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Best Gameplay Without Messing Up DB

bulkan

Senior Squad
Absolutely brilliant job, bro. (Y)
That's the really best gameplay w/o messing up the db. The best gameplay experience i've ever tried.
That's what i want & im enjoying w/ your gameplay.
Better body collisions , better ball physics (especially i loved shots & air balls situations- heading) , better game-pace tempo, more fouls & cards & more long shots...etc.

Here are my settings;
World class , 6 minutes per half, assisted controls (only cross is semi) & player career.
w/ default sliders & fieldpositionboundingmaxes by bangus. (btw, you have to add credits to bangus)
 

fifacana

Club Supporter
Thanx bro. This is so far the best gameplay I've tried on FIFA13. combining with Pirlo's database update and tweaked slider settings, this is real football (Y)
 

fifacana

Club Supporter
detektipkonan;3406503 said:
Fifacana, what is your tweaked slider settings?

there u go. im still tweaking it.
Code:
User Game Customisation/CPU

Sprint Speed 44/44

Acceleration 45/45

Shot Error 55/55

Pass Error 55/55

Shot Speed 46/46

Pass Speed 44/44

Injury Frequency 55/55

Injury Severity 55/55

Goalkeeper Ability 100/100

Positioning: Marking 60/60

Positioning: Run Frequency 60/60

Positioning: Line Height 52/52

Positioning: Line Length 70/70

Positioning: Line Width 50/50

Positioning: Fullbacks 52/52

Power Bar 48/48

First touch error 48/54

Bonus - youtube video is up w/ danger boy's AI (older version) :33vff3o:

http://www.youtube.com/watch?v=r1NYRwXXJ2c&feature=share&list=UUgXYBQ9sIURcKTUTf-jVOEA
 

jeffboon97

Reserve Team
Played few games overall super b gameplay mod.

Things that doesn't seem right-
1.Super less foul.(Paul's GP mod gave me more fouls)
2.No offside.
 

Danger-Boy72

Club Supporter
jeffboon97;3407035 said:
Played few games overall super b gameplay mod.

Things that doesn't seem right-
1.Super less foul.(Paul's GP mod gave me more fouls)
2.No offside.

I really wondering because i got more fouls and the same amount of offsides than with original product.ini. What also makes a nice effect in gameplay is to raise first touch error to around 75 (human and cpu). Makes the game more open and also brings more tackle/foul situations. Anything else on 50......
 

bulkan

Senior Squad
jeffboon97;3407035 said:
Played few games overall super b gameplay mod.

Things that doesn't seem right-
1.Super less foul.(Paul's GP mod gave me more fouls)
2.No offside.
it's impossible.
make you sure that you've installed that patch correctly. & what are your settings? (half lenght, difficulty, sliders..etc)

b'coz i got more fouls & cards & see more aggresive players ingame.
 

Waldo1639

Senior Squad
Only thing I can "complain" is bad defense. Players stands too wide from opponent player.

One way to see if the gameplay is installed correctly is EA's ball in the arena, I guess?

Anyway, great job! ;)
 

Danger-Boy72

Club Supporter
Waldo1639;3407259 said:
Only thing I can "complain" is bad defense. Players stands too wide from opponent player.

One way to see if the gameplay is installed correctly is EA's ball in the arena, I guess?

Anyway, great job! ;)

Thanks. Its Ball ID Nr. 4 - with me its the Champions League Ball. You can change that in the product.ini (FREE_ROAM_BALL_ID = 4). I play Legend and the defenders than stand maybe closer to the opponents. But its also creating more fouls when they dont stand on each others feed and its also not so easy to just "turn around the defenders".
 

jeffboon97

Reserve Team
Half Length 6 Min,Legendary,fifacana's sliders. (Page 6)
I place the file in FIFA 13/Game.
Regenerated and start game.
It works for sure,because I can feel the changes that was made.Just no fouls :/
 

Waldo1639

Senior Squad
I think its almost impossible to increase fouls to decent number per match only by modding product.ini, without the database changes.
 

jeffboon97

Reserve Team
Waldo1639;3407675 said:
I think its almost impossible to increase fouls to decent number per match only by modding product.ini, without the database changes.

Well,I am using moddinway's db 2.0
 

Danger-Boy72

Club Supporter
jeffboon97;3407691 said:
Well,I am using moddinway's db 2.0

Try the original (up to date) database. What i did now aswell is raise FIRST BALL TOUCH (human and cpu) to 100. Makes it even more realistic + more difficult to control the ball and as i sad there are even more tackle/foul situations. In my career (Legend / Player / all on manual / ball touch 100) there are games with only few fouls and cards, but there also a lot games where i got 7 to 15 fouls on each side with penaltys and cards...................
 

jeffboon97

Reserve Team
Danger-Boy72;3407711 said:
Try the original (up to date) database. What i did now aswell is raise FIRST BALL TOUCH (human and cpu) to 100. Makes it even more realistic + more difficult to control the ball and as i sad there are even more tackle/foul situations. In my career (Legend / Player / all on manual / ball touch 100) there are games with only few fouls and cards, but there also a lot games where i got 7 to 15 fouls on each side with penaltys and cards...................

Okay,I will try the first ball touch method.Ain't nobody got time for restarting 2 season again!So I am using back the moddingway one till Ariel update his DB again.Thanks anyway :D
 
Danger-Boy72;3407711 said:
Try the original (up to date) database. What i did now aswell is raise FIRST BALL TOUCH (human and cpu) to 100. Makes it even more realistic + more difficult to control the ball and as i sad there are even more tackle/foul situations. In my career (Legend / Player / all on manual / ball touch 100) there are games with only few fouls and cards, but there also a lot games where i got 7 to 15 fouls on each side with penaltys and cards...................

Waldo1639;3407675 said:
I think its almost impossible to increase fouls to decent number per match only by modding product.ini, without the database changes.

jeffboon97;3407691 said:
Well,I am using moddinway's db 2.0

There is a way to gain a small increase in fouls using a product file: This year, due to the fixed pushed-pull system and foul strictness for these kind of challenges, aggression becomes a key factor. Real life defending involves tight marking and pressure - increasing MENTAL_AGGRESSION, AGGRESSION, and aggression params, while decreasing MENTAL_POSITIONING changes the way the AI approaches the defensive game. The difference between these 3 codes is crucial to achieving different defensive tactics: MENTAL_AGGRESSION, MENTAL_POSITIONING, SKILLS_MARKING. Thought I'd share this for further research.
 


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