dear Germonetto
thanks for your work..but i've a question:
thank to the work of leaguemakers we have a lot of new leagues in fifa09
but with your db we have, I think, an unbalanced settings between old leagues (the original present in iffa) and new leagues...how we can recalculate the parameters for the players of new leagues??
thnx in advance
Uomomagnetico
That's a hard question indeed.
To tell you the truth, It would take A LOT to recalculate:
we shoud add the league into an original database, arrange all the stats changes, save in cmp, and export to the already modified one.
But that's not all... if you wanted to decreased free kick accuracy by 30, you should manually go player by player on Dbmaster and give values of 31 or more to all players with 30 or less free kick accuracy, so that when you decrease -30 on excel there are no players with negative values.
And believe me it takes long.
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Member of the UK community Fifa Forums.
IMPORTANT TESTING!
I may have found the solution to an annoying tactical bug!
Did you ever notice that, when defending, defensive midfielders step back and nearly become central defending, unnecesarily doing what we call in spanish "relevo" (a player temporarily assuming the role of another player who's usually attacking at that moment, leaving his position unguarded)?
These weird "relevos" often mess with your players selection: when the DMF hides behind the CB's, and the opponent's striker receives a pass, the game picks your CB's for you tu control, leading to a wast of time an metres, which all in all is a great disadvantage, not to mention a BIG tactical error from EA.
Apparently I solved it.
By running test, I reached the conclusion that the DMF function was to be eliminated from the game. I'm now playing matches to confirm the impact of this choice, and they are turning quite well. Player control switching is now position-scaled (the game puts me in control of holding midfielders logically), your team doesn't lose tactical order, and your now newly converted CM do the correct defensive job of marking the attacking midfielders, not the forwards. And when you have the ball, they don't go to attack, instead they advance a few meters into the position they should occupy in real life. So everything's seems to work perfect now.
Is that great news or what?
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Given the fact that this gameplay patche requires the players database, and of course I don't expect people to just switch databases at this time of the year, maybe the best way to do it is to propose this database modifications and give step by step guides for anyone to try on their own.
What do you think about it? I think it's the logical way.
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Maybe you make a gameplay version too without database modifications, this gameplay is maybe not so realistic from the speed etc like the gameplay with new database but much better then the Gameplay from EA
I played without database modifications and it still seems great. Here"s suggestions
Ups
-Great midfield battle both ground and air.
-Cpu uses more alternative attacking optinos rather than forcing the centre midfield to mistake.
-Keepers react a lot more realistic than the default EA settings. They even don't bounce the ball to woodwork.
-Lots of fouls making the game realistic.
-Don't know if this patch edits ball movement but it still fits gameplay very well.
-Less curves in freekicks, most of the shots stopped by wall
-Cpu tries more longe range shots.
-Cpu uses full backs more, when attacking
-Close man support is very good. Defenders don't watch the attackers passing near them anymore.
Suggestions
-Sometimes ref call stupid penalties, attacking player doesn't even fall to ground
-Keepers never conceed goals from side of penalty area and rarely outside the box. Maybe degreasing both keeper quality and target accuricy solve this.
-Star rated players still scores from freekicks usually
-Fullbacks could use more yards at the opponent's half.
-ball can go more unguesseble directions after ground and air battles rather than dropping someone's feet
-Players still feels little bit buttery when they contacting ball.
So far I can tell you this:
- Can't do much about stupid penalties, and yeah they happen. The good overall thing about fouls is that they happen more often, the bad thing is that one must be more carefull and clinicall in the penalty area.
- I've worked on the Free Kick accuracy and that problem is solved.
- "Fullbacks could use more yards at the opponent's half"... now that's something I guess I can solve.
oh, and CURRENT RESEARCH:
I've been trying to understand the mechanics of side backs going to attack/defending their position. Personally, I think they get too excited too often. Anyway, it's a bit more complicated than I thought to get it right. But I think I can come close with a few tests, and finally release a new version with these bunch of tweaks I've been talking about in the last posts.
__________________
Member of the UK community Fifa Forums.
So far I can tell you this:
- Can't do much about stupid penalties, and yeah they happen. The good overall thing about fouls is that they happen more often, the bad thing is that one must be more carefull and clinicall in the penalty area.
- I've worked on the Free Kick accuracy and that problem is solved.
- "Fullbacks could use more yards at the opponent's half"... now that's something I guess I can solve.
oh, and CURRENT RESEARCH:
I've been trying to understand the mechanics of side backs going to attack/defending their position. Personally, I think they get too excited too often. Anyway, it's a bit more complicated than I thought to get it right. But I think I can come close with a few tests, and finally release a new version with these bunch of tweaks I've been talking about in the last posts.
I don't think that modifiyng database is usefull in the long term. Coz when you play a career newly created players and processing ones may not fit the current values. But I repeat still it's very good without database values.
I also wonder if you work on cpu's through balls. You know ai totally passes to feet. Do you think decreasing through ball leading distance or modifiyng something else helps cpu using through passes? Coz your patch resulted with some very good through side crosses.
First of all, you're absolutely, totally right about career impact on stats. The only answer I can draw is that I don't play careers. I only like playing friendlies. In fact I've only finished 13 games since I got the game, and I play EVERY day. It just that every time I'm playing I see a little detail to change.
The through ball phenomenom could be a logical consequence of AI adapting to other modifications, or total randomness. I was keeping a list of the values I was modifying on ini.big, but that list grew too big and I got bored and threw it. But maybe some of them had to do directly with through balls.
Besides, as you could tell, english is not my first language (I'm argentinian). So many of the ini.big sintaxis, I just didn't understand FOR SURE. Some archievements were made thanks to guessing "wtf would that line mean?". It was more of a trial & error process than you can imagine.
__________________
Member of the UK community Fifa Forums.
I played without database modifications and it still seems great. Here"s suggestions
Ups
-Great midfield battle both ground and air.
-Cpu uses more alternative attacking optinos rather than forcing the centre midfield to mistake.
-Keepers react a lot more realistic than the default EA settings. They even don't bounce the ball to woodwork.
-Lots of fouls making the game realistic.
-Don't know if this patch edits ball movement but it still fits gameplay very well.
-Less curves in freekicks, most of the shots stopped by wall
-Cpu tries more longe range shots.
-Cpu uses full backs more, when attacking
-Close man support is very good. Defenders don't watch the attackers passing near them anymore.
Suggestions
-Sometimes ref call stupid penalties, attacking player doesn't even fall to ground
-Keepers never conceed goals from side of penalty area and rarely outside the box. Maybe degreasing both keeper quality and target accuricy solve this.
-Star rated players still scores from freekicks usually
-Fullbacks could use more yards at the opponent's half.
-ball can go more unguesseble directions after ground and air battles rather than dropping someone's feet
-Players still feels little bit buttery when they contacting ball.
KEEP UP THE GOOD WORK MAN...
Sounds good! As for the bold type, are you saying that there are now decent aerial battles in the game somehow? Where is the link for the latest version of the patch? You also say that the players often don't even fall over when tackled in the box. I'm sure this is down to EA's wonderful new 'collisions' system, which is obviously completely broken at foot level.
Last edited by FifaDemon2008; 30-12-2008 at 02:08:AM.
Hi! As promised, I'm realeasing my extensive gameplay modification!
First of all, my speciality:
* MAXI EDITED STATS
Stats range reworked ONLY in order to archieve realistic results. Let me give you an example: FIFA players sprint on a 1 to 99 range. But any value between, say, 71 and 100 are irrealistic. 71 for a maximum sounds absolutely shocking, but after many tests (test modality for sprinting: run 100 meters with the ball in training mode, and time his performance) i found it to be the realistic measure for matches. And don't forget the reality factor: in matches, players hardly ever sprint that fast as you see on FIFA, the real life game has an entirely different pace to it. So, with this mod, players sprint on a 1 to 70 range. It works marvels on the game pace and you'll love it, guaranteed.
Of course, same method has been applied to many many other stats range.
And now...
PATCH FEATURES
(recommendation: best suited for 30-40 minutes games or more)
* REAL PACE
Matches will decelerate: slow passes, real transitions between defensive and attacking positions, real sense of time and distance: you'll feel for the first time that the pitch was big after all.
* LONG RANGE SHOOTING ACCURACY DECREASED
You'll see shots fly over the bar or going really wide (not always 1/2 cm away from the post) as often as you'd expect.
* FREE KICK ACCURACY DECREASED
Just don't expect a miracle. But on long range test (similar as the sprint test mentioned before) FK accuracy was decreased to coherence values.
* BETTER GOALKEEPERS
Positioning boost, reactions boost. Not just for the good ones, but based on a new stats range system that benefits every GK.
* TIGHTER DEFENDING
Slow passing tends to players receiving the ball with their markers close, leading to more steals by the cpu.
* MORE BALANCED POSSESION
Overall combo of adjustments enhances CPU possesion somehow. Obviously, don't expect a 50-50%, but maybe a -5% or -10% decrease, according to your style.
ACCLARATION: Once I was checking Shoreloser's 2.0 ini.big and I found a strain of commands about collisions. I borrowed it for personal use, an even though I didn't see a change to be honest, I figured "it must be there for a reason". I'm now making these files public, and since I've no means to contact Shoreloser (he doesn't post here as far as I know), I don't really know if he agrees with this release. If anyone here is a friend of his, you can ask him. Thanks.
40 minutes? That's far too much, can't it be made to work with 6 minute halves? Hope you're recovering well from your accident!!
Edit: Does this work ok with Patch #2?
Last edited by FifaDemon2008; 30-12-2008 at 02:18:AM.
Sounds good! As for the bold type, are you saying that there are now decent aerial battles in the game somehow? Where is the link for the latest version of the patch? You also say that the players often don't even fall over when tackled in the box. I'm sure this is down to EA's wonderful new 'collisions' system, which is obviously completely broken at foot level.
Yes mostly both players can't totally control the ball and brest controls is much less than default, the only problem I suggested is after the clash the ball still goes some other player's foot.