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Haha yeah I'm sad to say I disabled it after a few games with LoS.
While it's an idea that can sound cool, its implementation is such that at times it's little better than a random message popping up saying "Game over! You lost!"
Do me a favor, never take my side. ;)
-Add a setting to enter the turn when it should spawn (or a range for some randomness)
-Spawn in the middle of the map
-Give it radar (the ability) to scan the map so it won't drive silly circles
- Hunt down closest (player) cities until he conquered the map or dies.
-No disappearing anymore (or make it a setting)
I agree. It's poorly implemented. There is no story. It's too random and isn't really worth completing. I remember my first experience with it was a spawn near one of my cities followed by it's destruction next turn. It's the only DLC I disable.
Can you please expand on why? Just curious.
The challenge of it seems fun and it's actually a unique experience from regular gameplay. It's frustrating when I'm completely unprepared for the task at hand. Can giving sufficient warning and ensuring that the pieces are in place prior mitigate some of the frustrations with time limit missions and possibly make it fun for you?
Cheers
I also kinda hate the middle part of Tyranid quest line, because once the manathrope quest is over, it starts a chain reaction, culminating in an army of Hive Crones to deal with; and if you don’t have your anti-airs in order - ie, your own army of Hive Crones - you’re f*cked.
Nothing of note with Necron or Orcs; nothing particular pisses me off.
I haven’t finished the Chaos quest-line yet, but so far, theirs is the most low-key and unobtrusive. It’s all “do this quick thing” and “pay tribute to the gods” and you’re on your merry way. Really “set your own pace”. I like it.
Most of the power of the Hive Crones come from the Tentaclids whose Haywire trait works only against vehicles/fortifications.
That said, I'm not sure Exocrines are better than Tfex against air. The higher durability of Tfex as well as their higher range is quite good to deal with air units (who usually have high damage and all have high mobility, allowing them to run away from units with less range. Also, more range = more ability to focus fire)
Right, so it seems that having gate objectives which pause the questline is important to give the player some control of the pace.
Haven't played with it in a long time so can't say to what extent my opinion is out of date. It's what happened to my AI opponent in the last game game I had it enabled however, and I think I RQ another game before that due to LoS. I tend to play really small or really large maps, in the former the case LoS does literally change the outcome of the game if it's a close call. To be fair, I think the AI & noobs (as was I more so back then) have a tougher time dealing with it.
Either way, I'm fine with keeping it disabled and leaving it at that. It's not for me.
Honestly, I just turn off quests anymore. It always ends the same where me or my friends get utterly FUBAR'd by someone accidentally advancing a quest and spawning a giant army
... you know what, I haven't even thought of that.
But yes, the Chaos story is tied into specific pieces of research and abilities that are tied to them. And, nearly, every time it does so with a very clear warning of an impeding fight. The fights in questions get bigger as the story goes on, but there is a specific difficulty curve and, as stated, they can get gated off.
So, overall, the Chaos stuff is the best, since it lets you pace yourself, or figure out how far, if at all, you want to take it. Though, like with anything, you can accidentally further them by simply playing the game as well. And that ending. Wow. I was not one for Chaos lore, but damn, man.