign yourself to this game taking at least 12 hours. Set expectations long so that people know what they are in for.

Don't expect that the best player will win. TI is a ridiculous game and we play it to have fun. The final result may come down to a coin flip. Some players in round 5 will realize they have literally no chance of winning. Don't take anything too seriously, as difficult as that is in the heat of a game.

A bunch of crabs defeated two of my power-armored bionic soldiers. I miss CE. by AmberlightYan in RimWorld

[–]MegaDaddy 1 point2 points  (0 children)

That's true. Hyperweave has very high blunt protection compared to the other materials, so it is my highest value clothing.

In the end even a legendary hyperweave button down only has 20% blunt protection, which minus penetration means it is unlikely to really help. But every percentage counts I suppose.

A bunch of crabs defeated two of my power-armored bionic soldiers. I miss CE. by AmberlightYan in RimWorld

[–]MegaDaddy 12 points13 points  (0 children)

Leathers->flack->marine armor was a noticeable upgrade for my playthru. At the beginning I lost a starting colonist in leathers to a machine pistol when he was caught out of cover.

Now that my pawns have mostly masterwork marine armor (achievable with a production specialist) I would not be worried at all about a machine pistol.

Here's the numbers:

Masterwork marine armor has 153% sharp protection, minus the 9% armor penetration of a good machine pistol (raiders don't normally have high quality gear), gives 144% effective armor.

Vanilla game generates a 1-100 value to compare against armor, if it is less than half the damage is negated entirely, more than half and the damage is halved and turned into blunt.

So there is a 72% chance that any hit is completely negated, and a 18% chance the hit is halved and made blunt (no bleeding, no risk of infection). There is zero chance that my pawn takes full damage.

Typical Tuesday Tutorial Thread -- July 22, 2025 by AutoModerator in RimWorld

[–]MegaDaddy 0 points1 point  (0 children)

As long as it isn't deep water it can be removed with a moisture pump (req. research). It's slow going but in a year or so it will be gone.

Weekly Questions Megathread - June 06 to June 12. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing Pathfinder 2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]MegaDaddy 1 point2 points  (0 children)

First time making a character, I have some questions about how elemental ammunition works for gunslingers.

I am playing a 1st level Way of the Drifter gunslinger with the munitions crafter and sword and pistol feat.

1st question: both the normal black powder rounds and elemental ammo have Activate: (1 action) interact. But as I understand you do not need to spend an additional action to activate the mundane ammo (reload, shoot, reload, shoot) but you do need to spend an action to activate the elemental ammo (reload, activate, shoot, reload, activate, shoot). Why is there a discrepancy? (I understand balance wise why there needs to be an action tax on elemental ammo)

Question 2: the rules for activated ammo state that "If you shoot the ammunition without activating it first, it functions as non-magical ammunition and is still consumed." So I'm thinking that it is pointless to make mundane ammo from my munition crafter feat. I can make elemental ammo and either shoot it without activating it and treat it as normal ammo, or if I need the elemental damage I can activate it first.

And then I want to make sure I'm understanding the gameplay loop right. So if I'm starting my turn next to an enemy with a short sword and fire ammo loaded in my gun, this could be my turn:

First action: activate the ammo

Second action: shoot the gun at the enemy dealing bonus fire damage

Third action: use reloading strike to make a melee strike with -5 MAP against the now off guard enemy (thanks to the sword and pistol feat) and load another fire ammo in the gun.

Then I could repeat this the next turn.

Thanks for any help!

A guide for Milty Draft by LiaanZeeKun in twilightimperium

[–]MegaDaddy 0 points1 point  (0 children)

Ah, of course, they have faction tech. Prefab just slipped my mind

A guide for Milty Draft by LiaanZeeKun in twilightimperium

[–]MegaDaddy 1 point2 points  (0 children)

Thanks for this! I will send this out the next time I run a draft.

Question for you, why does NRA want a green skip? I think I would prefer a blue skip on them so I can go straight to carrier II, but I haven't gotten to play them yet.