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So if the proposed fix works for you then who am I to say otherwise, but it sounds to me like getting so many action cards might cause other problems. My advice would rather be to use Yssaril as-is and play up against their weakness (pressure them early). But if it matters to you that this change goes canon, then you should join the Discord channel and make the case.
Cheers and game on! :)
But to the issue; The Yssaril stalling power is indeed very potent, especially in the late game. However, Yssaril have their weakness in the early game, without much resources, fleet or technology they can and should be pressured a bit by the others races. Basically, if you leave Yssaril alone for too long, they'll always end up surprising you. All in all, this version of Yssaril has been played over many years by a multitude of players, and most frequently in our current online community, without showing signs of being overpowered.
But - if you are an inherently passive/peaceful group, then this ability might be stronger due the meta of playstyle.
I'm new to the game and have one quick question ;) What's the different between this mod (Nova) and the "non Nova" Version?
SA's balance has really been polished over the years. And it's not easy to do since you have to factor in a lot of factors like the race abilities, starting units, starting techs, Home System etc etc and play a lot of games on multipe maps with multiple players to see how things interact with each others.
So use custom races at your own risks (and pleasure).
If you have not tried it already, I can only suggest to try SA as is, and benefit from more than 10 years of thinking and play-testing before altering it.
Promissory Notes: They are either making deals very rigid or giving away free Victory Points. Except for the support of the throne, all the other promises can be made as part of normal negociations in a much more flexible manner (ex: promising only 2 TGs and not your entire treasury, promising 2 votes and not all of them...). We prefer the naturally-occuring free flowing diplomacy to a set of "you can screw me over later" cards.
I could label the ships, but then you would get a popup whenever you hover over some ship, which can get annoying really fast.
Turning the reference units into bag would reduce the usability of the mod: we have found out through playtesting that it was much more convenient to just copy-paste what was needed than to pick up units from bags.
Indeed, all these scripts took a lot of time to write (almost an entire week full time for the gamestarter for example).
Cyrusa, actually after my 3 plays I did find that some preset maps would do a lot of good to the experience, and this is in fact what brought me to this MOD. The preset maps looks great and the automatic setup looks even greater. I'll tell you what: I'll take more time checking Astralvault Website, study a little more about SA and keep an open mind about it. Thank you again for replying and for making this excelent mod.
Johnnymaxx is not the first user to misunderstand this, though. We should copy up a proper number of non-unique tiles in that bag (even though it would be more of a hassle to find the one you're actually looking for).
I'm obviously not going to force SA down your throat, but I can still give you a few pointers in case you would be curious:
- You can find on the astralvault website [www.astralvault.net] the design notes explaining why SA did the changes it did. Click the "Design Notes" button in the top right corner.
- We have an active player community on the SA Discord server [discord.gg]. There are regular games on Tuesday evening European time, but quite a few games have been started at other times just because there were people in the chat.
I found Perimeter in the Planetray Systems bag. Maybe you missed it?
And for your information, most SA players are using the preset maps that can be deployed instantly thanks to the map tokens present in the bags at the bottom of the table. They are all handcrafted to promote conflicts and interesting decisions.
Anyway, I was wrong in my assumption that there were only a few tiles in this mod. Thank you for making me notice it. It does however change some classes rules, that I'm sure you guys did it to improve the game, but since I've only played TI3 3 times in my life, I feel like I don't want to play with different rules just yet. So I don't see myself playing this mod in the near future, but I do see myself using it to take pictures of a PBF game I'm currently in and I do see myself trying to use this mod to play with the core rules for a few times.
When you say "the actual game tiles", you mean those with the art from the physical game (that have been replaced with the redux version from PsiComa)? Or are there some tiles you did not find?
Could you put a word on the reason that holds you back from trying the SA mod of TI3? I'm curious.
I've sent you a steam friend request so we can talk without splattering over the comment section too much.
Since I'm still in the middle of my exams, I can't really promise availlabilities per see, but we should be able to talk eventually :)
From which timezone are you? (I'm in GMT+1)
There is no ETA on when the TTS team will fix this bug yet, but the problem is starting to get noticed and reported.
Sorry for the inconvenience.
1) Frequently Forgotten Rules Reminder board
This board is at the top right of the table, and displays frequently forgotten rules. If you don't like it, you can delete it manually.
2) Game Starter board
This board is on the Technology Tree, and is there to guide you through the setup of a game of Twilight Imperium:Shattered Ascension. If you don't want to use it, you can delete it manually.
3) Dice Roller
On the table itself, this object allows you to quickly spawn colour-coded dice and roll them. Useful for Space Battles and Invasion Combats.
Feedback is apreciated.
Stage I deck updated.
Preliminary Objectives updated.