Phantom Brigade

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System Senpai

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JunkBunnyModding

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60 comments

  1. KevinLionHeart
    KevinLionHeart
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    Oh this is cool! Also nice to see artwork from Front Mission Evolved here. As a VERY big Front Mission (and mech game fan in general) This is a must have mod. 10/10
    1. CarnackKetral
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      A bit late to respond, but for clarity, if you decide to use this mod, you may experience a few bugs, as the original uploader has long since abandoned this game/mod.
      Most notably, certain encounters may become inaccessible.  this is because the mod was not updated for the latest version of the game and has quite the spaghetti code because of it.

      If you have issues, you can find an unofficial updated version in the developers Discord.
  2. CarnackKetral
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    So, here is my updated lines in their entirety from my edited squad_invader_convoy.YAML file.  With the following code, I was able to successfully engage in every combat convoy I could find and even liberated a province.

    hidden: true
    parents: []
    tags:
    - squad_invader_convoy
    - role_convoy
    - squad_invader
    - squad
    - combat_generic
    textName: {}
    textDesc: {}
    textIdentifierGroup: squad_invader_convoy
    image: t_world_crop_squad2
    icon: s_icon_overlay_type_squad1
    core:
      inventory: true
      selectable: true
      capturable: false
      recapturable: true
      interactable: true
      interactionRange: 2.5
      hopeOnDefeat: false
      destroyOnDefeat: true
      destroyOnLoot: false
      intelLocked: false
      detectable: true
      recognizable: true
      observable: true
      permanent: false
      generated: true
      refreshEventsOnExit: true
      refreshEventsOnEntry: true
      factionChangesWithProvince: false
      faction: Invaders
    factionBranch: 
    visual:
      colorKeyOverrideVision: 
      visualPrefabs:
      - path: Content/Overworld/Squad_Convoy
    movement:
      speed: 1.7
      rotateToFacing: false
    ranges:
      vision: 32
      observerData: 
    detection:
      pingInterval: 0.3083333
      detectionIncrementMin: 0.2
      detectionIncrementMax: 0.51
      detectionDecayTime: 0.8333333
    intel: 
    units: {}
    scenarios:
      tags:
        context_generic: true
    scenarioUnits: 
    scenarioChanges: 
    areas: 
    production: 
    ai:
      isAggressive: false
      activeWhenUntracked: true
    spawning: 
    reinforcements: 


    lines from 1 to 63 copied straight from my YAML mod file.  I even managed to engage that 1 previously mentioned convoy, but I believe that came from one of the other YAML edits.  Basically, the other 2 YAML files should be identical to their main folder counterparts up to the "rewards" line.
    1. Aressian
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      Hi! I've been struggling with the mod, I updated the file as you did but when I enter combat, I can't make my mechs do anything, the actions are gone. :c
    2. CarnackKetral
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      Unfortunately, I have no idea how to fix that.  I did experience it once, but I never saw it again.  it might be related to one of the other .YAML files, but that is all I can guess.
  3. CarnackKetral
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    After reading the new comments and testing through the updated .YAML code, I can say with fair certainty that the following few changes will at the very least get you into the fights.  Do note, that I am still using the previously patched mod files from before.

    Starting from the top, there are 2 extra lines in the mods squad_invader_convoy.YAML
    These are lines  
    21  hopeOnDefeat: false

    23  destroyOnLoot: false
    delete them if you want, but I left them alone.  From what I can gather, they do not seem to affect anything, but this does throw off the line count by 2 going forward.

    1st change;
    replace from source .YAML
    34  colorKeyOverrideVision: 
    over mods .yaml
    36  visualFromSquad: true

    2nd change;
    just straight up delete line 55 from the mods .YAML
    55  type_entity_convoy: true
    I believe this to be the primary culprit in regards to why we can not engage fights properly.

    3rd change;
    copy and insert line 54 from the source .YAML into the mods .YAML
    54  scenarioChanges: 
    should look as so;
    55  scenarioUnits: 
    56  scenarioChanges: 
    57  areas: 

    These are the only 3 changes I have made in the above mentioned .YAML.  Doing so allowed me to engage in an equipment convoy.

    I also copied the "scenarioChanges:" line from the other 2 .YAMLs into their respective mod .YAMLS, 'elite' and 'standard'.  I also corrected the image call outs in their respective .YAMLs, as those had also changed.  Not certain if it affected anything, but better safe than sorry.

    All that done, I entered combat just fine, but I now have to deal with a completely different issue...

    The issue of animations not working and the entire fight bugging out with mechs just floating in place until the turn ends and everyone magically appears in their end points.  Problem is, all actions, bullets, etc. are completely ignored and no damages other than maybe a collision are registered.  No idea what causes it, but it happened each and every time.

    Am I the only one who has this issue?
    1. CarnackKetral
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      update;
      Managed to engage, interact and finish a fight.  The animation bug seems to be caused by missiles.  everything went perfectly fine up until the enemy decided to launch some missiles at me.  The only way I was able to finish the last enemy was through melee collisions as nothing even worked, much less hit.

      Afterwards, the victory button appeared, I went into the rewards screen and everything else worked just as it should.  My only guess is that maybe Gio's rebalance mod is affecting the missiles somehow, or there is a glitch in the system.  It is the only other mod that affects combat that I have.
    2. Gahlan
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      Thanks for all your trial and error Carnack!
      Sadly i'm still unable to go in the briefing screen after i click on suit up. Tomorrow i'll start from scratch redownloading the mod files again, then i'll try and follow all your changes.

      By the way i removed Gio mod so can't help with that, but if i get to engage and fight i'll tell you if i get the missiles bug 
    3. Gahlan
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      I deleted the old files, downloaded them again and follow your new steps (also tried the old ones) and i cannot engage at all, not even get to the Suit Up menu.. damn xD
    4. CarnackKetral
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      I have successfully engaged several different convoys and bases consecutively.  Save for 1 equipment convoy I was not able to intercept properly, which I will be looking into.
      The only 3 files I have edited are the following:
      squad_invader_convoy
      squad_invader_convoy_elite
      squad_invader_convoy_standard
      If you would like, I can paste my new lines of code in the first file in a fresh reply.
      For the latter 2 files, basically, the first 45 lines of code should be identical to the source files in the main game folders and should not see any changes until after line 62 or so.

      Also, did you properly hit the 'reset config,' 'save config' and 'load mods' buttons in the mod menu, then relaunch the game?

      Lastly, The animation freeze bug was due to an improper install of Gio's updated mod.
    5. Gahlan
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      Thank you very much Carnackketral, yes it would probably help me a lot.

      I didnt reset config but i did relaunched the game after saving the new config after i modified the files
  4. Alexander0205
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    Update please?! 
  5. Gahlan
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    Hello there! Anyone trying the mod in the new patch yet?
    Before patch i was able to engage convoys but now i just get to the "suit up" menu, but when i click on suit up it goes back to the map the same way it does if i cancel the attack, any suggestion?
  6. Kleopolo
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    hola... no sé mucho ingles. pero también logré corregir el poder combatir con los convoys, hice lo que CarnackKetral hizo, pero no me ayudó de primeras así que seguí modificando y moví algunas cosas en "squad_invader_convoy.yaml". (aunque no estoy seguro si lo que hizo CarnackKetral me sirvió de primeras.... el caso es que ya sirve)

    unos cambios que hice fue:
    copiar "type_entity_convoy: true" del "squad_invader_convoy_yaml" entre la linea
     "context_generic: true" y  "type_raid: true"

    y quedó así:
    scenarios:
      tags:
        context_generic: true
        type_entity_convoy: true
        type_raid: true

    no sé si me entenderán, pero al menos quería ayudar xd. (también podria pasar el codigo entero)
    1. Gahlan
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      thank you Kleopolo, i am italian so i was able to understand part of what you wrote.
      i added: "type_entity_convoy: true"   between   "context_generic: true"  and   "type_raid: true"   and became as you wrote:

      scenarios:
        tags:
          context_generic: true
          type_entity_convoy: true
          type_raid: true

      Still i am unable to engage convoy of any type.
      I tried some of carnackketral suggestion but they did not work.
      DId you do anything else?
    2. Gahlan
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      ok i finally fixed it, after checking what was different in the base files.

      in the end i changed:

      Line 14 in the source file reads:
        colorKeyOverrideVision: 

      as carnackketral suggested,

      and i removed " type_raid: true" from tags on line 54, adding as you already said "type_entity_convoy: true" instead
  7. Kastrand
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    Shoutout to CarnackKetral, who learned how to read code to fix this mod. Honestly dude, you should upload your own "mod" that fixes all the issues you've found so far lol, because it seems like at this point you've learned how to code.
  8. LordWobbuffet
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    Also can't attack convoys. I tried to use the fixes provided by others here, but nothing is working.
  9. jakeusp45
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    Still Broken - at some point I loot a part and it breaks the Workshop - no idea what's causing that - It will just cause the workshop to not produce anything
    1. CarnackKetral
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      dumb question, and I know it is probably too late to ask, but is your base in cruise mode?  because travelling/passing time in any other mode disables the crafting.  basically the base only has enough power to run the engine in overdrive/stealth, or build parts.  Not both.
    2. jakeusp45
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      I can check my last save that was bugged - I still have it - I am pretty sure I was in Cruise. It doesn't hurt to double check that save.
  10. CarnackKetral
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    I believe I have finally located the last error that prevented us from engaging in Reinforced Convoys.

    Line 14 in the modded file reads:
      visualFromSquad: true
    Line 14 in the source file reads:
      colorKeyOverrideVision: 


    We, or, at the very least, I had overlooked this line thinking it was an edit required for the mod.  On a whim, I decided to copy it from the source file over to the mod file.
    I have now properly engaged 2 reinforced convoys in succession with no issues.  Proper interaction, engagement, battle and victory.

    I can only surmise that this was an actual game engine/code update and we were simply unaware.
    1. delphic19
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      Which file is the line that needs to be changed?

      EDIT: nvm, found it in squad_invader_convoy.yaml