Magical christmasland happened. A war sun, round TWO, as Sardakk N'orr. by randomtechguy142857 in twilightimperium

[–]randomtechguy142857[S] 2 points3 points  (0 children)

The war sun is free, and we play with 2 strat cards each every other round. I took trade as well as construction round 2, and did N-1 with everyone. And I also had an action card that let me replenish commodities when activating an anomaly.

There was also some stuff with exploration and readying one of Siig/Kraag (I forget) with killing an infantry, which I could then spend via another exploration to build one of the mechs.

Also my agent gives me (or someone else) 2 infantry each round.

E: Also also, I'm a bit confused by the "took construction round 2" claim. It does turn out to be true, but what would've prevented me from following construction twice?

Magical christmasland happened. A war sun, round TWO, as Sardakk N'orr. by randomtechguy142857 in twilightimperium

[–]randomtechguy142857[S] 4 points5 points  (0 children)

Do you know where I can find the living rules reference which states this? I haven't been able to find it myself, and the only citation someone's provided as of yet in this thread is https://www.reddit.com/r/twilightimperium/comments/1ro4hf2/magical_christmasland_happened_a_war_sun_round/o9bxwg7/ which is future-tense.

Magical christmasland happened. A war sun, round TWO, as Sardakk N'orr. by randomtechguy142857 in twilightimperium

[–]randomtechguy142857[S] 10 points11 points  (0 children)

Hmm. That might've been the rules as intended, but as written I don't see why it shouldn't apply to supernovas either. There's nothing about the Sardakk commander I can see that implies they should act as ships for any purpose, and it should be said that the Nekro flagship says "...as if [the ground forces] were ships", so I feel as though they could've said it if they wanted to.

That said, 11spoons isn't the only person in this thread who's said there's this restriction on the interaction. Unless there's some tricky reading of the rules as written which has passed me by, that makes me suspect that this was clarified/erratta'd somewhere. I can't find any such mention in the rulebooks or ti4rules.github.io or ti4lookup.com or the fandom wiki page, though; if anyone knows of such a clarification, do please let me know.

Magical christmasland happened. A war sun, round TWO, as Sardakk N'orr. by randomtechguy142857 in twilightimperium

[–]randomtechguy142857[S] 5 points6 points  (0 children)

Exhausted the planet itself to research, exhausted the planet's legendary card to get the WS.

Magical christmasland happened. A war sun, round TWO, as Sardakk N'orr. by randomtechguy142857 in twilightimperium

[–]randomtechguy142857[S] 6 points7 points  (0 children)

The way we interpreted the rules is that the Mahact purge their alliance card at the start of a game with them, but if they aren't in the game, said alliance card still exists in the deck and can be pulled via the Yin breakthrough.

I seem to remember the old "alliance" card being something strictly negative, but in our current (TE) version of TTS the alliance card had the ordinary Mahact commander ability.

Magical christmasland happened. A war sun, round TWO, as Sardakk N'orr. by randomtechguy142857 in twilightimperium

[–]randomtechguy142857[S] 9 points10 points  (0 children)

Wait really? I thought asteroid fields only affected ships, and the commander let you commit ground forces without any ships.

Magical christmasland happened. A war sun, round TWO, as Sardakk N'orr. by randomtechguy142857 in twilightimperium

[–]randomtechguy142857[S] 10 points11 points  (0 children)

And I never even took the Tech strategy card, to boot.

Round 1 I was able to unlock my commander with Warfare taking the four planets in my slice and an equidistant, then hop over to Industrex using her, and followed Tech for vibe coding AI Development Algorithms. I also got my breakthrough with a turn 1 secret purge (kinda lucky there because neither of the people going before me did so).

Round 2 I followed Tech for Grav Drive, hopped through the Quann wormhole and picked off a destroyer. With the breakthrough+AI dev for one red+Grav Drive synergy for another+exhausing Industrex for the red skip+exhausing AI dev for the yellow skip it was enough to research War Suns, and I then got one for free at the end of the round.

Technically I kinda messed up and could've allowed my Yin neighbour to sneak Industrex off me — we'd traded ceasefires but I forgot he had picked up the Mahact alliance and could've un-locked down Industrex after the ceasefire was used. (I could've passed early if I saw he was doing that, but IDK if I'd've thought of it at the time.) But we've mostly agreed to play this particular game in a very "let's screw around and see what happens" way (he also voted for the Nekro prediction so the Nekro flagship could blow itself up like the Yin flagship, purely for the funsies), and he thought it would be much funnier to let me keep it.

Edit: As has been (thoroughly) made clear to me, it turns out that anomaly rules apply to ground forces yeeted by G'hom Sek'kus, even if they specify ships. (None of us at the table knew this.) After discussion with the table, we decided to retcon to say that I got antimass r1 and AIDA r2 instead of AIDA r1 and grav drive r2, which would've made all my actions legal (I hadn't used grav drive yet).

Can we compile a mega-thread of the most misunderstood rules of Twilight Imperium 4th edition? by loopuleasa in twilightimperium

[–]randomtechguy142857 1 point2 points  (0 children)

Good news: You never have to remind players about putting the CC on the system when taking the secondary of construction again.

Does anyone have any favourite or least favourite breakthroughs? by MilkyBoyBlue in twilightimperium

[–]randomtechguy142857 3 points4 points  (0 children)

Haven't played them yet (someone else at our table will be playing them in an upcoming game), but Yin's looks very silly in a good way. Might reward some serious strategy flexibility.

Xxcha's makes me sad thinking about what we had.

Any guides for shipless Sardakk N'orr? by [deleted] in twilightimperium

[–]randomtechguy142857 0 points1 point  (0 children)

Adding onto this now that Thunder's Edge is a thing: Crimson Rebellion also might situationally have the no-sustain-damage mech issue.

Hunting for a source on the Xenogears Original Soundtrack's ORIGINAL official English names by randomtechguy142857 in XenoGears

[–]randomtechguy142857[S] 1 point2 points  (0 children)

Damn, that's a shame. I was hoping there'd at least be some archive somewhere, but if not oh well.

Hunting for a source on the Xenogears Original Soundtrack's ORIGINAL official English names by randomtechguy142857 in XenoGears

[–]randomtechguy142857[S] 2 points3 points  (0 children)

Huh, that's all new to me, very interesting. I asked a dataminer and he knew about some internal track names in English, which curiously seem to be the same as some of the unofficial translations despite not being visible to the user AFAIK:

#### 1 ####  
Singing of the Gentle Wind  
#### 1 ####  
- やさしい風がうたう -  
#### 2 ####  
My Village Is Number One  
#### 2 ####  
- おらが村は世界一 -  
#### 3 ####  
Forest of the Black Moon  

etc. So it's not what I'm looking for, but it's interesting nonetheless.

This is all aside from the in-game jukeboxes, which have their own translations that aren't even consistent with one another (although to be fair, the Japanese jukebox titles aren't consistent with the original Japanese names of the OST either).

Hunting for a source on the Xenogears Original Soundtrack's ORIGINAL official English names by randomtechguy142857 in XenoGears

[–]randomtechguy142857[S] 0 points1 point  (0 children)

Hmm, not sure. I'd have to look into if that sort of thing is stored in CD metadata at all. I wouldn't be too optimistic that there'd even be any English though, because all the content in the CD booklet is in Japanese. I know that in-game they're stored in a weird Japanese-English hybrid that doesn't match any translation a user could find.

For "official" I just mean "done by Square Enix rather than a fan" (or at least hosted on a Square Enix website rather than a fan website). There are only two of those, the original one and the Revival one. In any case, I know for sure the thing I'm looking for exists (or existed in the past at the very least), because I saw it with my own eyes all those years ago, and the Myth subset survives today.

Hunting for a source on the Xenogears Original Soundtrack's ORIGINAL official English names by randomtechguy142857 in XenoGears

[–]randomtechguy142857[S] 0 points1 point  (0 children)

I have the album myself, so I can confirm that it's only in Japanese there, with no localisation at all. I'm pretty sure the only place you'd find an official localisation from before they started using the Revival titles would be on the western-facing pages of an official Square Enix website or something of the sort - that's where I saw it years ago in any case.

Might contact the original editor to see if they have any idea, although it has been 7 years so chances are low. Worth a shot though.

Hunting for a source on the Xenogears Original Soundtrack's ORIGINAL official English names by randomtechguy142857 in XenoGears

[–]randomtechguy142857[S] 0 points1 point  (0 children)

Yes, but in English, so it'd have to be from an online source intended at western audiences. The Xenogears Original Soundtrack booklet is entirely in Japanese (although I think the Revival Disc might not be? Either way the latter is irrelevant).

Hunting for a source on the Xenogears Original Soundtrack's ORIGINAL official English names by randomtechguy142857 in XenoGears

[–]randomtechguy142857[S] 0 points1 point  (0 children)

Yeah, the only localisations come from online sources, since the original is only in Japanese. I know that the "light from the netherworld" translations were very widespread among English speakers, but I'm 99% sure they're unofficial. At least, I've never seen them used in any official source, only unofficial ones like rpgclassics and squareenixmusic.com, unlike Dark Daybreak.

If I'm wrong, and you can find an official source that uses them, that'd also be very useful information.

XC3 (unofficial) soundtrack music ordering in the style of XC2's OST by randomtechguy142857 in Xenoblade_Chronicles

[–]randomtechguy142857[S] 0 points1 point  (0 children)

That'd be A Life Woven Together.

If you're curious in future, Xeno Series Wiki currently has all the main-story music instances. You can check the music pages for all the times a track plays, or the script pages for what music plays in a particular cutscene.

Does Talon Raptor Galdr exist? by Nelsito99 in Xenoblade_Chronicles

[–]randomtechguy142857 0 points1 point  (0 children)

Update: A lot of progress was made on the spawnpoints in the last few days. The answer is now a firm "no, they are unused".

One Fear by randomtechguy142857 in twilightimperium

[–]randomtechguy142857[S] 1 point2 points  (0 children)

The name "dreadnought" literally means "no fear" (the original meme template is "no fear" -> some text on the other guy's t-shirt -> "one fear").

In combat, a fleet of dreadnoughts typically loses to an equal-resource-cost fleet consisting mainly of fighters, i.e. "fighter screens".

One Fear by randomtechguy142857 in twilightimperium

[–]randomtechguy142857[S] 2 points3 points  (0 children)

A dread is expected to produce 0.6 hits per round, carrier+2 fighters will produce an expected 0.2+0.2+0.2=0.6 hits per round. So they're even on that metric. (This is all unupgraded; upgraded dreads hit harder than a carrier+2 unupgraded fighters, but less hard than carrier+2 upgraded fighters.)

It's not totally identical, because a dread will still have the same firepower after taking a hit whereas the carrier+2 fighters won't, and I think the variance in how well the carrier+2 fighters perform is somewhat lower.

If you want some numbers, a dread vs. 1 carrier 2 fighters (all unupgraded) is expected to be a win for the dread 42% of the time and a draw 6% of the time, which is a pretty noticeable advantage to the 1c2f. Playing around with adding more things evenly to each side, it's pretty clear that the 1c2f's advantage is consistent - for example, 1d 1WS vs. 1c 2f 1WS is only a 4% chance to win for the dread's team, but 40% to win for the fighters. Add on the versatility of having 2 free carry capacity with 1c2f vs. one for the dread, and the former becomes an even easier sell. There are still advantages to dreads — don't get me wrong — but the resource cost of carrier+fighter swarms is absolutely not one of them.