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Achieving Aggressive CPU defensive play with increased Fouling

Exocyst

Youth Team
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.
 

KaseyKeller

Youth Team
Excellent information and I will be sure to try it out and give feedback. It is refreshing to see somebody who is interested in a more community based approach to finding the best possible gameplay. The more information that is shared among modders, the better the end results will be.
 

Exocyst

Youth Team
jeffboon97;3134686 said:
So,Just Download Your Product.ini and paste it into FIFA 12> Game Folder > Regenerate?

If you have already installed FidelGameplay's Gamplay evolution 2.0plus then yes. Make sure you backup the original file first, but that should do it. Also, make sure you try the slider adjustments or the defending will be very poor because I took this bit out of FidelGameplay's version:
//DB_WORK_RATE_ATTACKING = 60
//DB_WORK_RATE_DEFENDING = 60
//DB_PLAYER_WORK_RATE_ATTACKING = 60
//DB_PLAYER_WORK_RATE_DEFENDING = 70

KaseyKeller;3134688 said:
Excellent information and I will be sure to try it out and give feedback. It is refreshing to see somebody who is interested in a more community based approach to finding the best possible gameplay. The more information that is shared among modders, the better the end results will be.

I agree that a community approach can be helpful KaseyKeller, but it is all down to keeping people interested and on topic. So, here's hoping...

I just realized that we can pass a command to the game to make the referee always exhibit high Foul strictness and high Card strictness. Part of the problem is that if you are playing with English teams the referees have low foul and card strictness. If someone could find the referees table in the fifa_ng_db.db (my work computer can't run DBM12) and tell me the column names for foul strictness and card strictness and the number values, I think we could make the game default to strict refereeing which should also increase free kicks and cards.
 

cubby

Youth Team
Like I mentioned in the PM, great job! Will definitely try this tonight and over the weekend to test things out. I thought about the referee's in the database and saw another mention somewhere that changing them all to strict in the database may help. I like the randomness where one is more strict then another and the different leagues do have have referees that call matches differently. It would be nice to keep this, while increasing the amount of calls accordingly.

I guess if nothing else can be done, perhaps this is the only way to go.....
 

Exocyst

Youth Team
cubby;3134728 said:
Like I mentioned in the PM, great job! Will definitely try this tonight and over the weekend to test things out. I thought about the referee's in the database and saw another mention somewhere that changing them all to strict in the database may help. I like the randomness where one is more strict then another and the different leagues do have have referees that call matches differently. It would be nice to keep this, while increasing the amount of calls accordingly.

I guess if nothing else can be done, perhaps this is the only way to go.....

If we could pass a command to the game where we could increase the frequency of player-player impact resulting in fouls that would be my priority, then we could maintain individual referee-specific behavior (which I also like a lot). Also, there is a bad referee call chant slot, which implies that bad referee events do exist to the game--I would love scale up these all too rare events. In fact, I noticed once that I had a handball defending in my box against the CPU, but they called the handball on the CPU, and the announcers even noted that it looked like the handball was on my team (liverpool) and that the decision was bad, which further confirms the game can generate poor refereeing decisions.

There must be some way to scale up these events the same way you can scale up/down pass accuracy:
PASS_ATTRIBUTE_LONG_PASSING = 0.6
 

cubby

Youth Team
Exocyst;3134747 said:
If we could pass a command to the game where we could increase the frequency of player-player impact resulting in fouls that would be my priority, then we could maintain individual referee-specific behavior (which I also like a lot). Also, there is a bad referee call chant slot, which implies that bad referee events do exist to the game--I would love scale up these all too rare events. In fact, I noticed once that I had a handball defending in my box against the CPU, but they called the handball on the CPU, and the announcers even noted that it looked like the handball was on my team (liverpool) and that the decision was bad, which further confirms the game can generate poor refereeing decisions.

There must be some way to scale up these events the same way you can scale up/down pass accuracy:

I have noticed some of those audio lines as well. It would be nice to enter a value of this type that the game would recognize.
 

ULTRAEPLII

Red Card - Life
Life Ban
most of fidel's and regularcats codes dont actually do anything
some codes are just their to see if your "stealing" them
which only pertains if they actually held copyrights to their material :P :)
I like your approach that everyone should have this info
to be honest I think Fidel's gameplay is worse then stock EA I.M.O.
Custom Tactics , Ratings , sliders are the big part to modify play
dont believe me load stock FIFA 12 w/ My SPL SupaLiga and play on
Legendary the CPU Avgs over 20+ Shots a game w/ an avg of 10+ goals
now if we could make them as aggresive as they are in Legendary mode
on defense in Pro or less that would be nice :) I always play with Strict Ref
he is the best lots of yellows only one red I seen though :(
 

regularcat

Manager
Moderator
ULTRAEPLII;3134781 said:
most of fidel's and regularcats codes dont actually do anything
some codes are just their to see if your "stealing" them
which only pertains if they actually held copyrights to their material :P :)
I like your approach that everyone should have this info
to be honest I think Fidel's gameplay is worse then stock EA I.M.O.
Custom Tactics , Ratings , sliders are the big part to modify play
dont believe me load stock FIFA 12 w/ My SPL SupaLiga and play on
Legendary the CPU Avgs over 20+ Shots a game w/ an avg of 10+ goals
now if we could make them as aggresive as they are in Legendary mode
on defense in Pro or less that would be nice :) I always play with Strict Ref
he is the best lots of yellows only one red I seen though :(

your facts are wrong pal, maybe 20 codes i had actually made up to see if people were using the codes i took forever to search for 2 seconds after i upload them.

that was for last year, this year all the codes i have in my file work, which is why you dont see a link anywhere on the net for it & you wont either.

why because of what this guy in this thread is doing, he is taking someones else finds & edits, changing them & releasing them.

now im going to give this kid who opened this thread the ability to find the codes fidel has found on his own & take down his link before i close the thread & hit him w/ an infraction for reuploading others worked edited by himself w/o asking for permission to edit his file & w/o any credits given at all.

to share the knowledge is up to the finder of the knowledge.

how can you say its fair for everyone to know ?
cause if that was the case ea would have given you an ai.ini like the older versions of fifa, but they have not.
 

regularcat

Manager
Moderator
thread reopened but no link.

you may discuss edits made to a file you edited for personal use to share w/ others who will have to edit the file w/ your edits.

BUT in no way, shape or form is the original file to be reuploaded to share after it has been edited.

@ everyone

now you know what is tolerated & what isnt, so if you proceed to do what isnt tolerated you will be dealt w/.

consider this a warning.
 

Exocyst

Youth Team
Okay, now that we are re-opened. I found that you can learn many new commands by searching the FIFA.EXE with the HEX viewer of File Master 12. For instance, one major problem with the game is that the Referees fail to call collision fouls often enough.

So, searching the FIFA executable for "FOUL":

REFEREE_FOUL_STRICTNESS_OVERRIDE
AI_FORCE_FOULTYPE
trigger_FOUL_NOT_CALLED
AI_OOPTICS_FOUL_OOP

Then, search by "RULES", I found:

RULES_PLAYER_CONTACT_BONUS_POINTS

I then passed to the game by adding it to product.ini (from data0.big)

RULES_PLAYER_CONTACT_BONUS_POINTS=0

My thinking is that this is a fudge factor that the developers used to keep every collision from being a foul, so far it is hard to tell, but I'll let you know what progress is possible on regaining collision fouls (which are ignored by the referee too often).

Has anyone else tried any of these parameters?
 

regularcat

Manager
Moderator
Exocyst;3135486 said:
Okay, now that we are re-opened. I found that you can learn many new commands by searching the FIFA.EXE with the HEX viewer of File Master 12. For instance, one major problem with the game is that the Referees fail to call collision fouls often enough.

So, searching the FIFA executable for "FOUL":

REFEREE_FOUL_STRICTNESS_OVERRIDE
AI_FORCE_FOULTYPE
trigger_FOUL_NOT_CALLED
AI_OOPTICS_FOUL_OOP

Then, search by "RULES", I found:

RULES_PLAYER_CONTACT_BONUS_POINTS

I then passed to the game by adding it to product.ini (from data0.big)

RULES_PLAYER_CONTACT_BONUS_POINTS=0

My thinking is that this is a fudge factor that the developers used to keep every collision from being a foul, so far it is hard to tell, but I'll let you know what progress is possible on regaining collision fouls (which are ignored by the referee too often).

Has anyone else tried any of these parameters?

i have found all ref codes.

dont edit trigger & force foul type, it will cause problems, trigger is for the game when the exe calls for whatever its triggering to happen next.

force foul type will set it to no card, yellow card, or red card only.

i suggest again you leave them 2 alone.

i am a very experienced gameplay editor & i know what im talking about.

there are more than those codes as well pertaining to ref adjustments.

as far as oop & inp, you need to figure out what they stand for, i already know.

-----------------------------------------------------------------------------------

i told you in our pms that i hold all codes that fully function & effect the ai 100%, i spent months in the files which is why i would share w/ you for personal use as long as you didnt reupload or discuss my file w/ anyone.

i used to release ai files, but i told you what happened w/ that in the pm also, which is why i dont do it anymore & i only share w/ my good friends of the community.
 

KaseyKeller

Youth Team
If you have additional information that would help others edit their game what harm would it do by sharing it? Not saying you need to release a file or even share the values you use but at least share the parameters so others can experiment.
 

regularcat

Manager
Moderator
KaseyKeller;3135625 said:
If you have additional information that would help others edit their game what harm would it do by sharing it? Not saying you need to release a file or even share the values you use but at least share the parameters so others can experiment.

i could but i opt not to.

there are tons of things people can do for themselves, the problem is nobody wants to which is one of my biggest pet peeves.

people want to make kits, but they want a template (w/ designs) made for them.

people want to make to make faces but they want a edited model to start w/.

whats wrong w/ making your own template or editing your own face model ?
if people are doing it then they taught themselves how to do it by trial & error.

i spent months at a time over the years searching for codes for ai, editing the ai & testing in & out of game.

why should i give out what took me years to do for someone to take 2 seconds to edit them ?

so the real question is why cant people take the months at a time over the years to find the codes, edit them & share them ?

the answer is people are lazy & always look for a handout, & yea im sure im gonna hear "i dont know where to start", guess what, neither did i.

honestly i would share the files like i used to but ever since someone (i wont name names) took my years of work & edited it in 5 minutes & released my worked he edited as his w/o credits made me decide most major mods i make i will keep for myself (& close trusted friends), the simple easy mods anyone can make i will share.

look at you for example, registration date of 2002, 88 posts, which means over the years you have given nothing & most likely downloaded everything.
so i am i wrong to say out of all these years you have been here you havent learned to edit anything or given anything back for all that you have prolly downloaded ?

ive been here since 08 & i can edit anything in this game, you should have 3x my knowledge, im a get it done type a dude & you are the im gonna wait for reg to get it done type of guy.

nothing personal or against you personally (i dont know you), but its your type i dont like to help.
 

regularcat

Manager
Moderator
@ bangus

i read your post before you deleted it, over the years less & less give to this place & more & more just come to take.

i sir do not appreciate that at all, everyone needs to start to use the search function, do for self & start trying to make this happen & stop asking so many questions (since 2/3 of the answers they are looking for is already available.

if someone has taken the initiative to actually do something on his own & needs help i would have no problem helping, but the i want better ai "give me your codes" just doesnt fly w/ me.
 

arayas

Youth Team
Regcat, the guy never said that is HIS lines of code. He said it's about Fidel codes. But this is the nature of a comunity: to talk, to help, to learn. Nobody will do a gameplay to be liked 100%. One prefer a slow game, other prefer fast. A slow ball, or a fast one. More or less bouncing. More or less power shooting. More or less referee strictness. Many thanks for you or Fidel, but for my personal use I always edited your or Fidel released file, because i never liked the original or final version. In every FIFA sience 07 i use your codes and my gameplay was modified by me to like me. I never released a version of that gameplay just because i see how much noise can bring that. But, to be real, maybe my type of gameplay was usefull to other guy.
Ok, Fidel relesed a gameplay file. But a gameplay file that HE think it's ok. Maybe it's easyer to let the community to discuss the codes and what this codes could do. In this way everyone could do his own gameplay to like.
In the other way, if you think that you discover America, and America it's all yours, you are wrong. I give respect and credit to Fidel or you or anybody, but let us to participate, to learn, to understand. If you don't want to share, ok, but keep it for your self. You said that you worked for months at that codes. Maybe if do that talking to the people your work will be shorter. Many people are willing to test, try, experiment and give you or Fidel a feedback. But no, IT's MINE! So what? You think with this attitude "I know but i don't tell" you gain respect? Mine not.
If Fidel took from you last year some codes or not, it tooked for a statue or something?
He is creating or shaping something for community. And it's ok. And we want to talk about how can that ini file can be improved or made for everyones taste. Is this a crime? Closing thread? For what? The guy said it's Fidel file. So, the credit was given. What else? I think you jumped the horse at this one on a particular premise.
 

Alex

sKIp_E
Staff member
Administrator
Super Moderator
This is ridiculous. Fidel didn't invent this work. Regularcat, YOU didn't invent this work. EA did. Discovering what the different codes do is the whole point of having a community.

Why are you spending the time to edit? To improve your own game? If so, then fine, don't post here. To improve someone else's? Then why not let someone else improve it further?

The answer is that you're not interested in improving any ones experience, you're just interested in the congratulations and pats on the back. You want to be the guy that holds the knowledge/power. Not the guy that makes someone have more fun with their game.
 

KaseyKeller

Youth Team
Exocyst;3134693 said:
I just realized that we can pass a command to the game to make the referee always exhibit high Foul strictness and high Card strictness. Part of the problem is that if you are playing with English teams the referees have low foul and card strictness. If someone could find the referees table in the fifa_ng_db.db (my work computer can't run DBM12) and tell me the column names for foul strictness and card strictness and the number values, I think we could make the game default to strict refereeing which should also increase free kicks and cards.

Not sure if you still need this but they are in the referee table. Column names are simply foulstrictness and cardstrictness. Number values are an integer, 0-2.

Exocyst;3135486 said:
Okay, now that we are re-opened. I found that you can learn many new commands by searching the FIFA.EXE with the HEX viewer of File Master 12.

Thanks for sharing, that's actually much easier than the method I was using.
 


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