Okay, Here is what I have been working on to make the game more error prone, So that gameplay feels more dynamic and life-like.
Code:
//-------------------------------------------
//Increase Error-prone nature of play Section
//-------------------------------------------
// ---------PASS/SHOT ERROR---------
//THESE Values affect CPU and USER
[]
SHOT_ATTRIBUTE_POWER_SHOT_ACCURACY = 0.50 //Scale of driven (laces) shot accuracy.
//Small = less accurate. Usuable range: 0.1 - 1.5
SHOT_ATTRIBUTE_FINISHING = 0.60 //Scale of Finishing (side foot) accuracy.
//Small = less accurate. Usuable range: 0.1 - 1.5
PASS_ATTRIBUTE_LONG_PASS_SPEED = 0.6 //Scale of long passing speed. Small = slow.
//Helpful for scaling pass speed if
//you use sliders to reduce player speed.
//Usuable range: 0.1 - 1.5
PASS_ATTRIBUTE_LONG_PASSING = 0.6 //Scale of long passing accuracy.
//Small = less accurate. Usuable range: 0.1 - 1.5
PASS_ATTRIBUTE_GK_KICKING = 0.8 //Scale of GK's Kicking (1st touch kicks).
//Small = less accurate. Usuable range: 0.1 - 1.5
PASS_ATTRIBUTE_CROSSING = 0.8 //Scale of Cross accuracy. Small = less accurate.
//Usuable range: 0.1 - 1.5
// ---------BALL TOUCHING---------
//THESE Values affect CPU and USER, but may alter USER touches more than the CPU because the CPU scales
//it's touches more accurately: it uses numbers instead of thumbs and an analog joystick
[]
USE_WARP_BALLTOUCH = 1
CONTEXT_EFFECT_BALL_BOUNCE_OVERRIDE = 0.18 //Ball bounce effect on 1st touch and ball flicks.
//Set lower for easier control, higher for more difficult.
//Usuable range: 0.15 - 0.65
FIRST_TOUCH_BALL_FEINT_SPEED_SCALE = 0.7 //Feint Turn around speed set lower for more difficulty,
//higher for less difficulty.
//Usable range: 0.3 - 1.0
FIRST_TOUCH_DIFFANGLE_EFFECT_MIN_RATE = 0.36 //Error of off-angle ball flicks. Set higher for more
//difficulty, lower for less difficulty.
//Usable range: 0.15 - 0.65
//FIRST_TOUCH_DIFFANGLE_EFFECT_MIN_ANGLE = //UNTESTED: Future work
FIRST_TOUCH_BALL_OUT_SPEED_SCALE_MIN = 0.20 //Minimum Speed scaling of first touch flicks.
//Set higher for bigger minimum flick.
//Usuable range 0.1 - 0.4
FIRST_TOUCH_BALL_OUT_SPEED_SCALE_MAX = 0.8 //Maximum Speed scaling of first touch flicks.
//Set higher for bigger flicks to be allowed.
//Usuable range: 0.6 - 0.9
FIRST_TOUCH_MINIMUM_BALL_OUT_SPEED = 0.16 //Minimum magnitude of velocity on 1st touches.
//Set lower for easier, set higher for more difficult.
//Usable range: 0.1 - 0.5
ADDITIONAL_ROLL_SPIN_MULTIPLIER = 0.22 //Ball spin weirdness multiplier on touches.
//Set lower for easier control
//Usuable range: 0.125 - 1.25
USE_PK_EFFORT = 1 //TESTING: I think players will try to win a PK
//LOOSEBALL_DECREASE_RATE = 2.0 //TESTING: started at 0.25, 0.15 was good *NOT READY
//LOOSEBALL_INCREASE_RATE = 0.1 //TESTING: started at 0.25, 0.5 was good *NOT READY
NEW_TRAPPING = 1 //TESTING: subtle change to trap style.
//If you use the Left stick more slightly to move,
//they will keep the ball between their feet (I like it)
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.
You underestimate the value of brute-force effort! Here is my process:
1st, -/+ 10^3 progression series
2nd, -/+ 25% progression series around values with effect
3rd, Fine-tuning around the median acceptable value.
But, I agree about the body parts. That looks like a dead end (sadly), but maybe their is table somewhere to edit.....
Quote:
Originally Posted by regularcat
nothing w/ AUDIO_ in front of it works either, its not ai related its commentary related.
This is nice to know.
Quote:
Originally Posted by regularcat
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.
We're all looking, so I'm sure if you make such a thread it WILL be read and enjoyed by most!
Cheers Regularcat, thanks for keeping the boards civil.
But wait, there's more here is the foul calling section:
Code:
//------------------------------------------------
//Increase Fouls committed and control their calls
//------------------------------------------------
// ---------TACKLING BEHAVIOR---------
//THESE Values affect CPU and USER
[]
AI_NO_SLIDE_TACKLE = 0 //In case the game defaults to NO_SLIDE_TACKLE
ALLOW_TACKLE_FROM_BEHIND_WHEN_AGGRESSIVE = 1 //In case the game defaults to NO TACKLE FROM BEHIND
PLAYER_ATTRIBUTE_STANDING_TACKLE = 0.8 //Scale up/down standing tackling ability of all players.
//Set lower for poorer tackling.
//Usable Range: 0.1 - 1.5
PLAYER_ATTRIBUTE_SLIDING_TACKLE = 0.85 //Scale up/down slide tackling ability of all players.
//Set lower for poorer tackling.
//Usable Range: 0.1 - 1.5
// ---------TACKLING CHOICE---------
//THESE Values affect CPU and USER-AI players tackling choices
DIVES_INTO_TACKLES = 25 //These three add up to 100. Usable Range: 1 - 100
STANDING_TACKLE = 15 //These three add up to 100. Usable Range: 1 - 100
SLIDING_TACKLE = 60 //These three add up to 100. Usable Range: 1 - 100
PHYSICAL_DIVER = 75 //This is a threshold for diving behavior
//(100 normal, 60 = more diving)
PHYSICAL_DIVES_INTO_TACKLES = 60 //This is the threshold for being a physical player who dives into tackles.
//Lower equals weaker players will do this.
//Usuable range: 50 - 100
DB_TRAIT_ARGUES_WITH_OFFICIALS = 1 //All modern players whine when the call goes against them
//PLAYER_ATTRIBUTE_AGGRESSION = 1.25 //Scale up the aggression of players. Unnecessary modifier at present
//MENTAL_AGGRESSION = 120 //Change the aggression of players. I don't prefer this.
// ---------IMPACT ENGINE TWEAKING---------
//THESE Values affect CPU and USER-AI players tackling choices
[]
USE_WARP_CONTACT_PLANE = 1 //Enable experimental impact engine. Usable Range: {0,1}
ENABLE_ANTPHYSICS = 1 //Enable experimental physics engine. Usable Range: {0,1}
ENABLE_PHYSICAL_PLAY_PUSH_PULL = 1 //Enable push-pull struggles. Usable Range: {0,1}
RULES_PLAYER_CONTACT_BONUS_POINTS = 5 //EXPERIMENTAL: More foul calls when low.
//All non-zero values belown 10,000 appear to have the same effect.
//COL_REACT_BALL_PLAYER = 15 //EXPERIMENTAL: Trying linear +25 add series from 0 - 250
COL_REACT_PLAYER_PLAYER = 160 //EXPERIMENTAL: PLAYER REACTION to Player-Player impacts.
//Higher makes them tanks, lower makes them a house of cards.
//Usable Range: 125 - 250
COLLISIONS_HIT_REACTION = 85 //EXPERIMENTAL: Threshold Value for collision to cause stumble/fall
//Current testing range: 25 - 225
JOSTLE_COLLISIONS = 50 //EXPERIMENTAL: Trying linear +25 add series from 0 - 250
// ---------FOUL CALLING PARAMETERS---------
//THESE Values affect CPU and USER
[]
USE_FIFA09_FOUL = 0 //Use FIFA09 foul calling. Acceptable values: {0,1}.
//Try both 0 and 1 and see what you like.
//I prefer USE_FIFA09_FOUL = 0 when using below parameters:
//Attacking half Foul-calling. Each half of the field could add to 100. TOTAL =90, so 10 % missed:
FOULED_NO_CARD_ATTACKING_3RD = 20 //
FOULED_YELLOW_CARD_ATTACKING_3RD = 45 //
FOULED_RED_CARD_ATTACKING_3RD = 25 //
//Defending half Foul-calling. Each half of the field could add to 100. TOTAL =90, so 10 % missed:
FOULED_NO_CARD_DEFENDING_3RD = 35 //
FOULED_YELLOW_CARD_NON_ATTACKING_3RD = 35 //
FOULED_RED_CARD_NON_ATTACKING_3RD = 20 //
//FOUL_INP = //FUTURE TEST: FOUL in-possesion
//FOUL_OOP = //FUTURE TEST: FOUL out-of-possesion
REFEREE_FOUL_STRICTNESS_OVERRIDE = 2 //Override referee foul strictness. 0: lenient, 2: Strict.
//Usable values: {0,1,2}
//REFEREE_CARD_STRICTNESS_OVERRIDE = 2 //Override referee card strictness. 0: lenient, 2: Strict.
//Usable values: {0,1,2}
PHYSICS_CAN_INVALIDATE_HAND_TOUCHES = 1 //Saved a few handball's, but doesn't remove bad penalties.
//Usable values: {0,1}
By the way I'm sure bits and pieces of this may have been described and even published elsewhere, but the true value of information is in sharing how it works. Full credit to the discoverers and feel free to post here and claim you credit if you feel you deserve something. But if needed, I'll be happy to post the HEX address for all the codes I just posted.
Also, PLEASE contribute if you know something about tweaking game values, so that we can all personalize our experience. There is no way that one set of values will ever suit all gamers.
Cheers to all those who love customizing their own unique FIFA experience.
Okay, Here is what I have been working on to make the game more error prone, So that gameplay feels more dynamic and life-like.
i have done exactly what you are trying to do through ini editing & db edits.
the 2 go hand in hand, you cannot have a realistic gameplay experience w/o editing both.
Quote:
Originally Posted by Exocyst
You underestimate the value of brute-force effort! Here is my process:
1st, -/+ 10^3 progression series
2nd, -/+ 25% progression series around values with effect
3rd, Fine-tuning around the median acceptable value.
no i understand brute force, but we arent cracking a winrar password.
Quote:
Originally Posted by Exocyst
But, I agree about the body parts. That looks like a dead end (sadly), but maybe their is table somewhere to edit.....
Quote:
Originally Posted by Exocyst
This is nice to know.
yea i guess you just deleted the pm i sent you, i explained this already to you.
Quote:
Originally Posted by Exocyst
We're all looking, so I'm sure if you make such a thread it WILL be read and enjoyed by most!
usually happens but its just too hard to make a gameplay everyone likes, since everyone plays differently, so i have been working for myself to better my game.
Quote:
Originally Posted by Exocyst
// ---------PASS/SHOT ERROR---------
//THESE Values affect CPU and USER
[]
SHOT_ATTRIBUTE_POWER_SHOT_ACCURACY = 0.50 //Scale of driven (laces) shot accuracy.
//Small = less accurate. Usuable range: 0.1 - 1.5
SHOT_ATTRIBUTE_FINISHING = 0.60 //Scale of Finishing (side foot) accuracy.
//Small = less accurate. Usuable range: 0.1 - 1.5
PASS_ATTRIBUTE_LONG_PASS_SPEED = 0.6 //Scale of long passing speed. Small = slow.
//Helpful for scaling pass speed if
//you use sliders to reduce player speed.
//Usuable range: 0.1 - 1.5
PASS_ATTRIBUTE_LONG_PASSING = 0.6 //Scale of long passing accuracy.
//Small = less accurate. Usuable range: 0.1 - 1.5
PASS_ATTRIBUTE_GK_KICKING = 0.8 //Scale of GK's Kicking (1st touch kicks).
//Small = less accurate. Usuable range: 0.1 - 1.5
PASS_ATTRIBUTE_CROSSING = 0.8 //Scale of Cross accuracy. Small = less accurate.
//Usuable range: 0.1 - 1.5
these are exactly what these do, why dont you search SKILLS_ in the exe & you find all the trait values that you can edit to make every player who has that trait play beyond or below his "ea" play.
Quote:
Originally Posted by Exocyst
CONTEXT_EFFECT_BALL_BOUNCE_OVERRIDE = 0.18 //Ball bounce effect on 1st touch and ball flicks.
this is from last year sir, its not in the exe & will & doesnt not work.
Quote:
Originally Posted by Exocyst
// ---------TACKLING CHOICE---------
//THESE Values affect CPU and USER-AI players tackling choices
DIVES_INTO_TACKLES = 25 //These three add up to 100. Usable Range: 1 - 100
STANDING_TACKLE = 15 //These three add up to 100. Usable Range: 1 - 100
SLIDING_TACKLE = 60 //These three add up to 100. Usable Range: 1 - 100
i dont think you are seeing results w/ these.
you will only see results if those have 1 of these 3 in front of them.
SKILLS_
PHYSICAL_
MENTAL_
Last edited by regularcat; 04-11-2011 at 02:50:AM.
you will only see results if those have 1 of these 3 in front of them.
SKILLS_
PHYSICAL_
MENTAL_
Perhaps you are right, but I suggest you try these three adding up to 100. When I tried other crazy big/small values it had no effect, but the key was add to 100. I get a lot of CPU slide tackles when I adjust them, but I could be fooling myself (which is easy to do 8) )
When I adjust the SKILLS_ variables it just affects the my ability to do the things, and not so much CPU behavior. Do you get it to affect CPU behavior?
Have you tried messing with this?
KNOCK_ON_NUTMEG = 10000
CONTEXT_EFFECT_BALL_BOUNCE_OVERRIDE = 0.18
this is from last year sir, its not in the exe & will & doesnt not work.
Nice to know. Isn't helping fun?
I must have fooled myself. I though at 0.72 I was seeing massive chest bounces, but so many co-variant variables...., it is hard to make sense some times.
Also, I didn't delete your message. I just didn't want you to share anything with me that I would then be prevented from passing on. I wanted to find it on my own so I was free to give it away.
But if you are in the mood for giving, I think we would all benefit from your expertise.
sometimes, to be honest w/ you man its nice to see someone take the initiative like i have, it makes me feel very good & actually want to be involved in something other than someone saying give me your gameplay.
Quote:
Originally Posted by Exocyst
I must have fooled myself. I though at 0.72 I was seeing massive chest bounces, but so many co-variant variables...., it is hard to make sense some times.
its very easy to think you see something in game, over the years i have learned tell what changes have been made in game & i can tell immediately if it does not.
best way to test this is to add the code, test it game, then remove the code & test w/ the same teams & play exactly the same way you did in your initial test.
if nothing substantial happens the code doesnt work.
Quote:
Originally Posted by Exocyst
Also, I didn't delete your message. I just didn't want you to share anything with me that I would then be prevented from passing on. I wanted to find it on my own so I was free to give it away.
i understand & respect that, but anything i tell you is for you to do as you please w/.
Quote:
Originally Posted by Exocyst
But if you are in the mood for giving, I think we would all benefit from your expertise.
yes i will be uploading a text file full of codes that function, i wont explain them not because i dont want to, its just to much to explain.
80% of the codes are pretty self explanatory.
Quote:
Originally Posted by Exocyst
Perhaps you are right, but I suggest you try these three adding up to 100. When I tried other crazy big/small values it had no effect, but the key was add to 100. I get a lot of CPU slide tackles when I adjust them, but I could be fooling myself (which is easy to do 8) )
i havent tried adding anything up to 100, but i can test it to verify for you if something actually changes in game.
Quote:
Originally Posted by Exocyst
When I adjust the SKILLS_ variables it just affects the my ability to do the things, and not so much CPU behavior. Do you get it to affect CPU behavior?
no it works for both human & cpu, skills are related to traits & attributes & they do work.
Quote:
Originally Posted by Exocyst
Have you tried messing with this?
KNOCK_ON_NUTMEG = 10000
I get more hilarious nutmegs with this one.
nothing of that sort is in the db.
i think you might be mistaken, if you found KNOCK_ON in the exe you cant just add NUTMEG & have it work.
Last edited by regularcat; 04-11-2011 at 03:49:AM.
I just focused on it because, well, everyone loves nutmegs. I did a logarithmic progression series on it, but I don't know if it is working well or not. But, I am SEEing a lot more Nutmegs, but Looking does tend to lead to more seeing.
As far as the body part business goes, when I set uber-high values for the body parts, they look like heavy weights during a collision. I think you can adjust the physics values of the body parts but their injur-a-bility is probably handled by a table somewhere. I did see such a table in data1.big, but I thought it was just for sim injuries.
There is KNOCK_ON_NUTMEG. It is within a section of touch types:
I just focused on it because, well, everyone loves nutmegs. I did a logarithmic progression series on it, but I don't know if it is working well or not. But, I am SEEing a lot more Nutmegs, but Looking does tend to lead to more seeing.
As far as the body part business goes, when I set uber-high values for the body parts, they look like heavy weights during a collision. I think you can adjust the physics values of the body parts but their injur-a-bility is probably handled by a table somewhere. I did see such a table in data1.big, but I thought it was just for sim injuries.
yea i seen the nutmeg, you put KNOCK_ON_NUTMEG when its KNOCKON_NUTMEG, i will test it.
i also tested your 3 params that equal 100 & set slide to 80 & the rest to 10, no change visible.
the body parts wont work, if you want to edit collisions & the impact made when colliding you edit these.
COL_REACT_BALL_PLAYER - reaction upon contact between player & ball
COL_REACT_PLAYER_PLAYER - reaction upon contact between players
COLLISIONS_HIT_REACTION - reactions that occur upon collisions
everything you need is in the exe, you wont find anything in any of the data bigs except 2 or 3 files i have tried endlessly to decompress, hex, you name it ive tried it.
COL_REACT_BALL_PLAYER - reaction upon contact between player & ball
COL_REACT_PLAYER_PLAYER - reaction upon contact between players
COLLISIONS_HIT_REACTION - reactions that occur upon collisions
1st, Thanks for all the advise. I really appreciate it. What about JOSTLE_COLLISIONS have you seen anything with this one? I can see why this would be a different parameter than COLLISIONS_HIT_REACTION because it is more "rubbing" than "smashing", in other words JOSTLE_COLLISIONS have a lower relative velocity between the two impacting masses than smash-up collisions.
Have you tried altering RULES_PLAYER_CONTACT_BONUS_POINTS at all? I saw some nice results around 1,000 to 10,000 when I just knocked it long and tried to win headers. It seemed to increase collision fouls, but I wish I had a proper range to work around this one.
Also, do you know anyway to fix out-of-possession foul calling? I can wipe guys out without the referee noticing off the ball.
I'm reading all with an awesome smile! Good work mates!!!
I will try the tweak for more red cards with these:
Code:
REFEREE_CARD_STRICTNESS_OVERRIDE = 2
//Attacking half Foul-calling. Each half of the field could add to 100. TOTAL =90, so 10 % missed:
FOULED_NO_CARD_ATTACKING_3RD = 1 //
FOULED_YELLOW_CARD_ATTACKING_3RD = 9 //
FOULED_RED_CARD_ATTACKING_3RD = 80 //
//Defending half Foul-calling. Each half of the field could add to 100. TOTAL =90, so 10 % missed:
FOULED_NO_CARD_DEFENDING_3RD = 1 //
FOULED_YELLOW_CARD_NON_ATTACKING_3RD = 9 //
FOULED_RED_CARD_NON_ATTACKING_3RD = 80 //
Hope see something...
Edit: I didn't see any improvement..and I tried to do a lot of fouls...
I'm reading all with an awesome smile! Good work mates!!!
I will try the tweak for more red cards with these:
Code:
REFEREE_CARD_STRICTNESS_OVERRIDE = 2
//Attacking half Foul-calling. Each half of the field could add to 100. TOTAL =90, so 10 % missed:
FOULED_NO_CARD_ATTACKING_3RD = 1 //
FOULED_YELLOW_CARD_ATTACKING_3RD = 9 //
FOULED_RED_CARD_ATTACKING_3RD = 80 //
//Defending half Foul-calling. Each half of the field could add to 100. TOTAL =90, so 10 % missed:
FOULED_NO_CARD_DEFENDING_3RD = 1 //
FOULED_YELLOW_CARD_NON_ATTACKING_3RD = 9 //
FOULED_RED_CARD_NON_ATTACKING_3RD = 80 //
Hope see something...
Edit: I didn't see any improvement..and I tried to do a lot of fouls...
Do you have USE_FIFA09_FOUL = 0 or 1 ?
In my experience, {0} is better for getting more collisions fouls called, but {1} is better for getting tackles called. Try both values if you like and post what you think the difference is (maybe we can learn something)
I started these values here last night FOUL_INP = 90, FOUL_OOP = 90. I suggest you try these, too, to see if it improves.