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Old 31-10-2011, 04:40:PM   #31
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hmm...i tried to stay out of the arguments here, but this can't be keeping on. We should move with the editing discussion? I'm sure Regcat and Exocyst has settled things up, so why the others have to add something on it?

Btw, we have PM facility

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Old 31-10-2011, 05:01:PM   #32
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hmm...i tried to stay out of the arguments here, but this can't be keeping on. We should move with the editing discussion? I'm sure Regcat and Exocyst has settled things up, so why the others have to add something on it?

Btw, we have PM facility
agreed & i will now move on.
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Old 31-10-2011, 05:02:PM   #33
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Completely off the topic, so apologies to thread-starter, sorry mate.

I have only one thing to say - it is terribly shocking and sad thing to see a person who features most in the support forums (be it Fifa 11 or 12) for answering to the queries is being branded as awful, non-helping person. His fault is he opens his triggers too quickly, but his another fault is he is also the first person to help people out in this community. People take his help and forget easily, but dont forget to bite if he is arrogant to people who are either ungrateful or dont follow the forum rules. Those who say that he is the one who does not help at all, just go and search how much help this guy has done in the support forums and also dont forget to compare the help from those other "friendly" persons.

Sorry Exocyst for being not to the point of the topic.
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Old 31-10-2011, 05:41:PM   #34
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agreed & i will now move on.
Chill! Btw,I Am Just A Boot Cleaner.
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Old 31-10-2011, 05:59:PM   #35
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You can up the CPU pressure, that will help. You do that by editing CPU tactics, specifically defense pressure and aggression. I also find raising the CPU man marking slider helps. If anything, it tightens up the CPU D and prevents you from dribbling up and down the pitch untouched. As well, the higher the difficulty level, the more fouls you'll see -- EA's games all seem the same in that regard. Finally, the ref is important. I only play exhibition matches, so I choose those refs who are strict with cards and fouls.

Oh, one more thing: the more you play sim football, the more fouls you'll see. When you dribble and hold on to the ball, it gives the CPU a chance to approach your player and go for the tackle, and possibly foul you. If you're simply knocking the ball around without any play buildup, the CPU can't do that.
I agree with you bangus. I try use more precision dribble in midfield and that invites the CPU to get close and foul.

I'm still stuck on how to get collision fouls called more, but I am not giving up.

Also, I'm not interested in debating anything but improving gameplay, so those discussions are finished to me.
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Old 01-11-2011, 02:36:PM   #36
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I agree with you bangus. I try use more precision dribble in midfield and that invites the CPU to get close and foul.

I'm still stuck on how to get collision fouls called more, but I am not giving up.

Also, I'm not interested in debating anything but improving gameplay, so those discussions are finished to me.
Good Luck! Added 1 Reputation To You. Keep
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Old 02-11-2011, 06:21:PM   #37
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hey man i did like u said
but all i get that if i just touch cpu player he get foul and i get yollow or red card
and when he fouled me the ref didnt give me any fouls at all
what is the problem ... !!!
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Old 02-11-2011, 07:48:PM   #38
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hey man i did like u said
but all i get that if i just touch cpu player he get foul and i get yollow or red card
and when he fouled me the ref didnt give me any fouls at all
what is the problem ... !!!
TRY adding these two to the product.ini:

To help with player collisions:

RULES_PLAYER_CONTACT_BONUS_POINTS = 10000 //Collisions will be called as fouls more.
I have tried smaller values for RULES_PLAYER_CONTACT_BONUS_POINTS (-10000 and 0), but no collisions were called.

COL_REACT_PLAYER_PLAYER = 175 //Fewer player-player collisions will result in fall downs. I have tried 200-1000 for COL_REACT_PLAYER_PLAYER, but in my opinion, the players become tanks.
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Old 02-11-2011, 07:58:PM   #39
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So Exocyst, if a string/statement is located in the exe, you can put it into the product.ini file and the game will read it? I have been looking through the .exe when I have down time at work, and there are some interesting strings here, but I am not sure how to test it? If it is a matter of putting it into the ini file and giving it a value, then great.

Do you also know if higher values can actually be read (10000 or 1000000) or does that not work? In simpler terms does it only read a value of 0/1 - 100 or will it read larger numbers as seen above?

Thanks if you can help.
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Old 02-11-2011, 09:17:PM   #40
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So Exocyst, if a string/statement is located in the exe, you can put it into the product.ini file and the game will read it? I have been looking through the .exe when I have down time at work, and there are some interesting strings here, but I am not sure how to test it? If it is a matter of putting it into the ini file and giving it a value, then great.

Do you also know if higher values can actually be read (10000 or 1000000) or does that not work? In simpler terms does it only read a value of 0/1 - 100 or will it read larger numbers as seen above?

Thanks if you can help.
Each parameter seems to be distinct; in other words, it seems like there are many different values that work for individual parameters but they can be several orders of magnitude in difference. I think that if it is in the .EXE, then it may work, but it will not necessarily work.

I think you have to try scales like this for each parameter to find out what works:

-1000000
-100000
-10000
-1000
-100
-10
0
10
100
1000
10000
100000
1000000

On a side not, I saw that all of the body parts are listed in the .EXE, so maybe we could improve injuries by weakening the value of individual body parts so that injuries to those parts occur. It is something I want to try, so that I can break the computers legs when they dribble around too much
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Old 02-11-2011, 09:45:PM   #41
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Thanks my friend! Ha ha, the injury tuning could be nice. Perhaps after a couple of horror challenges, they will stop doing that!

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Old 03-11-2011, 12:47:AM   #42
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Quote:
Originally Posted by Exocyst View Post
TRY adding these two to the product.ini:

To help with player collisions:

RULES_PLAYER_CONTACT_BONUS_POINTS = 10000 //Collisions will be called as fouls more.
I have tried smaller values for RULES_PLAYER_CONTACT_BONUS_POINTS (-10000 and 0), but no collisions were called.

COL_REACT_PLAYER_PLAYER = 175 //Fewer player-player collisions will result in fall downs. I have tried 200-1000 for COL_REACT_PLAYER_PLAYER, but in my opinion, the players become tanks.
thx man i will try it but do i add them anywhere in product.ini file or in a specific place
and another thing i play the game on slow speed but i feel like i play on high speed is there anything to do to slow down game speed
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Old 03-11-2011, 11:17:PM   #43
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thx man i will try it but do i add them anywhere in product.ini file or in a specific place
and another thing i play the game on slow speed but i feel like i play on high speed is there anything to do to slow down game speed
I agree with you that slow feels way to fast for my liking too. Here is what I did to fix it:

FOR SLOWING DOWN PLAY:
Human slider:
Speed: 47
Acceleration: 47
Pass Error: 51
Pass Speed: 47
Man Marking: 75

CPU slider:
Speed: 46
Acceleration: 46
Pass Error: 55
Pass Speed: 47
Man Marking: 63

The speed reduction helps to slow things down so that you can actually dribble around a bit. I have finally finished some sections of the product.ini. I will post them in "sections" (Error-prone play, Collision management, Foul-calling, and CPU behavior) later this evening with a description of the ranges I tried and the effects they create.
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Old 04-11-2011, 01:54:AM   #44
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Originally Posted by Exocyst View Post
I agree with you that slow feels way to fast for my liking too. Here is what I did to fix it:

FOR SLOWING DOWN PLAY:
Human slider:
Speed: 47
Acceleration: 47
Pass Error: 51
Pass Speed: 47
Man Marking: 75

CPU slider:
Speed: 46
Acceleration: 46
Pass Error: 55
Pass Speed: 47
Man Marking: 63

The speed reduction helps to slow things down so that you can actually dribble around a bit. I have finally finished some sections of the product.ini. I will post them in "sections" (Error-prone play, Collision management, Foul-calling, and CPU behavior) later this evening with a description of the ranges I tried and the effects they create.
thats great i will try them
and i will be waitin ur product.ini
thx bro
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Old 04-11-2011, 02:18:AM   #45
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Each parameter seems to be distinct; in other words, it seems like there are many different values that work for individual parameters but they can be several orders of magnitude in difference. I think that if it is in the .EXE, then it may work, but it will not necessarily work.
only codes in CAPITAL letters are actually functioning code.

as dude said above he found body parts in the exe, they are useless you cant just copy & paste anything you find in the exe & expect it to do something.

honestly if you have no idea what you are looking for in the exe you are basically wasting your time, there is too much in there that does nothing & too little that effects the game.

nothing w/ AUDIO_ in front of it works either, its not ai related its commentary related.

yes some codes have values ranging from x to x but some are basically on/off, 0/1 codes & they all have an unknown original value.

i have a full list of code i have been contemplating releasing to you guys to play w/ to better your gameplay, i have just been waiting to see if someone was actually looking for them.
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