The purpose of making this thread is to share some of the private discussions I have been having with other users on how to achieve aggressive CPU defensive play.
1st, I suggest you download FidelGameplay's excellent Gameplay evolution tool
From there, here is what I have found that can achieve increased Defensive aggressiveness:
Below, I'll give you a step-by-step of the changes I made to FidelGameplay's version, so you can determine for yourself what you want to change.
But First, Slider Changes
I found that adjusting these USER and CPU sliders improves the nature of defending.
Def Line Height: 40
Def Line Width: 42
Def Line Length: 45
Def marking: 70
Injury Frequency: 90 //So, you see tired player cramping
Injury Severity: 30 //So, that you see cramping but not frequent long injuries
CPU slider specific values:
Speed: 49 // To take away the speed boost the CPU gets on legendary
Acceleration: 49 // To take away the acceleration boost on legendary
This small reduction lets your fast players run by slow CPU players on legendary, and also gives you just the time you need to compete with the CPU for headers.
Pass Error: 51 (for good teams Chelsea, Man U, etc.) 53 (average teams) 56 (poor teams)
Also, I increase CPU run frequency to 53-55 for really attacking teams. These small increases in pass error causes the ball to bounce more and when combined with the poor first touch adjustment (see below under product.ini changes) leads to more collision events and hence fouls and injuries.
Also, I increase CPU Fullback height for teams that use them as wingers (Chelsea, Man U) to achieve a more unique experience for each team I play.
PRODUCT.INI changes to FidelGameplay's gameplay evolution 2.0 file
First, I "commented" these lines by adding // because it makes all the players act the same, and I like how some players on the cpu and human teams are lazy.
//DB_WORK_RATE_ATTACKING = 60
//DB_WORK_RATE_DEFENDING = 60
//DB_PLAYER_WORK_RATE_ATTACKING = 60
//DB_PLAYER_WORK_RATE_DEFENDING = 70
Then, I uncommented and activated this one to turn on the impact engine (you do get some weird animations--I'm guessing this is a beta feature at present), but overall I like the aerial challenges you see.
USE_WARP_CONTACT_PLANE = 1
Then, uncommented this section which is also a beta feature that causes more poor touches by CPU and human:
USE_WARP_BALLTOUCH = 1
CONTEXT_EFFECT_BALL_BOUNCE_OVERRIDE = 0.24
FIRST_TOUCH_BALL_FEINT_SPEED_SCALE = 0.21
FIRST_TOUCH_DIFFANGLE_EFFECT_MIN_RATE = 0.32
FIRST_TOUCH_BALL_OUT_SPEED_SCALE_MIN = 0.6
FIRST_TOUCH_MINIMUM_BALL_OUT_SPEED = 0.31
ADDITIONAL_ROLL_SPIN_MULTIPLIER = 0.1666
I commented out this section because it just makes it easy for the user to tackle. The lower you set these values, the lower the thresh hold will be to complete a perfect tackle will be.
//SKILLS_SLIDING_TACKLE = 85
//SKILLS_STANDING_TACKLE = 80
I changed this value from 90 to 80 reduce the threshold for aggressive behavior (Do I have this backwards? i.e. is Greater = to more aggressive?)
MENTAL_AGGRESSION = 80
I changed this value to 50 reduce the threshold for exhibiting physical dive-in tackling behavior.
PHYSICAL_DIVES_INTO_TACKLES = 50
These adjustments will increase the error prone nature of play.
This helps to keep the score down on legendary mode during long 10-15 minute half games:
SHOT_ATTRIBUTE_POWER_SHOT_ACCURACY = 0.65 //This affects User and CPU
SHOT_ATTRIBUTE_FINISHING = 0.75 //This affects User and CPU
This makes long passing more difficult for human and CPU and gives you time to jockey on long balls:
PASS_ATTRIBUTE_LONG_PASS_SPEED = 0.7 //This is the same in Fidel's 2.0
PASS_ATTRIBUTE_LONG_PASSING = 0.6 //This is the same in Fidel's 2.0
This makes short passing more difficult for human and CPU, which creates more collision events (potential fouls) as passes are nearer to defenders:
PASS_ATTRIBUTE_SHORT_PASS_SPEED = 0.7 //This affects User and CPU
PASS_ATTRIBUTE_SHORT_PASSING = 0.6 //This affects User and CPU
I reduced this from 1.5 to 1.2 so that some players are not maximally aggressive, but increasing this value to 2.5 will make the CPU lunge in a lot:
PLAYER_ATTRIBUTE_AGGRESSION = 1.2
I added this part to scale down the ability of tacklers. Poor tackling ability equals more fouls (and penalties):
PLAYER_ATTRIBUTE_STANDING_TACKLE = 0.6 //affects both cpu and human
PLAYER_ATTRIBUTE_SLIDING_TACKLE = 0.8 //affects both cpu and human
I am still tweaking this part because I haven't noticed much changes in gameplay (I think that these values need to add up to 100 or they're discarded), but I suggest you try mine and Fidel's values yourself and let me know what you think. Please post if you find something useful to increase slide tackles and lunging in by increasing or decreasing these values.
//DIVES_INTO_TACKLES = 90 //Fidel's value
DIVES_INTO_TACKLES = 20 //My value
//STANDING_TACKLE = 79 //Fidel's value
STANDING_TACKLE = 40 //My value
//SLIDING_TACKLE = 82 //Fidel's value
SLIDING_TACKLE = 40 //My value
I turned this on because real players are whiners
ARGUES_WITH_OFFICIALS = 1
I adjusted these values so the CPU would use more hold up play because I was tired of chasing them around:
AI_SKILLMOVES_PERCENT = 90 //Unchanged, Fidel's value
AI_FREESTYLE_PERCENT = 95 //Increased, so player will hold the ball up more
AI_SPRINTDRIBBLE_PERCENT = 75 //Decreased to reduce time spent chasing the computer on those long, winding runs into midfield
I adjusted the bottom half of this table so that teams that in the premier league but who have lesser quality play like it:
OVERALL_RATING_DIFF_0 = -25 // Human 25pts worse than CPU
OVERALL_RATING_DIFF_1 = -20 // Human 20pts worse than CPU
OVERALL_RATING_DIFF_2 = -15 // Human 15pts worse than CPU
OVERALL_RATING_DIFF_3 = -10 // Human 10pts worse than CPU
OVERALL_RATING_DIFF_4 = -7 // Human 7pts worse than CPU
OVERALL_RATING_DIFF_5 = -5 // Human 5pts worse than CPU
OVERALL_RATING_DIFF_6 = -4 // Human 4pts worse than CPU
OVERALL_RATING_DIFF_7 = -3 // Human 3pts worse than CPU
OVERALL_RATING_DIFF_8 = -2 // Human 2pts worse than CPU
OVERALL_RATING_DIFF_9 = -1 // Human 1pt worse than CPU
OVERALL_RATING_DIFF_10 = 0
OVERALL_RATING_DIFF_11 = 2 // Human 2pts better than CPU
OVERALL_RATING_DIFF_12 = 4 // Human 4pts better than CPU
OVERALL_RATING_DIFF_13 = 6 // Human 6pts better than CPU
OVERALL_RATING_DIFF_14 = 8 // Human 8pts better than CPU
OVERALL_RATING_DIFF_15 = 10 // Human 10pts better than CPU
OVERALL_RATING_DIFF_16 = 14 // Human 14pts better than CPU
OVERALL_RATING_DIFF_17 = 20 // Human 20pts better than CPU
OVERALL_RATING_DIFF_18 = 30 // Human 30pts better than CPU
OVERALL_RATING_DIFF_19 = 40 // Human 40pts better than CPU
OVERALL_RATING_DIFF_20 = 50 // Human 50pts better than CPU
// 100 represents one full difficulty level Legendary <-> World class
// negative reduces the difficulty
// positive increase the difficulty
DIFFICULTY_MODIFIER_0 = 100 // Increase difficulty 100%
DIFFICULTY_MODIFIER_1 = 100 // Increase difficulty 100%
DIFFICULTY_MODIFIER_2 = 100 // Increase difficulty 100%
DIFFICULTY_MODIFIER_3 = 75 // Increase difficulty 75%
DIFFICULTY_MODIFIER_4 = 60 // Increase difficulty 60%
DIFFICULTY_MODIFIER_5 = 50 // Increase difficulty 50%
DIFFICULTY_MODIFIER_6 = 40 // Increase difficulty 40%
DIFFICULTY_MODIFIER_7 = 30 // Increase difficulty 30%
DIFFICULTY_MODIFIER_8 = 20 // Increase difficulty 20%
DIFFICULTY_MODIFIER_9 = 10 // Increase difficulty 10%
DIFFICULTY_MODIFIER_10 = 0
DIFFICULTY_MODIFIER_11 = -20 // Decrease difficulty 20%
DIFFICULTY_MODIFIER_12 = -40 // Decrease difficulty 40%
DIFFICULTY_MODIFIER_13 = -60 // Decrease difficulty 60%
DIFFICULTY_MODIFIER_14 = -80 // Decrease difficulty 80%
DIFFICULTY_MODIFIER_15 = -100 // Decrease difficulty 100%
DIFFICULTY_MODIFIER_16 = -100 // Decrease difficulty 100%
DIFFICULTY_MODIFIER_17 = -100 // Decrease difficulty 100%
DIFFICULTY_MODIFIER_18 = -100 // Decrease difficulty 100%
DIFFICULTY_MODIFIER_19 = -100 // Decrease difficulty 100%
DIFFICULTY_MODIFIER_20 = -100 // Decrease difficulty 100%
If you think I have explained something wrong please educate me (and everyone else as to how you think it works).
If anyone has a full list of commands that can be passed to the game through the product.ini, then please share as that would greatly assist us as we each attempt to customize the game for our own unique preference.
1st, I suggest you download FidelGameplay's excellent Gameplay evolution tool
From there, here is what I have found that can achieve increased Defensive aggressiveness:
Below, I'll give you a step-by-step of the changes I made to FidelGameplay's version, so you can determine for yourself what you want to change.
But First, Slider Changes
I found that adjusting these USER and CPU sliders improves the nature of defending.
Def Line Height: 40
Def Line Width: 42
Def Line Length: 45
Def marking: 70
Injury Frequency: 90 //So, you see tired player cramping
Injury Severity: 30 //So, that you see cramping but not frequent long injuries
CPU slider specific values:
Speed: 49 // To take away the speed boost the CPU gets on legendary
Acceleration: 49 // To take away the acceleration boost on legendary
This small reduction lets your fast players run by slow CPU players on legendary, and also gives you just the time you need to compete with the CPU for headers.
Pass Error: 51 (for good teams Chelsea, Man U, etc.) 53 (average teams) 56 (poor teams)
Also, I increase CPU run frequency to 53-55 for really attacking teams. These small increases in pass error causes the ball to bounce more and when combined with the poor first touch adjustment (see below under product.ini changes) leads to more collision events and hence fouls and injuries.
Also, I increase CPU Fullback height for teams that use them as wingers (Chelsea, Man U) to achieve a more unique experience for each team I play.
PRODUCT.INI changes to FidelGameplay's gameplay evolution 2.0 file
First, I "commented" these lines by adding // because it makes all the players act the same, and I like how some players on the cpu and human teams are lazy.
//DB_WORK_RATE_ATTACKING = 60
//DB_WORK_RATE_DEFENDING = 60
//DB_PLAYER_WORK_RATE_ATTACKING = 60
//DB_PLAYER_WORK_RATE_DEFENDING = 70
Then, I uncommented and activated this one to turn on the impact engine (you do get some weird animations--I'm guessing this is a beta feature at present), but overall I like the aerial challenges you see.
USE_WARP_CONTACT_PLANE = 1
Then, uncommented this section which is also a beta feature that causes more poor touches by CPU and human:
USE_WARP_BALLTOUCH = 1
CONTEXT_EFFECT_BALL_BOUNCE_OVERRIDE = 0.24
FIRST_TOUCH_BALL_FEINT_SPEED_SCALE = 0.21
FIRST_TOUCH_DIFFANGLE_EFFECT_MIN_RATE = 0.32
FIRST_TOUCH_BALL_OUT_SPEED_SCALE_MIN = 0.6
FIRST_TOUCH_MINIMUM_BALL_OUT_SPEED = 0.31
ADDITIONAL_ROLL_SPIN_MULTIPLIER = 0.1666
I commented out this section because it just makes it easy for the user to tackle. The lower you set these values, the lower the thresh hold will be to complete a perfect tackle will be.
//SKILLS_SLIDING_TACKLE = 85
//SKILLS_STANDING_TACKLE = 80
I changed this value from 90 to 80 reduce the threshold for aggressive behavior (Do I have this backwards? i.e. is Greater = to more aggressive?)
MENTAL_AGGRESSION = 80
I changed this value to 50 reduce the threshold for exhibiting physical dive-in tackling behavior.
PHYSICAL_DIVES_INTO_TACKLES = 50
These adjustments will increase the error prone nature of play.
This helps to keep the score down on legendary mode during long 10-15 minute half games:
SHOT_ATTRIBUTE_POWER_SHOT_ACCURACY = 0.65 //This affects User and CPU
SHOT_ATTRIBUTE_FINISHING = 0.75 //This affects User and CPU
This makes long passing more difficult for human and CPU and gives you time to jockey on long balls:
PASS_ATTRIBUTE_LONG_PASS_SPEED = 0.7 //This is the same in Fidel's 2.0
PASS_ATTRIBUTE_LONG_PASSING = 0.6 //This is the same in Fidel's 2.0
This makes short passing more difficult for human and CPU, which creates more collision events (potential fouls) as passes are nearer to defenders:
PASS_ATTRIBUTE_SHORT_PASS_SPEED = 0.7 //This affects User and CPU
PASS_ATTRIBUTE_SHORT_PASSING = 0.6 //This affects User and CPU
I reduced this from 1.5 to 1.2 so that some players are not maximally aggressive, but increasing this value to 2.5 will make the CPU lunge in a lot:
PLAYER_ATTRIBUTE_AGGRESSION = 1.2
I added this part to scale down the ability of tacklers. Poor tackling ability equals more fouls (and penalties):
PLAYER_ATTRIBUTE_STANDING_TACKLE = 0.6 //affects both cpu and human
PLAYER_ATTRIBUTE_SLIDING_TACKLE = 0.8 //affects both cpu and human
I am still tweaking this part because I haven't noticed much changes in gameplay (I think that these values need to add up to 100 or they're discarded), but I suggest you try mine and Fidel's values yourself and let me know what you think. Please post if you find something useful to increase slide tackles and lunging in by increasing or decreasing these values.
//DIVES_INTO_TACKLES = 90 //Fidel's value
DIVES_INTO_TACKLES = 20 //My value
//STANDING_TACKLE = 79 //Fidel's value
STANDING_TACKLE = 40 //My value
//SLIDING_TACKLE = 82 //Fidel's value
SLIDING_TACKLE = 40 //My value
I turned this on because real players are whiners
ARGUES_WITH_OFFICIALS = 1
I adjusted these values so the CPU would use more hold up play because I was tired of chasing them around:
AI_SKILLMOVES_PERCENT = 90 //Unchanged, Fidel's value
AI_FREESTYLE_PERCENT = 95 //Increased, so player will hold the ball up more
AI_SPRINTDRIBBLE_PERCENT = 75 //Decreased to reduce time spent chasing the computer on those long, winding runs into midfield
I adjusted the bottom half of this table so that teams that in the premier league but who have lesser quality play like it:
OVERALL_RATING_DIFF_0 = -25 // Human 25pts worse than CPU
OVERALL_RATING_DIFF_1 = -20 // Human 20pts worse than CPU
OVERALL_RATING_DIFF_2 = -15 // Human 15pts worse than CPU
OVERALL_RATING_DIFF_3 = -10 // Human 10pts worse than CPU
OVERALL_RATING_DIFF_4 = -7 // Human 7pts worse than CPU
OVERALL_RATING_DIFF_5 = -5 // Human 5pts worse than CPU
OVERALL_RATING_DIFF_6 = -4 // Human 4pts worse than CPU
OVERALL_RATING_DIFF_7 = -3 // Human 3pts worse than CPU
OVERALL_RATING_DIFF_8 = -2 // Human 2pts worse than CPU
OVERALL_RATING_DIFF_9 = -1 // Human 1pt worse than CPU
OVERALL_RATING_DIFF_10 = 0
OVERALL_RATING_DIFF_11 = 2 // Human 2pts better than CPU
OVERALL_RATING_DIFF_12 = 4 // Human 4pts better than CPU
OVERALL_RATING_DIFF_13 = 6 // Human 6pts better than CPU
OVERALL_RATING_DIFF_14 = 8 // Human 8pts better than CPU
OVERALL_RATING_DIFF_15 = 10 // Human 10pts better than CPU
OVERALL_RATING_DIFF_16 = 14 // Human 14pts better than CPU
OVERALL_RATING_DIFF_17 = 20 // Human 20pts better than CPU
OVERALL_RATING_DIFF_18 = 30 // Human 30pts better than CPU
OVERALL_RATING_DIFF_19 = 40 // Human 40pts better than CPU
OVERALL_RATING_DIFF_20 = 50 // Human 50pts better than CPU
// 100 represents one full difficulty level Legendary <-> World class
// negative reduces the difficulty
// positive increase the difficulty
DIFFICULTY_MODIFIER_0 = 100 // Increase difficulty 100%
DIFFICULTY_MODIFIER_1 = 100 // Increase difficulty 100%
DIFFICULTY_MODIFIER_2 = 100 // Increase difficulty 100%
DIFFICULTY_MODIFIER_3 = 75 // Increase difficulty 75%
DIFFICULTY_MODIFIER_4 = 60 // Increase difficulty 60%
DIFFICULTY_MODIFIER_5 = 50 // Increase difficulty 50%
DIFFICULTY_MODIFIER_6 = 40 // Increase difficulty 40%
DIFFICULTY_MODIFIER_7 = 30 // Increase difficulty 30%
DIFFICULTY_MODIFIER_8 = 20 // Increase difficulty 20%
DIFFICULTY_MODIFIER_9 = 10 // Increase difficulty 10%
DIFFICULTY_MODIFIER_10 = 0
DIFFICULTY_MODIFIER_11 = -20 // Decrease difficulty 20%
DIFFICULTY_MODIFIER_12 = -40 // Decrease difficulty 40%
DIFFICULTY_MODIFIER_13 = -60 // Decrease difficulty 60%
DIFFICULTY_MODIFIER_14 = -80 // Decrease difficulty 80%
DIFFICULTY_MODIFIER_15 = -100 // Decrease difficulty 100%
DIFFICULTY_MODIFIER_16 = -100 // Decrease difficulty 100%
DIFFICULTY_MODIFIER_17 = -100 // Decrease difficulty 100%
DIFFICULTY_MODIFIER_18 = -100 // Decrease difficulty 100%
DIFFICULTY_MODIFIER_19 = -100 // Decrease difficulty 100%
DIFFICULTY_MODIFIER_20 = -100 // Decrease difficulty 100%
If you think I have explained something wrong please educate me (and everyone else as to how you think it works).
If anyone has a full list of commands that can be passed to the game through the product.ini, then please share as that would greatly assist us as we each attempt to customize the game for our own unique preference.