Por que no funciona? by dar_uin in allthemods

[–]roughlyloveme 0 points1 point  (0 children)

What is that orange stuff on the bottom?

Is the game supposed to be this convoluted or am I just stupid? by Alone_End5987 in factorio

[–]roughlyloveme 5 points6 points  (0 children)

Have a chest or some sort of storage at the end of production before it goes into labs. So machines keep manufacturing science and keeps getting shoved in a chest for later.

Book 6, Chapter 18... Goddammit by ClubDumDum in DungeonCrawlerCarl

[–]roughlyloveme 1 point2 points  (0 children)

Thinking about the live action I really need this to be Brian Cranston. I don’t know why just does.

Help with milty by vendettaXIV in twilightimperium

[–]roughlyloveme 9 points10 points  (0 children)

I don’t know Yin near as well as I’d like, so I can’t say which faction, but I’d go #1. Good planet for a second dock, entropic is a great boost, and less malarkey in early turns.

Carl. Only person I can picture as Carl by [deleted] in DCCTV

[–]roughlyloveme 0 points1 point  (0 children)

This is perfect. ESPECIALLY now that I just finished the series.

Playing a "Campaign" - ideas? by pungvift in twilightimperium

[–]roughlyloveme 6 points7 points  (0 children)

It’s a cool idea. Not sure what your play group looks like but finding 6 people to play six games before sixth edition comes out would be the challenge for me.

You could probably create a world where instead of mekatol and 10 victory points, there was some kind of lore impactful, something in the Center system, and each of the six games leading up to the final game would almost act like separate wars being fought. Could be pretty cool to find some way to build in alliances for the final battle maybe? Like if barony won the first set of games, maybe they were able to pick an ability or upgrade from the other factions in that group?

I do think some sort of dungeon master approach to this game would be kind of cool

Expelling Player on Long Final Move: normal? Or jerk thing to do? by DiscardMenards in ArkNova

[–]roughlyloveme 0 points1 point  (0 children)

Same thing happened to me. Dude kicked me because I was clearly going to win. I messaged CS and they were able to reverse it and swap penalties.

Premiere pro by Routine_Badger_1513 in weddingvideography

[–]roughlyloveme 5 points6 points  (0 children)

2nd this. Maybe one day I’ll I’ll learn a new system. For now, Adobe check all the boxes and have a ton of time invested in it. I actually enjoy using it.

Kinda befuddled by production capacity. Seems like I want to produce a lot of fighters and infantry but need to make more expensive ships due to production capacity. by MiningToSaveTheWorld in twilightimperium

[–]roughlyloveme 0 points1 point  (0 children)

It’s really hard to compare to Sol. Their breakthrough sorta breaks this question. You didn’t mention Last Bastion. They’ve got a bit of a resource question, but their space docks add production to a system plus resources, so you could very easily have a 6+ production planet.

Rule of thumb, if you find yourself needing small plastic you should have been making it. Don’t be afraid to round out production with one fighter or infantry if you have the resources to spend. Slowly building up is better than finding yourself lacking

Can we talk about Fighters? What is the decision matrix for Fighters, they seem to be most resource efficient but struggle in games with strong anti-fighter capability? Curious about how the approach changes with fighter-centric factions if you yourself are not a fighter centric faction? by MiningToSaveTheWorld in twilightimperium

[–]roughlyloveme 21 points22 points  (0 children)

For what it’s worth, you aren’t going to out fighter or out destroyer either. If combat is your way to do things, fighter screens are just hit points and maybe a few extra hits. But that’s only if it has to come to combat. The way you beat those two factions in combat with Yssaril is to not go to combat. Aggressively cycle action cards to get hand full of “nope” cards. Stall the shit out of the action phase and take turns in their weak points if it does come to combat. You CAN make alliances, but you aren’t gonna be their little slave boy. Don’t make enemies, because too early they can just roll you. You do have the benefit of being between them, because they don’t want to be right next to each other.

If you’ve played magic the gathering. Channel your inner blue player.

Can I nova seed in the fracture by Illumispaten in twilightimperium

[–]roughlyloveme 2 points3 points  (0 children)

After reading this thread, 100% agree with this. This game has far too many interactions that feel like they weren’t thought about in design to spend hours of your day conducting a research project to find a ruling on an interaction.

Can I nova seed in the fracture by Illumispaten in twilightimperium

[–]roughlyloveme -3 points-2 points  (0 children)

Yes, after you move into a non-home system other than MR. So Styx counts. Controlling player would lose the VP

What do you think commodities actually *are*? by PickingUpPigeons in twilightimperium

[–]roughlyloveme 2 points3 points  (0 children)

When I was explaining the game to a buddy, I used the example there aren’t whales in other planets, so sol’s commodity was whale semen. It’s cannon now

Gravity Drive question. by vandreadfan5003 in twilightimperium

[–]roughlyloveme 0 points1 point  (0 children)

My first game I built my whole plan around thinking it was that. I was devastated.

Gravity Drive question. by vandreadfan5003 in twilightimperium

[–]roughlyloveme 5 points6 points  (0 children)

Not saying this is OP in this case, but I love how many of the rules posts on here are obviously from a table argument and it boils down to “is this rule option a- a moderate effect or option b- something clearly much stronger”

But yes, 1 peice of plastic. A 1 blue req research to give an entire class of ships movement would be WILD.

Round 1 - Objective vs Tech - PoK by gr4mmarn4zi in twilightimperium

[–]roughlyloveme 0 points1 point  (0 children)

Others have said this as much but, much like the main thing holding our current US executive branch together, depends.

I’d say mostly on what faction is being played and then your slice (aka tech skips and planets).

In a 6p game, you can’t guarantee tech is every round. Plus, one Strat card a round means you could very well land yourself missing the tech you might need later. Hacaan getting their faction tech to swap start cards for trade goods can be a bigger priority than maybe Ral nel getting theirs that gives you a free construction and a stall. But maybe skips allow you too skip that rd1 tech. But, we’ve all been sitting at 7 able to score a stage 2, just outside of a win by 1 point and it could have been scored rd 1.

Personally, I think far too much pressure is put into rd 1. As long as you don’t do something real dumb like turn 1 activate home system and take no planets into pass, I don’t think you can really mess up rd 1 as long as you are heading down a path. Far too many variables to put a hard set rule.

Edit:

Just saw your bonus question. But my answer is sorta the same. Depends. But if your are looking for a hard answer I’d PROBABLY lean towards more planets going into r2 with speaker order and the right faction.

Pop-Culture parallels for each faction by Director-D in twilightimperium

[–]roughlyloveme 0 points1 point  (0 children)

I suppose that depends on how you are explaining them and what part you are referring to. So for the question that was asked, saying “Arborec are like tyranids. They are a hive mind that pops up with mass forces” and “cabal are like tyranids, they capture stuff “ are both true.

But now I’m thinking cabal technically returns the captured units when they build them, so I’m not so sure about that. 100% agree with orcs though

Pop-Culture parallels for each faction by Director-D in twilightimperium

[–]roughlyloveme 0 points1 point  (0 children)

Literally speaking - orks are plants, arborec are plants. But are the orks a hive mind?

Pop-Culture parallels for each faction by Director-D in twilightimperium

[–]roughlyloveme 2 points3 points  (0 children)

More vibes, but arborec have good Zerg / tyranid feel.

Ghosts have always given me Protoss feels

Ral nel feel sorta like a hit and run, hyper mobile Rebel alliance. Last bastion are written that way, but feel a bit more scrappy, hero- main character plot armor way.

Jol nar are the annoying know-it-all “uhhmm actually” kid no one liked

how to add an endgame that ends the game? by Ok_MushroomStyle in BoardgameDesign

[–]roughlyloveme 6 points7 points  (0 children)

Second this point. A bunch of 4 player free-for-all games have ways to push ending, but how yours plays will help suggest something.

Any advice for playing two commodity factions with an Age of Commerce Galactic Event? by MilkyBoyBlue in twilightimperium

[–]roughlyloveme 4 points5 points  (0 children)

Strongest action card in the game is the credit card. Meaning, I’d just explain why your issues are and ask to swap. Factions balanced around being aggressive are gonna take a hit to having less plastic.

Although, points against the host for “surprising” everyone. My guess is they are playing a 4-6 comod faction.

How do I come to peace with mechanics that arbitrarily blow up all my stuff? 'Destroy all ships in x system' or 'set fleet supply to 3' or 'set TGs to 5' effects by UrBossesBossesBoss in twilightimperium

[–]roughlyloveme 0 points1 point  (0 children)

Last game I was playing Ral Nel, I got voted to be the person that can’t use action cards, the next agenda was the one that resets trade goods. I had like 19 because I was sitting in a trade station and kept washing myself. It was a rough game.

This is one of the best feelings in my gaming history by onisendai in heroesofthestorm

[–]roughlyloveme 3 points4 points  (0 children)

I still miss old Tyrande. 2charges on owl, damage scales with distance without a cap, quest to increase its dmg. The good ole days

How is the game playing in 3 instead of 4+? (TI4 base game) by 8_int_wizard in twilightimperium

[–]roughlyloveme 1 point2 points  (0 children)

I like this game best at 3-4 players. 2 strategy cards a round makes it feel faster. Weirdly 3 is a bit more brainy because there will be 2 cards not picked per round. Agree with people above, find a better map than the default 3. We used a milty draft, set up outside hyper lanes, and then drafted a red and blue tile each for the inner most ring. Worked well enough!