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Improving simulation results and league tables

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  • #16
    i just updated some very slight changes to the "score" table. the intention was reducing the frequency of 4-0 and 4-1 scores and increasing the 1-1's and 2-2's a bit, for more realism on the scoreline distribution (before, i overdid it a little) and to mantain a healthy ammount of draws. the frequency of upsets was also reduced, but the change is slight.


    this is the scorelines frequency i got from a simulated premier league with these settings. if you compare this to real life in some site like fcstats.com or something, you'll probably be surprised:

    0-0 (27x)
    1-0 (69x)
    1-1 (36x)

    2-0 (62x)
    2-1 (49x)
    2-2 (16x)

    3-0 (31x)
    3-1 (21x)
    3-2 (17x)
    3-3 (3x)

    4-0 (11x)
    4-1 (7x)
    4-2 (10x)
    4-3 (1x)

    5-0 (8x)
    5-1 (3x)
    5-2 (1x)
    5-3 (3x)

    6-0 (1x)
    6-2 (1x)
    6-4 (1x)


    if you're wondering why this adds to 378 games, it's because i suck at counting =D
    Last edited by Gonira; 03-11-2016, 07:53:PM.

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    • #17
      could you upload your simsettings.ini file or how ectravt it?

      Inviato dal mio LG-H635 utilizzando Tapatalk

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      • #18
        Originally posted by uomomagnetico View Post
        could you upload your simsettings.ini file or how ectravt it?

        Inviato dal mio LG-H635 utilizzando Tapatalk
        hi. open notepad, copy this text and save it as simsettings.ini in fifa14\game\dlc\dlc_footballcompeng\dlc\footballco mpeng\data


        [SIM_SETTINGS]
        NUMPLAYERSONPITCH = 11 // Number of players on the pitch
        REGULARTIME = 90 // In regular time, number of minutes to simulate to
        EXTRATIME = 30 // In extra time, number of minutes to simulate to
        NUMPENS = 5 // Number of penalties for each team before sudden death

        [ASSERTS]
        WEIRDSCORE = 0 // 0 - Don't assert on weird scores, 1 - do assert on weird scores
        WEIRDSCOREOVR = 5 // Classifies as a weird score if overall difference is greater than this and lost
        WEIRDMATCHRATING = 0 // 0 - Don't assert on weird match ratings, 1 - do assert on weird match ratings
        WEIRDMATCHRATINGVAL= 30 // Classifies as a weird match overall if it is less than this value

        [SCORE]
        NUM_SCALES = 8 // Number of different scales between teams to use, max is currently 10
        SCALE_1 = 1.0 // Scale of quality values.
        SCALE_2 = 2.0
        SCALE_3 = 3.0
        SCALE_4 = 4.0
        SCALE_5 = 5.0
        SCALE_6 = 6.0
        SCALE_7 = 10.0
        SCALE_8 = 100.0 // Final value is stupidly high to capture any hangover

        MIN_CHANCES_STRONG_1 = 0
        MIN_CHANCES_STRONG_2 = 0
        MIN_CHANCES_STRONG_3 = 1
        MIN_CHANCES_STRONG_4 = 1
        MIN_CHANCES_STRONG_5 = 1
        MIN_CHANCES_STRONG_6 = 1
        MIN_CHANCES_STRONG_7 = 1
        MIN_CHANCES_STRONG_8 = 1

        MAX_CHANCES_STRONG_1 = 7
        MAX_CHANCES_STRONG_2 = 7
        MAX_CHANCES_STRONG_3 = 7
        MAX_CHANCES_STRONG_4 = 7
        MAX_CHANCES_STRONG_5 = 8
        MAX_CHANCES_STRONG_6 = 8
        MAX_CHANCES_STRONG_7 = 9
        MAX_CHANCES_STRONG_8 = 9

        MIN_CHANCES_WEAK_1 = 0
        MIN_CHANCES_WEAK_2 = 0
        MIN_CHANCES_WEAK_3 = 0
        MIN_CHANCES_WEAK_4 = 0
        MIN_CHANCES_WEAK_5 = 0
        MIN_CHANCES_WEAK_6 = 0
        MIN_CHANCES_WEAK_7 = 0
        MIN_CHANCES_WEAK_8 = 0

        MAX_CHANCES_WEAK_1 = 6
        MAX_CHANCES_WEAK_2 = 5
        MAX_CHANCES_WEAK_3 = 5
        MAX_CHANCES_WEAK_4 = 4
        MAX_CHANCES_WEAK_5 = 4
        MAX_CHANCES_WEAK_6 = 3
        MAX_CHANCES_WEAK_7 = 3
        MAX_CHANCES_WEAK_8 = 2

        [CARD]
        MAX_CARDS = 4 // Max number of cards in a game
        PERC_CHANCE = 75 // Chance of a yellow card in the game
        PERC_DROP = 18 // Chance drop for every subsequent yellow card
        CHANCEOF_RED = 4 // Percentage chance of a red card being brandished
        CHANCEOF_TWOREDS = 1 // Percentage chance of receiving two reds in a game

        [SUB]
        BELOWPAR = 2 // How much below the average a player should be considered for a sub
        MAKESUBPERC_GK = 1 // How likely the sub is to be made if the decisions are matched for a GK
        MAKESUBPERC_DEF = 45 // - a defender
        MAKESUBPERC_MID = 95 // - a midfielder
        MAKESUBPERC_ATT = 90 // - an attacker

        [INJURY]
        MAX_INJURIES = 2 // Possible maximum number of injuries in a game
        PERC_CHANCE = 16 // Percentage chance of an injury in a game
        PERC_DROP = 15 // Percentage drop change of injury. So first injury = PERC_CHANCE, after that PERC_CHANCE - ( PERC_INJDROP * injury count)
        PERC_LIGHT = 80 // Percentage chance of injury being LIGHT severity ( LIGHT+MEDIUM+SEVERE should add up to 100 )
        PERC_MEDIUM = 15 // Percentage chance of injury being MEDIUM severity ( LIGHT+MEDIUM+SEVERE should add up to 100 )
        PERC_SEVERE = 5 // Percentage change of injury being SEVERE severity ( LIGHT+MEDIUM+SEVERE should add up to 100 )
        ENGYDRP_LIGHT_MIN = 10 // Minimum amount of energy drop for a light injury
        ENGYDRP_LIGHT_MAX = 30 // Maximum amount of energy drop for a light injury
        ENGYDRP_MEDIUM_MIN = 35 // Minimum amount of energy drop for a medium injury
        ENGYDRP_MEDIUM_MAX = 55 // Maximum amount of energy drop for a medium injury
        ENGYDRP_SEVERE_MIN = 60 // Maximum amount of energy drop for a severe injury
        ENGYDRP_SEVERE_MAX = 90 // Maximum amount of energy drop for a severe injury

        [FATIGUE] // How the players get tired
        MAXENERGY = 100 // Maximum energy a player can have
        GKADJUST = 75 // Adjustment to energy for a GK
        STAMINAINF = 100 // Percentage influece stamina has
        FATIGUEBASE = 21 // The base value of stamina lost per game.

        [INFLUENCE] // How much the data affects the outcome
        RATING = 73 // The Team Rating
        HOMEADV = 6 // Home Advantage
        FOG = 0 // Funny Old Game Factor - The 'OMG, I don't believe that happened' factor
        COMPETITION = 13 // The comparison of a team verus the competition quality
        ENERGY = 0 // The players energy levels affect on match day overall
        MATCHIMPORTANCE = 2 // How important is the game affects commitment level
        DOMESTICPRESTIGE = 6 // How domestic prestige affects the match overall

        PRESTIGEMULTIPLER = 6 // Multiply by 5 to get it out of 100 instead

        [FOG]
        RANGE = 5 // Difference between the two teams before the FOG factor is applied

        [INCIDENTS]
        MAX = 40 // Max number of goal/card/injury incidents to be created
        SQUADSIZE = 20 // If available squad size is this value, then try to avoid injuring players

        [MATCH_RATINGS]
        MAXRATING = 100
        SENDINGOFF = -10
        TEAMWIN = 8 // Amount they gain for team winning, if it says 2 it means 0.2
        TEAMLOSS = -5 // Amount they lose for team losing, if it says 2 it means 0.2
        PERCMINSPLAYED = 90
        RANDOMINC = 6

        BASE_DEF = 61
        BASE_MID = 60
        BASE_ATT = 60
        BASE_GK = 62

        GOAL_DEF = 10
        GOAL_MID = 9
        GOAL_ATT = 10
        GOAL_GK = 9

        ASSIST_DEF = 10
        ASSIST_MID = 9
        ASSIST_ATT = 9
        ASSIST_GK = 9

        CONCEDED_DEF = -3
        CONCEDED_MID = -3
        CONCEDED_ATT = 0
        CONCEDED_GK = -4

        CLEANSHEET_DEF = 5
        CLEANSHEET_MID = 4
        CLEANSHEET_ATT = 0
        CLEANSHEET_GK = 6

        // ID Values for Attributes
        // ------------------------
        // 0 = PLAYER_ATTRIBUTE_ACCELERATION,
        // 1 = PLAYER_ATTRIBUTE_SPRINT_SPEED,
        // 2 = PLAYER_ATTRIBUTE_AGILITY,
        // 3 = PLAYER_ATTRIBUTE_BALANCE,
        // 4 = PLAYER_ATTRIBUTE_JUMPING,
        // 5 = PLAYER_ATTRIBUTE_STAMINA,
        // 6 = PLAYER_ATTRIBUTE_STRENGTH,
        // 7 = PLAYER_ATTRIBUTE_REACTIONS,
        // 8 = PLAYER_ATTRIBUTE_AGGRESSION,
        // 9 = PLAYER_ATTRIBUTE_TACTICAL_AWARENESS,
        // 10 = PLAYER_ATTRIBUTE_POSITIONING,
        // 11 = PLAYER_ATTRIBUTE_VISION,
        // 12 = PLAYER_ATTRIBUTE_BALL_CONTROL,
        // 13 = PLAYER_ATTRIBUTE_CROSSING,
        // 14 = PLAYER_ATTRIBUTE_DRIBBLING,
        // 15 = PLAYER_ATTRIBUTE_FINISHING,
        // 16 = PLAYER_ATTRIBUTE_FREE_KICK_ACCURACY,
        // 17 = PLAYER_ATTRIBUTE_HEADING_ACCURACY,
        // 18 = PLAYER_ATTRIBUTE_LONG_PASSING,
        // 19 = PLAYER_ATTRIBUTE_SHORT_PASSING,
        // 20 = PLAYER_ATTRIBUTE_MARKING,
        // 21 = PLAYER_ATTRIBUTE_SHOT_POWER,
        // 22 = PLAYER_ATTRIBUTE_POWER_SHOT_ACCURACY, // long shots
        // 23 = PLAYER_ATTRIBUTE_STANDING_TACKLE,
        // 24 = PLAYER_ATTRIBUTE_SLIDING_TACKLE,
        // 25 = PLAYER_ATTRIBUTE_VOLLEYS,
        // 26 = PLAYER_ATTRIBUTE_CURVE,
        // 27 = PLAYER_ATTRIBUTE_PENALTIES,
        // 28 = PLAYER_ATTRIBUTE_GK_DIVING,
        // 29 = PLAYER_ATTRIBUTE_GK_HANDLING,
        // 30 = PLAYER_ATTRIBUTE_GK_KICKING,
        // 31 = PLAYER_ATTRIBUTE_GK_REFLEXES,
        // 32 = PLAYER_ATTRIBUTE_GK_POSITIONING,
        //
        // Career Mode Values
        // 100 = FORM

        [SHOOTING_ATTRIBS]
        NUMATTRIBS = 5 // Number of attributes
        ATTRIB_1 = 17 // 17 = Heading
        ATTRIB_2 = 15 // 15 = Finishing
        ATTRIB_3 = 9 // 9 = Tac Awareness
        ATTRIB_4 = 22 // 22 = Long Shots
        ATTRIB_5 = 100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause )

        VALUE_0 = 5 // Value 0 is the influence of position
        VALUE_1 = 5 // Heading influence on shooting
        VALUE_2 = 66 // Finishing influence on shooting
        VALUE_3 = -10 // Tactical Awareness influence on shooting
        VALUE_4 = 9 // Long Shots
        ENERGY = -5 // Influence energy has on shooting

        POS_1 = 2 // Pos settings, is the bias towards positions for incidents
        POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
        POS_3 = 0
        POS_4 = -1

        [ASSIST_ATTRIBS]
        CHANCEOFASSIST = 65 // How likely a goal is to have an assister
        NUMATTRIBS = 5 // Number of attributes
        ATTRIB_1 = 11 // 11 = Vision
        ATTRIB_2 = 13 // 13 = Crossing
        ATTRIB_3 = 19 // 19 = Short Passing
        ATTRIB_4 = 8 // 8 = Aggression
        ATTRIB_5 = 100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause )

        VALUE_0 = 5 // Value 0 is the influence of position
        VALUE_1 = 47 // Vision influence on assisting
        VALUE_2 = 7 // Crossing influence on assisting
        VALUE_3 = 21 // Short Passing influence on assisting
        VALUE_4 = -15 // Aggression influence on assisting
        ENERGY = -5 // Influence energy has on assisting

        POS_1 = 1 // Pos settings, is the bias towards positions for incidents
        POS_2 = 2 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
        POS_3 = 0
        POS_4 = 3

        [CARDING_ATTRIBS]
        NUMATTRIBS = 6 // Number of attributes
        ATTRIB_1 = 8 // 8 = Aggression
        ATTRIB_2 = 2 // 2 = Agility
        ATTRIB_3 = 5 // 5 = Stamina
        ATTRIB_4 = 23 // 23 = Standing Tackle
        ATTRIB_5 = 24 // 24 = Sliding Tackle
        ATTRIB_6 = -100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause )

        VALUE_0 = 5 // Value 0 is the influence of position
        VALUE_1 = 45 // Aggression infuence on carding
        VALUE_2 = -5 // Agility influence on carding (negative means low attribute = more influence)
        VALUE_3 = -10 // Stamina influence on carding
        VALUE_4 = 10 // Standing Tackle influence on carding (negative means low attribute = more influence)
        VALUE_5 = 20 // Sliding Tackle influence on carding (negative means low attribute = more influence)
        ENERGY = -5 // Influence energy has on carding

        POS_1 = 0 // Pos settings, is the bias towards positions for incidents
        POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
        POS_3 = 2
        POS_4 = -1

        [INJURY_ATTRIBS]
        NUMATTRIBS = 7 // Number of attributes
        ATTRIB_1 = 8 // 8 = Aggression
        ATTRIB_2 = 2 // 2 = Agility
        ATTRIB_3 = 3 // 3 = Balance
        ATTRIB_4 = 7 // 7 = Reactions
        ATTRIB_5 = 5 // 5 = Stamina
        ATTRIB_6 = 6 // 6 = Strength
        ATTRIB_7 = 24 // 24 = Sliding Tackle

        VALUE_0 = 5 // Value 0 is the influence of position
        VALUE_1 = 10 // Aggression influence on carding
        VALUE_2 = -10 // Agility influence on carding (negative means low attribute = more influence)
        VALUE_3 = -10 // Balance influence on carding (negative means low attribute = more influence)
        VALUE_4 = -5 // Reactions influence on carding (negative means low attribute = more influence)
        VALUE_5 = -25 // Stamina influence on carding (negative means low attribute = more influence)
        VALUE_6 = -10 // Strength influence on carding (negative means low attribute = more influence)
        VALUE_7 = -5 // Slide Tackle influence on carding (negative means low attribute = more influence)
        ENERGY = -20 // Influence energy has on carding

        POS_1 = 1 // Pos settings, is the bias towards positions for incidents
        POS_2 = 2 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
        POS_3 = 0
        POS_4 = 3

        [PENALTY_ATTRIBS]
        NUMATTRIBS = 2 // Number of attributes
        ATTRIB_1 = 27 // 27 = Penalties
        ATTRIB_2 = 15 // 15 = Finishing

        VALUE_0 = 0 // Value 0 is the influence on position
        VALUE_1 = 75 // Penalties influence on penalty ability
        VALUE_2 = 25 // Finishing influence on penalty ability
        ENERGY = 0 // Influence energy has on penalty ability

        POS_1 = 2 // Pos settings, is the bias towards positions for incidents
        POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
        POS_3 = 0
        POS_4 = 3

        [SCORER_WEIGHT]
        WEIGHT_1 = 0 // Weighting setting for Scorers
        WEIGHT_2 = 1
        WEIGHT_3 = 3
        WEIGHT_4 = 5
        WEIGHT_5 = 9
        WEIGHT_6 = 12
        WEIGHT_7 = 19
        WEIGHT_8 = 29
        WEIGHT_9 = 48
        WEIGHT_10 = 71
        WEIGHT_11 = 100

        [ASSIST_WEIGHT]
        WEIGHT_1 = 0 // Weighting setting for Assist
        WEIGHT_2 = 1
        WEIGHT_3 = 3
        WEIGHT_4 = 5
        WEIGHT_5 = 7
        WEIGHT_6 = 12
        WEIGHT_7 = 21
        WEIGHT_8 = 32
        WEIGHT_9 = 50
        WEIGHT_10 = 70
        WEIGHT_11 = 100

        [CARD_WEIGHT]
        WEIGHT_1 = 0 // Weighting setting for Cards
        WEIGHT_2 = 1
        WEIGHT_3 = 3
        WEIGHT_4 = 7
        WEIGHT_5 = 15
        WEIGHT_6 = 25
        WEIGHT_7 = 40
        WEIGHT_8 = 55
        WEIGHT_9 = 70
        WEIGHT_10 = 85
        WEIGHT_11 = 100

        [INJURY_WEIGHT]
        WEIGHT_1 = 0 // Weighting setting for Injuries
        WEIGHT_2 = 1
        WEIGHT_3 = 5
        WEIGHT_4 = 12
        WEIGHT_5 = 21
        WEIGHT_6 = 30
        WEIGHT_7 = 40
        WEIGHT_8 = 55
        WEIGHT_9 = 70
        WEIGHT_10 = 85
        WEIGHT_11 = 100

        [PENALTY_WEIGHT]
        WEIGHT_1 = 0 // Weighting setting for Penalties
        WEIGHT_2 = 1
        WEIGHT_3 = 3
        WEIGHT_4 = 5
        WEIGHT_5 = 10
        WEIGHT_6 = 15
        WEIGHT_7 = 25
        WEIGHT_8 = 35
        WEIGHT_9 = 50
        WEIGHT_10 = 70
        WEIGHT_11 = 100
        regenerate after this.

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        • #19
          thanks

          Inviato dal mio LG-H635 utilizzando Tapatalk

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