Chapter VI SMarines quest
Posted: Sat Jul 28, 2018 3:46 am
With patch 1.06 (SM boosted, quest units appearing appart on the map), the dlc and the quests before Chap.VI are good now.
However, quest VI is impossible to be done as victory condition of the game: it's always appearing after the elimination victory, and it's even very long (Huge planet, very slow pace: quest victory at turn 329 = 33 turns after my victory by elimination).
The goals of both parts of Chap.VI should be better worded, as at the end of 1st part I thought there was a bug as I didn't survived 20 turns. So maybe word as this:
1st part: "Repeal invasion before 20 turns."
2nd part: "Survive reinforced invasion for 10 turns."
The texts of part2 says we have to defend too the bunkers, in addition of the relic, but it's wrong.
There should even be a 'part zero', before 1st part, warning about the invasion, letting us at least 5 turns (even 10!) to prepare (bring back the troops from the front).
In fact I had those turns, because Chap.VI appears long after the end of Chap.V, and I could prepare because I had already test the quest one time before, so there is time to Chap.VI to start earlier with the warning 'PartZero'.
To make short:
_ questing is far too long, we always win by elimination before
_ Chapt.VI needs a warning part
_ goals, or even texts, of Chap.VI have to be better worded (there even are no bunkers in the goals of part2)
However, quest VI is impossible to be done as victory condition of the game: it's always appearing after the elimination victory, and it's even very long (Huge planet, very slow pace: quest victory at turn 329 = 33 turns after my victory by elimination).
The goals of both parts of Chap.VI should be better worded, as at the end of 1st part I thought there was a bug as I didn't survived 20 turns. So maybe word as this:
1st part: "Repeal invasion before 20 turns."
2nd part: "Survive reinforced invasion for 10 turns."
The texts of part2 says we have to defend too the bunkers, in addition of the relic, but it's wrong.
There should even be a 'part zero', before 1st part, warning about the invasion, letting us at least 5 turns (even 10!) to prepare (bring back the troops from the front).
In fact I had those turns, because Chap.VI appears long after the end of Chap.V, and I could prepare because I had already test the quest one time before, so there is time to Chap.VI to start earlier with the warning 'PartZero'.
To make short:
_ questing is far too long, we always win by elimination before
_ Chapt.VI needs a warning part
_ goals, or even texts, of Chap.VI have to be better worded (there even are no bunkers in the goals of part2)