Phantom Brigade

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DjKolekson

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DjKolekson

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23 comments

  1. falloutzombie
    falloutzombie
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    RPG seems to be bugged, causes combat simulation to break making combat impossible, is there a way to disable just the RPG?
    1. Repreive
      Repreive
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      Is it still bugged? Did you report it as a bug properly?
    2. falloutzombie
      falloutzombie
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      I don't know if its a bug or mod conflict, I just want to continue my save is all.  I said it 'SEEMS' to be bugged not that it is, more testing would need to be done and I'm not a coder just a player wanting a good mod
    3. inertjohnjunk
      inertjohnjunk
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      It is most likely the RPG. I did some testing and the combat simulation freezes consistently on turn one when a unit is equipped with the RPG. I haven't figured out if it's only when it actually fires, or if it's just the presence of it that causes the breakage, but I am pretty confident it is the RPG.
  2. Repreive
    Repreive
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    I noticed what seems to be a typo in the description of one of the items shown on this page, says "incendiery" instead of "incendiary".
  3. ThirdWorldGamer
    ThirdWorldGamer
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    does it works in 1.2?
    1. Alexander0205
      Alexander0205
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      +1
  4. Taarvin
    Taarvin
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    Hello,
    How to make it so enemeis wont have it :D ??
  5. joejiao
    joejiao
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    Could you make a mod that only adds resource conversion?
  6. CineSparky
    CineSparky
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    Is the mod affected by the difficulty slider? incoming and outgoing damage? I have mine on maxed.

    when I use the bolters, it feels weak in comparison to my lower-level Astra rifle. Example a level 13 bolter vs a level 9 Astra. Astra takes out an enemy mech quick in a single turn, while the bolter takes me at least 3-5 turns to destroy an identical enemy mech.

    Same thing with the marksman bolter. I had an encounter with a mech with the marksman rifle and bolter, the marksman rifle took out one of my mech real quick meanwhile the marksman bolter and my other mech was punching each other out to death 😅
  7. xvader
    xvader
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    Is your mod probably make my currently stats change? I installed your mod at middle of game. Should I start new save game?
    1. DjKolekson
      DjKolekson
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      This mod mainly adds new content only, and does nothing to any vanilla files (mostly)

      The most notable change is the wpn_root change. Can you tell me more about your concerns?
  8. Aserrok
    Aserrok
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    Would you be open to cooperate with other modders to remake the rating system? I feel the game has a distinct lack of purple and orange gear if you catch my drift :)

    And there seems to be room for it:
    "
      rating_2:
        icon: s_icon_l32_star2
        ratingOverride:
          i: 2
        durationMultiplier:
          f: 12
        basePartRequirements:
          workshop_tech_r2: 1
        baseStatRequirements: 
        inputChargeMultiplier: 
        inputResourceMultipliers:
          components_r2: 60
          components_r3: 0
          supplies: 1280
        outputPartTags: 
        outputSubsystemTags: 
        outputUnitTags: 
      rating_3:
        icon: s_icon_l32_star3
    "
    1. DjKolekson
      DjKolekson
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      I saw some other modders already with higher rarity gear which is nice, I think I will wait for their update and then add compatibility if it's necessary. I heard there is the only a limit of 5 rarity tiers so we will see what happens :)
    2. Aserrok
      Aserrok
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      After digging trought the files it's nice to see that the system is super modular, that will help.
      You can unfuse lower and upper arm/torso/legs for example.
      The stat multiplier is provided by the "Core" part itself: Level/rarity/perks. While the base stats are provided by the parts/modules (e.g. lower vidar arm) much like a reactor, stats being irrelevant of level but multiplied by the frame beneath.

      As such adding custom parts is achieavable.

      P.S. Only 5 rarities? 
      In my imagination I was thinking Mk.1 Mk.2 Mk.3 Mk.4 for basics then a "all-rounder" MK.5 "Legendary" Plus "Homeland Systems" and "Invader Tech" as sideupgrades to that.
    3. DjKolekson
      DjKolekson
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      My bad, I looked into it and it appears there is no such limit. Who know, maybe I will ask about those rarities and develop some common mod for every modder
  9. SteampunkBaron
    SteampunkBaron
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    Are the blueprints for these available in game or can you only loot them?
    1. DjKolekson
      DjKolekson
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      Blueprints are available and will drop from enemy equipment convoys 
  10. Goem
    Goem
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    Can the AI spawn with these weapons?
    1. DjKolekson
      DjKolekson
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      Yes, all tags were added. They should appear with Experimental/ Spec Ops and Army enemy squads
    2. Piemasta9000
      Piemasta9000
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      My first encounter with a bolter was a guy destroying my shield a concussing my pilot.....I was in love at first sight