No, I checked the mission outcome texts - they are fine - and Yes, I now think it would be best to not use "Scenario turn limit" for secondary objectives; not, at least, if the primary objectives can end the scenario sooner.GabeKnight wrote: ↑Sun Sep 15, 2019 9:24 pmIf it's not some mix-up with the texts in the settings, I think it's EXACTLY as you've observed/described. I'm quite sure I've ran into this at least once before. Only happens if the scen ends on the very last turn.bru888 wrote: ↑Sun Sep 15, 2019 9:01 pm Now, why would the game mark the secondary objective as completed but only give a Minor Victory? Who knows? That's programming. It could be that the game evaluates Major/Minor Victory first, sees the secondary objective is still open, then says "Minor Victory" but when it closes out the scenario, it ends Turn 28 and that, finally, is the "Scenario turn limit." Hence the green check.
You have to make sure to not mess up the conditions and trigger events. And internally, I think that even the order of the triggers (which comes first in the list) may have influence on the execution.
In the Germany West 1944 CSI sweep thread, I just proposed one way to address the situation where a reward needs to be given for a "hold this hex" or "don't lose X units" secondary objective that is marked completed from the beginning. Basically, it's "Check the primary objective first; if it's completed, then immediately process this secondary objective trigger, evaluate the condition, and if it's still okay, give up the goods!"
Now that we know "Scenario turn limit" is quite literal, I think the only time that it can be used for secondary objective triggers is when ALL of the primary objective triggers are also set for "Scenario turn limit."