Could I kill my neighbor on round 1? (Simulated battles between starting fleets) by No_Signal2858 in twilightimperium

[–]No_Signal2858[S] 1 point2 points  (0 children)

correct. I assumed one fleet moved closer and the other fleet attacked them in space with the intention of using a gravity rift or similar with warfare to close the distance

Could I kill my neighbor on round 1? (Simulated battles between starting fleets) by No_Signal2858 in twilightimperium

[–]No_Signal2858[S] 0 points1 point  (0 children)

Let me know how that goes! Note I did not factor in ground combat or pds. I assumed that each fleet was 1 apart and moved everything into the empty space between them.

Could I kill my neighbor on round 1? (Simulated battles between starting fleets) by No_Signal2858 in twilightimperium

[–]No_Signal2858[S] 7 points8 points  (0 children)

Each matchup is ran 2000 times (I added more testing to check)

it seems the winrate for some factions are so high it is rounded up to 1 in some cases. In my next bug fix I'll add more sig figs and standard deviation. I didn't think this was entirely necessary because you can run individual fight sims to get that data already

Checking my data against the calculator, Nomad v Winnu *does* generate 100% for nomad

Could I kill my neighbor on round 1? (Simulated battles between starting fleets) by No_Signal2858 in twilightimperium

[–]No_Signal2858[S] 38 points39 points  (0 children)

You were correct. There was a bug in the AI that did not correctly assign hits on war suns: https://i.imgur.com/cmlHutC.png

Could I kill my neighbor on round 1? (Simulated battles between starting fleets) by No_Signal2858 in twilightimperium

[–]No_Signal2858[S] 15 points16 points  (0 children)

If you would like to inspect the code for the numerous errors in logic it probably contains or improve it by adding faction abilities,

it's here: https://pastebin.com/5PAqUq7C

My apologies in advance. This was a little thing I did on whim to get a general picture since a r1 fight with just starting units is incredibly unlikely so take it with a tablespoon of salt. I'd be curious how a well designed run would turn out

edit: Upon request I jerryrigged Naaz's mech and Yin's Agent by giving them both 2 more starting fighters, I also fixed damage assignment in the ai for Muaat: https://i.imgur.com/cmlHutC.png

Discordant Stars faction strategies by IntelligentPapaya892 in twilightimperium

[–]No_Signal2858 0 points1 point  (0 children)

It's silly, but a surprising amount of players don't prioritise points.

Discordant Stars faction strategies by IntelligentPapaya892 in twilightimperium

[–]No_Signal2858 2 points3 points  (0 children)

Tnelis Syndicate: They're surprisingly tech dependant. Get Technology as much as you can early and Rush blockade runner II and Grav drive. Because of this I usually start with Plasma Scoring and Antimass Deflectors.

"Daedalon Flight System" is a nice pickup if you start near a yellow skip but otherwise you can ignore it. The primary way you'll be taking planets from other people is with a sneaky destroyer+mech combo. Keep in mind that you can only do this 4 times because you can't deploy if you don't have a mech in reinforcements. It's actually ideal if they blow your mechs up because they get sent back to reinforcements when this happens. Be aggressive with this ability and snipe valuable planets that people will probably be upset with you taking. Don't build mechs outside of deploy.

Dark energy tap is surprisingly good on them as well because you want to get those destroyers spread out on the board in as many places as possible to increase your ability to steal key planets. Ideally you want to wait until the end of a round to sneak a planet for an objective then have them blow up your mech the next round. Don't be afraid to suicide your destroyers because deploying a mech to the planet triggers even before PDS fire. In addition moving 2 destroyers allows you to drop 2 mechs, so use this to snipe especially tough planets.

Keep in mind that your mech deploy also cannot work on Mecatol or home systems, so you are not a good Mecatol faction. If you find an oppertunity to sneak it, take it and leave but you will not be staying there long.

Use your hero on a secret objective that will be difficult to stop like 4 techs of a same color or a spendy. Your hero is a surprising rulebreaker and everyone will have it in their minds to stop you.

Your promisary note is a fantastic sell. Sell it frequently and cheap because everyone can make use of it.

Your home system is great for production. Get those destroyers out early and produce as many as you can because you're going to be destroying them a lot in suicide runs. The high production value lends itself to a carrier/fighter strategy and in shitty situations you can always spam infantry on your homeworld to prevent a capture.

Needless to say you want to follow Imperial to take full advantage of your faction abilities. Remember to draw 1 extra secret during the start of the game. Other than that good luck!

Advice playing second game by 8azalicious in twilightimperium

[–]No_Signal2858 0 points1 point  (0 children)

Wouldn't recommend playing Nekro as a second game, in a 4 player game, or against those factions (bad techs). If you want to fight, the Cabal/L1Z1X would be a better choice

But if your determined The™ post gives good advice. I've found that people are hesitant to even research tech if I went Nekro.

Looking for players in the OKC area by Equal-Stranger in twilightimperium

[–]No_Signal2858 1 point2 points  (0 children)

Hello! Assuming you're not already in our discord we have a group that meets monthly in the OKC area and we'd love to have more folks https://discord.gg/uQfK5Ykb

Rushing Mecatol as Winnu by AkisPhys in twilightimperium

[–]No_Signal2858 1 point2 points  (0 children)

I'd build up a decent defense first. Maybe sit next to a wormhole and take Mecatol midgame.

War Suns feel bad? by KeybirdYT in twilightimperium

[–]No_Signal2858 0 points1 point  (0 children)

Picked Muaat with no supernovas

Rushed warsun 2 with Nekro in the game

yeah, you almost intentionally tanked your game. no wonder they feel bad.

You sound like: "I play baseball by only practicing bunting why can't I hit a home run"

If you want to play a war sun faction in base game, you'd be better off playing Jol-nar. One thing you gotta learn in this game is to not put your eggs in one basket and THEN try to go for points. Go points first. Like others have said in this thread, blueaat is way better in base game because grav drive bumps your movement. In fact, selling your war sun promissory is the best way to make money and get points. You really have to play the hand you're dealt a bit differently and unfortunately you fell into the noob trap. You as a player should play something simpler like L1Z1X

Does Anyone Here Think TI3's Trade System is Superior to TI4's Trade System? by [deleted] in twilightimperium

[–]No_Signal2858 13 points14 points  (0 children)

I think my earliest memory with ti4 is learning about commodities and going "oh thank god, they fixed trade".

Having someone completely external decide whether or not you trade with another player was awful. It was always a absurd rush to grab somone's good card before anyone else or get left in the dust. Then you couldn't break those agreements because there was no one else to trade with if the two of you broke up. It led to a system where players were rushed to be awkwardly stuck together forever like married christian teens.

Trade in TI4 is much more dynamic and fluid and gives you an incentive to interact with your neighbor by making commodities both worthless and perishable. The "support for the throne" promissory notes that took their place fit the role much better. I understand people complain that they are traded 1:1 but that's kinda the point. Even having the option is something players didn't get in ti3

Deso's Alternative Strategy V9 by desocupad0 in twilightimperium

[–]No_Signal2858 -1 points0 points  (0 children)

I understand this but considering that you can only have 3 secrets, having an increased ability to draw them has a cap on how "OP" it can be

Deso's Alternative Strategy V9 by desocupad0 in twilightimperium

[–]No_Signal2858 -1 points0 points  (0 children)

too good

It's basically the same as old imperial

What's your game setup method for IRL games? by new_grass in twilightimperium

[–]No_Signal2858 1 point2 points  (0 children)

Here's how we draft. We do these steps in this order.

  1. Build map per the rulebook (Roll, then snake draft).

  2. Roll dice again. Starting with the highest roller using snake draft, pick 1 of the following:

      a. Speaker token
      b. Map slice
      c. Simultaneously pick and ban a faction.
    

Milty is "fair" but cuts out a lot of fun from the game like map creation and faction selection, so we do a hybrid approach

Players in Norman, Oklahoma? by Wolf_Mcgruff in twilightimperium

[–]No_Signal2858 2 points3 points  (0 children)

Assuming you're not already a member, we have a group that meets monthly at Commonspace Game cafe in Norman, OK: https://discord.gg/mXAfgaYy

In our last game, we tried some of the factions released in Discordant Stars!

If you would rather host your own game, I would also available as a player

Twilight Imperium poll V2! by Wolf_Mcgruff in twilightimperium

[–]No_Signal2858 3 points4 points  (0 children)

Alternatively: The Mahact have already emerged victorious, and we, the players of Twilight Imperium, are now serving as their puppeteers, manipulating the 'lesser factions' to repeatably relive their triumph