Current version: 1.37 For ES 1.1.17 (Classic version). Updated September 22.
Download (Note: Start a new game to avoid savegame corruption)
Mediafire : http://www.mediafire.com/download/ju...irFight137.zip
StrategyInformer : Not updated yet
To avoid savegame corruption, please remove old FF savegames from your savegame directory, preferably removing autosave as well. This mod is prone to corrupt savegames due to the massive changes most versions bring.OVERVIEWNote for those who like vanilla tech cost: I doubled cost from GameSpeedDescriptor.xml. To change tech cost to vanilla, look for TechnoCostBonus and set it to the same value the others are.
This mod started as a combat mod that improved the dynamic between all the modules found on ships to make combat more interesting. Combat cards and AI tweaks have been added later on and soon lots of other changes followed. The mod now covers most aspects of the game.
HOW TO INSTALL THIS MOD (or any other ES mod)
Assuming you downloaded a zip file containing the mod then do the following:
If it does not already exist create a new folder called Modding in "My Documents\Endless Space"
Unzip the file’s content to "My Documents\Endless Space\Modding"
Music: In order to have music (by default it's not included in the mod because it's too big to be zipped with it):
You need to copy your music folder (found in Steam\SteamApps\common\Endless Space\Public\Audio) into the FairFight directory.
Use "~\Library\Application Support\Endless Space\Modding" instead
WHAT DOES THIS MOD DO (List may not be complete)
-Rebalances ship modules
-Adds new Battlecards
-Rebalances Existing Battlecards
-Significantly improves AI (Ship designs, governors, colonization, battlecards choices, when to wage war, etc.)
-Rebalances system's and planet's improvements
-Changes planets and anomalies text color.
-Rebalances Heroes abilities
-Adds expansion limiting mechanics (Reworked expansion disaproval)
-Rebalances Pirates (Now more of a nuisance rather than an invasion force)
-Adds new Elite modules for ships (They are better/more powerful then their siblings but are more expensive/harder to get)
-Changes blockade mechanics (Research is no longer prevented, instead FIDS are reduced)
LOCALISATION SUPPORT (More will be added eventually)
English, French, German.
MODS INCLUDED IN FAIR FIGHT :
>Rheem's Player's color mod
>Luminality's Colored anomalies (Been changed/improved since inclusion)
The change logs:
>Changed Diplomatic traits tooltips to be all about percent changes rather than ratios
>A few tweaks to AI's reactivity to player's designs
>A few tweaks to traderoutes income
>Removed the extra 2 traderoutes for the homesystem
>Base invasion power now 75% of Military Power (until i can redo the techtree to make invasion modules to come sooner)
>Added extra requirements for Governors to build system defenses (min industry)
>Added extra requirements for Governors to build habitats (Almost max pop)
>Added minimum industry requirement for most improvements
>Removed all AI bonuses/maluses to weapons and defenses; Ships will perform the same regardless of difficulty
>Added Military power modifier for traits that improve ship's combat capabilities
>Added Invasion power modifier for traits that improve Empire's troops (read planet defense)
>Military now only provide half itself in invasion power; Effective invasion requires invasion modules
>Removed limitation of base stats skills; you can pick 3rd one regardless of class like in stock game now
>Further fleshed out the differences between all the diplomatic traits.
>Changed cost reduction and monopoly; Now 5% 10% 15% then 25%, and monopoly is set to 10.
>Updated the mod to game version 1.1.17
>Fixed anomaly reduction bug (improvement was missing)
>Fixed support module tooltips error
>Toned down trade bonuses
>Trade gives more Dust than research now
>Ressource abundance is set to 20 (4 in vanilla); you need a lot more to get substancial cost reduction
>Updated the mod to game version 1.1.4.
>Further tweaks to AI's battlecards choices.
>Buffed Radar link card to 25% (10% on block).
>Changed Short circuit to be -20% (-10 on block).
>Renamed Short Circuit to Tracking Disruption (More fitting for what it does).
>System Control recovery is now affected by population and realtive defense value; high defense takes more time to recover than low defense.
>System Control recovery and Invasion now have a minimum of 1% a turn and a max of 50%.
>Ships without repair modules heal 20% a turn in allied space, 5% a turn elsewhere (had changed it before, not sure why it was reseted).
>Rebalanced the races to make use of the trait cost changes made in 1.33.
>Changed Cloning trait; now decrease food consumption rather than make food on bad planets (this was an OP trait IMO that made Horatios difficult to beat).
>Changed Legendary Heroes traits: Now increase XP earned rather than a flat XP bonus. Removed upkeep bonus.
>Changed Stellar Guardian to increase detection range rather than influence (Too OP otherwise due to expansion mechanics).
>Added some missing german translations (Someone need to check them out though).
>Planet's approval is now averaged between colonies in system; less hassle to colonize large systems.
>Returned ship design names to default; i will find new names for them next version as i want them to be localized.
>Fixed tech tree bug (some missing improvements caused a crash).
>Set AI to have no more than 2 colonization fleets at once (like stock game).
>Lowered Disapproval penalty for new colonies.
>Set some parameters to help the AI pick appropriate planets to colonize.
>Fixed errors in StarSystemImprovement.xml.
>Added a parameter to forbid AI to build certain improvements if cashflow is too low.
>Set minimum turn before random events occur to 50 instead of 20 (that way we can set a few colonies before being hit by potentially bad random events).
>Reverted planet yield changes, now use Save the Sowers inspired ones (slightly changed).
>Planet population capacity altered a bit.
>Terraforming cost redone; now less expensive and less difference between tier (kept a slight difference between planet size).
>Reverted tech cost changes: Now changed the values set in GameSpeedDescriptor.xml instead (easier to change them from there). Set to X2.
>Did some changes to governors so they are less likely to build improvements not related to their promary function.
>Lowered outpost base defense to vanilla levels; should be easier to conquer outposts.
>Rebalanced traits effects and cost (closer to Save The Sowers but with some tweaks).
>Fixed Tolerant not getting it's disapproval discount.
>Changed research cost: First level is now 80, and each level after is about 2.5 times the cost of the previous level.
>Pilgrims AI won't build Fleet evacuation in system under their own Influence, only in outposts or systems under enemies influence (screw them less that way).
>Fixed some power modules giving insane amount of Military power (typo).
>Fixed missile evasion/interception values (they were not displaying second digit so they seemed to have the same power).
>Fixed Gas Giant colonization bug (should work now).
>Fixed Elite Defenders having no weapons (Bug was i removed low tier Elite weapons, they could not mount them).
>Harvester skill bug: Had set it so low it was bellow 1 dust per CP, so it was rounded to zero.
>Set Governors so they don't survey moon before system has at least 3 population.
>Fixed the Tundra terraforming bug.
>Fixed the INTERPLANETARY TRANSPORT NETWORK Arctic planet's bug (was misspelled Artic).
>Fixed AI not updating it's ships because of missing lines in ShipDesignTemplate.xml.
>Upped neutral system research and dust to 70% instead of 50%.
>Systems under enemy influence now 50% research and dust instead of 25%.
>Lowered Pilgrim's fleet cost to 600.
>Fixed Ocean World fids (had 2 less fids than other tier 1 planets).
>Fixed food refrigeration, it's now +20 and not +0.2 (a typo).
>Colony modules are no longer usable on Corvette and Destroyer Hulls (x3 Seed tonnage on them to forbid it).
>Missile Barrage card rebalanced: -15% interception evasion rather than +20% missile accuracy.
>Missile Evasion / Intrception are now % (ie 0.5, 0.6 etc).
>Increased maximum ship designs to 18. Should be enough . (the scroll function don't seem to work, can't increase it more).
>Removed a few low level elite modules to avoid end game module overlapping.
>Reworked AI's designs templates; should have more balanced fleets now.
-Increased Pilgrim's evacuation fleet cost to 1000.
-Evacuation ships now large (dread) sized, 1200 hp and cost 3 CP.
-CIS-OORT SATELLITES now only increase detection radius, not influence.
-2nd and 3rd scout modules now allow spying of enemy fleets.
-Small tweaks to AI personalities.
-Tweaks to starting ships (meant to fix the endless beginner ship spam).
-Planet food production no longer can be negative (was causing issues).
-Returned "Food Refrigeration" as a +20 food system wide.
-Fixed anomaly reduction bug (had restricted them to tiny planets by mistake).
-Added further restrictions to AI's war declarations.
-Added missing German translations (thanks to Vanavaramban).
-Added missing French translations (thanks to me :P).
-Fixed Pirates spawning without weapons.
-Added missing anomaly colorations.
-Tweaked planet's colorations.
-Made a few adjustments to system improvements.
-Increased pilgrim evacuation cost to 350; also added a restriction so the AI don't use it on their home system.
-Made a few tweaks to research priorities so AI upgrade it's weapons sooner.
-Fixed a mistake in colony values that made population move toward the biggest planet regardless of food support (now act like normal).
-Re-balanced Planet's yield and maximum population; Lower tiers have better FIDS at the cost of Population and Approval.
-Re-adjusted down terraforming cost (about half cost on average).
-Terraforming cost is now dependant on planet size (20% increase per size).
-Added a small effects from Stars.
-Made adjustements to traits effects (hopefully help balance the races).
-Lowered approval effects of planets by 20%.
-Readjusted effect of ownership; outposts now produce only 50% dust and research.
-Friendly influence reduce dust and research by 25%, enemy by 75%.
-Toned down a few system improvements.
-Sophon support module discount reduced at 25% (from 50%).
-Tolerant trait now also provide a reduction to planet's approval penalties.
-Endless War now disable trade completely (remove all trade routes and forbid any trade buildings).
*You can still make some treaties related to cease fire though.*
-Reworked AI's research priorities.
-Fine tuned each faction priorities.
-Improved Hero's skill weighting for the AI.
-Lots of adjustments to AI.
-Increased odds AI retrofit it's ships.
-Pirates no longer get dust and research from kills (they don't need it, may fix some issues).
-Pirates no longer can use Elite weapons.
-Fixed Advanced Amoeba Defender design ("ModuleWeaponShield" oddness).
-Camouflage card now called Flak: Now increase flak count by 50% instead of 40% effectiveness.
-Added new cards: Polarized Hull, Reactive Armor, Sensor Mirage, Anti-Ship Warhead, Radar Link.
-Added restrictions to cards so they don't show up on fleet that don't need them (no check for enemy fleet).
*Also less confusing when you have lots of cards to chose from*
-Shuffled a few technologies around to make room for the new cards.
-Halved approval traits (too powerful under new approval system).
-Fixed Crop Genetis 1.
-Removed % increase from armor (made armor too good).
-Did some AI tweaks.
-Changed many Hero's skills to be base attributes based (ie effects grow along base stats).
-Added a small dust and research income from destroyed ships as default for everyone (2 dust and 1 research).
-Reduced Armor bonus from Traits (now 15 and 30, like the negative ones).
-Buffed some food improvements to be in line with other buffed improvements.
-Buffed the likelyness AI will colonize in-system planets.
-Increased cost of armor.
-Did a few adjustments to system improvements
-Did a small fix to calculations of population production.
-Added a small default XP per turn for idling ships.
-Now most heroes skills are percent based (looking at you admin!), no more instant buff.
*This should finally make all classes equal: no more flat boost to industry or science, or anything else.*
-Corporate trade skills now also buff money generation in system (rational: Inter-colony trade).
*Help make all Corporate Skills desirable regardless of what or how we play.*
-Made another balance pass to heroes skills.
-Prevened certain Hero's skills combos from being picked (like Hyper-driven and Consultant, same thing, only one or other).
-Did another pass at Ai's weighting choices for improvements.
-Added Invasion and Repair Elite Modules.
-Added Icons to Elite modules to make it easier to identify them at glance.
-Removed Military Power (MP) from all modules that don't directly affect fleet combat (Only Weapons, Armors, Defenses have MP now).
*Removed MP from support modules so displayed MP actually reflect how dangerous the ships is in combat.*
-End game Power, Invasion and Repair modules now only usable on Dreadnaught.
*They now have something only they can use.*
-Low end Power, Invasion and Repair modules no longer usable on Dreadnaught.
*Dreads should focus on fleet support, not increasing their already impressive firepower/defense.*
-Rebalanced power, invasion and repair modules due to ship size restrictions and include a drawback.
*Something to make you consider not using them all the time (like repair that is just too good in Vanilla).*
-Fixed an error with Commander in Chief skills.
-Rebalanced ship hulls to more defined purposes in fleet.
*Wasn't satisfied with the balance i had made*
-Tonnage upgrades cost now scale with ship hulls (the larger, the more expansive).
*Finally found how .
-Fixed some translation errors and missing info.
-Increased retreat time to match the new phase lenght.
See index for older version changes.