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KaseyKeller;3133665 said:- Make transfers smarter. It seems like there is no decision making parameters for teams selling players. As long as the offer is high enough (which is 100% of the time for CPU to CPU offers) they make the sale. This results in teams shuffling players around unnecessarily. They sell a highly rated striker and then replace him with a striker who has the exact same ratings.
I've successfully reduced the number of high cost transfers but when they do occur they are still not realistic.
MINPLAYERDECISIONSCORELOWERRANGE=100
MINPLAYERDECISIONSCOREUPPERRANGE=160
BESTPLAYERFORPOSITION=50
HIGHCLUBIDENTITYWITHCURRENTCLUB=-175
ISOFFERINGTEAMXSTARTEAM=75
NOTBESTPLAYERFORPOSITION=-20
PLAYERHASSAMENATIONALITYASOFFERINGTEAM=20
POSITIONAVAILABLEFORMAINROLE=40
POSITIONNOTAVAILABLEFORMAINROLE=-30
TOPXPLAYERONCURRENTTEAM=-5
ISTRANSFERLISTED=175
[WAGE_CLUB_PRESTIGE]
MAX = 20 // The maximum value club prestige can be
MIN = 0 // The minimum value club prestige can be
PRESTIGE_1 = 3 // Players club prestige inclusively less than this value
PRESTIGE_1_VAL = -90 // Percentage change
PRESTIGE_2 = 5
PRESTIGE_2_VAL = -60
PRESTIGE_3 = 15
PRESTIGE_3_VAL = 0
PRESTIGE_4 = 17
PRESTIGE_4_VAL = 25
PRESTIGE_5 = 20
PRESTIGE_5_VAL = 50
[WAGE_INT_REPUTATION]
MAX = 5 // The maximum value international prestige can be
MIN = 0 // The minimum value international prestige can be
REPUTATION_1 = 1 // Players international prestige inclusively less than this value
REPUTATION_1_VAL = -20
REPUTATION_2 = 2
REPUTATION_2_VAL = -10
REPUTATION_3 = 3
REPUTATION_3_VAL = 0
REPUTATION_4 = 4
REPUTATION_4_VAL = 15
REPUTATION_5 = 5
REPUTATION_5_VAL = 30
[CONTRACT]
CONTRACT_1 = 1 // Players contract remaining length
CONTRACT_1_VAL = 0 // Percentage change for contract
CONTRACT_2 = 2
CONTRACT_2_VAL = 10
CONTRACT_3 = 3
CONTRACT_3_VAL = 20
CONTRACT_4 = 4
CONTRACT_4_VAL = 20
CONTRACT_5 = 5
CONTRACT_5_VAL = 20
CONTRACT_6 = 6
CONTRACT_6_VAL = 20
CONTRACT_7 = 8
CONTRACT_7_VAL = 20
CONTRACT_8 = 10
CONTRACT_8_VAL = 20
CONTRACT_9 = 11
CONTRACT_9_VAL = 20
CONTRACT_10 = 100 // Stupidly high on purpose
CONTRACT_10_VAL = 20
[CONTRACT]
CONTRACT_1 = 1 // Players contract remaining length
CONTRACT_1_VAL = -25 // Players on the last year of their deal are often sold for 1/2 value
CONTRACT_2 = 2
CONTRACT_2_VAL = 10 //Players with 2 year deals are slightly more valuable
CONTRACT_3 = 3
CONTRACT_3_VAL = 20 //Players with 3 year deals are even more valuable
CONTRACT_4 = 4
CONTRACT_4_VAL = 40 //Players with 4 year deals are not likely to be sold for cheap
CONTRACT_5 = 5
CONTRACT_5_VAL = 60 //Players with 5 year deals are not likely to be sold at all
CONTRACT_6 = 6
CONTRACT_6_VAL = 75 //Players with 6 year deals are not leaving
CONTRACT_7 = 8
CONTRACT_7_VAL = 75 //Players with 7 year deals are not leaving
CONTRACT_8 = 10
CONTRACT_8_VAL = 75 //Players with 10 year deals are not leaving
CONTRACT_9 = 11
CONTRACT_9_VAL = 75 //Players with 11 year deals are not leaving
CONTRACT_10 = 100 // Stupidly high on purpose
CONTRACT_10_VAL = 75 //Players with 11+ year deals are not leaving
Exocyst;3134742 said:I also dislike the player decision making process. Could we make the player's decision smarter? Perhaps by editing the transfers.ini (not transfer.ini) file, we can decrease elite player CPU-->CPU moves. I have noticed in this file several interesting parameters:
From transfers.ini
Honestly, though, this file may only affect CPU-->USER transfers and not CPU-->CPU transfers, but it bears some investigation.
Also, I think we should turn up wages in playerwages.ini significantly for elite players, which should make their elite player CPU-->CPU transfers more difficult (because more of their money will be tied up in wages). I think we could make high international prestige players get payed more and make top clubs pay more.
From playerwages.ini:
It depends on which file you are talking about.cubby;3134763 said:Exo, what do the VAL numbers represent? Is that percent change in a players worth financially based on prestige and reputation?
Exocyst;3134778 said:It depends on which file you are talking about.
If you are talking about playerwages.ini, then the VAL numbers represent percentage increases in the base salary for a player of that overall. For instance, a player with an overall rating of 81 has £40000/wk base salary. If he has a top international rating (REPUTATION_5 = 5), then his salary is scaled up by 30% (REPUTATION_5_VAL = 30). If he plays for the best club (PRESTIGE_5 = 20), then his salary is scaled up another 50% (PRESTIGE_5_VAL = 50). So, if we want to calculate his actual salary it would be £40,000 + £40,000*0.30 + £40,000*0.50 = £72,000 / week.
If you are talking about playervalues.ini, then the VAL numbers represent percentage increases in the transfer value of a player. For a player who is 81 overall this base value is £7.9m. If he has a 5 year contract (CONTRACT_5 = 5), then his value is scaled up 20% (CONTRACT_5_VAL = 20). So, his value would be £7.9m + £7.9m*0.20 = £9.48m.
I suggest we increase this scale value further to prevent players on 5 year deals (CONTRACT_5 = 5) moving by scaling it their value 60% (CONTRACT_5_VAL = 60). So, under my adjusted system his value would be £7.9m + £7.9m*0.50 = £11.85m.
So, my thinking is this would stimulate the computer would instead opt for a player on a shorter contract rather than overpaying for the guys on long deals.
akim0908;3134846 said:is there any way to edit the scouted players
i mean the players that we get from scouting ????
like untuck the player's shirt???
Exocyst;3134863 said:I have not noticed any parameters in the scout.ini file that would suggest this is possible. Unfortunately, I think it may be impossible to edit their appearances (including shirt tucking). It would be cool, though. I'll keep my eye out for any possible solutions akim.
[CONTRACT]
CONTRACT_1 = 0 // Players with less than one year remaining
CONTRACT_1_VAL = -60 // Have very reduced market value (-60%)
CONTRACT_2 = 1 // Players with 1-2 year remaining
CONTRACT_2_VAL = -10 // Have slightly reduced market value (-10%)
CONTRACT_3 = 2 // Players with 2-3 year remaining
CONTRACT_3_VAL = 10 // Have slightly better market value (+10%)
CONTRACT_4 = 3 // Players with 3-4 year remaining
CONTRACT_4_VAL = 20 // Have better market value (+20%)
CONTRACT_5 = 4 // Players with 4-5 years remaining
CONTRACT_5_VAL = 40 // Do not move for cheap: (+40%) value
CONTRACT_6 = 5 // Players with 5-6 years remaining
CONTRACT_6_VAL = 60 // Should not be moving at all (+60%) value
CONTRACT_7 = 6 // Players with 6+ years remaining
CONTRACT_7_VAL = 75 // Should never move at all (+75%) value
CONTRACT_8 = 10 // No players have this contract (10+ years)
CONTRACT_8_VAL = 75
CONTRACT_9 = 11 // No players have this contract (11+ years)
CONTRACT_9_VAL = 75
CONTRACT_10 = 100 // No players have this contract (100+ years)
CONTRACT_10_VAL = 75
x119;3134869 said:Is that possible to make the scouted players do not become so often copy of Messi? I would like that only few could have good chances to have in the future 80..Is there a way to make it more difficult?
x119;3135108 said:Look at the real world, how many Messi are there? 1.
To me, the majority of young players should reach 65-75...and above very very rare with high costes! Look at pato 20mln when he was 17...
I do want all more difficult to reach. This is my idea!
[YOUTH_SCOUT_YOUTH_PLAYER_BRONZE]
YOUTH_PLAYER_BRONZE_0 64
YOUTH_PLAYER_BRONZE_1 79
YOUTH_PLAYER_BRONZE_2 70
YOUTH_PLAYER_BRONZE_3 61
YOUTH_PLAYER_BRONZE_4 64
YOUTH_PLAYER_BRONZE_5 62
YOUTH_PLAYER_BRONZE_6 60
YOUTH_PLAYER_BRONZE_7 66
YOUTH_PLAYER_BRONZE_8 72
YOUTH_PLAYER_BRONZE_9 77
YOUTH_PLAYER_BRONZE_10 82
YOUTH_PLAYER_BRONZE_11 67
[YOUTH_SCOUT_YOUTH_PLAYER_GOLD]
YOUTH_PLAYER_GOLD_0 3
YOUTH_PLAYER_GOLD_1 2
YOUTH_PLAYER_GOLD_2 1
YOUTH_PLAYER_GOLD_3 3
YOUTH_PLAYER_GOLD_4 4
YOUTH_PLAYER_GOLD_5 2
YOUTH_PLAYER_GOLD_6 3
YOUTH_PLAYER_GOLD_7 3
YOUTH_PLAYER_GOLD_8 2
YOUTH_PLAYER_GOLD_9 2
YOUTH_PLAYER_GOLD_10 2
YOUTH_PLAYER_GOLD_11 2
[YOUTH_SCOUT_YOUTH_PLAYER_PLATINUM]
YOUTH_PLAYER_PLATINUM_0 3
YOUTH_PLAYER_PLATINUM_1 1
YOUTH_PLAYER_PLATINUM_2 1
YOUTH_PLAYER_PLATINUM_3 1
YOUTH_PLAYER_PLATINUM_4 2
YOUTH_PLAYER_PLATINUM_5 1
YOUTH_PLAYER_PLATINUM_6 2
YOUTH_PLAYER_PLATINUM_7 1
YOUTH_PLAYER_PLATINUM_8 1
YOUTH_PLAYER_PLATINUM_9 1
YOUTH_PLAYER_PLATINUM_10 1
YOUTH_PLAYER_PLATINUM_11 1
[YOUTH_SCOUT_YOUTH_PLAYER_SILVER]
YOUTH_PLAYER_SILVER_0 30
YOUTH_PLAYER_SILVER_1 18
YOUTH_PLAYER_SILVER_2 28
YOUTH_PLAYER_SILVER_3 35
YOUTH_PLAYER_SILVER_4 30
YOUTH_PLAYER_SILVER_5 35
YOUTH_PLAYER_SILVER_6 35
YOUTH_PLAYER_SILVER_7 30
YOUTH_PLAYER_SILVER_8 25
YOUTH_PLAYER_SILVER_9 20
YOUTH_PLAYER_SILVER_10 15
YOUTH_PLAYER_SILVER_11 30
SCOUT_MAXIMUM_SCOUTS_NUMBER = 3 // Three scouts per user, at most
[B]If I put here "1", will my opportunity be reduced of finding a young player??
[/B]
SCOUT_NUM_DAYS_FOR_POOL_UPDATE = 7 // The Scouts' Pool will be updated (re-filled) every #? number of days
VALSCURRENCY = 0 // The values defined in RATINGRANGE are defined in this currency: 0 = Pounds, 1 = dollars, 2 = Euros
SCOUT_COST_KNOWLEDGE_LEVEL_1 = 30000
SCOUT_COST_KNOWLEDGE_LEVEL_2 = 120000
SCOUT_COST_KNOWLEDGE_LEVEL_3 = 700000
SCOUT_COST_KNOWLEDGE_LEVEL_4 = 3000000
SCOUT_COST_KNOWLEDGE_LEVEL_5 = 5000000
SCOUT_COST_EXPERIENCE_LEVEL_1 = 20000
SCOUT_COST_EXPERIENCE_LEVEL_2 = 100000
SCOUT_COST_EXPERIENCE_LEVEL_3 = 500000
SCOUT_COST_EXPERIENCE_LEVEL_4 = 2000000
SCOUT_COST_EXPERIENCE_LEVEL_5 = 4000000
[B]If I do increase this value, It would be more expensive the activity of scouting?[/B]
SCOUT_CHANCE_TO_INCREASE_LEVEL = 25
[PLAYER_ATTRIBUTES]
// PLAYER TIER: Potential and Av. Attributes
YOUTH_PLAYER_AGE_RANGE_LOW = 14
YOUTH_PLAYER_AGE_RANGE_HIGH = 16
TIER_1_POTENTIAL_RANGE_0 = 82 // Tier 1, Potential Range Low = 0
TIER_1_POTENTIAL_RANGE_1 = 87 // Tier 1, Potential Range High = 1
TIER_2_POTENTIAL_RANGE_0 = 77 // Tier 2, Potential Range Low = 0
TIER_2_POTENTIAL_RANGE_1 = 81 // Tier 2, Potential Range High = 1
TIER_3_POTENTIAL_RANGE_0 = 71 // Tier 3, Potential Range Low = 0
TIER_3_POTENTIAL_RANGE_1 = 77 // Tier 3, Potential Range High = 1
TIER_4_POTENTIAL_RANGE_0 = 55 // Tier 4, Potential Range Low = 0
TIER_4_POTENTIAL_RANGE_1 = 70 // Tier 4, Potential Range High = 1
[B]Can you explain me this lines? [/B]
// Match experience
MATCHEXPERIENCE_MAX = 100 // Maximum amount of match experience that a player can earn before hitting a growth point
MATCHEXPERIENCE_MIN = -50 // Minimum amount of match experience that a player can earn
MATCHEXPERIENCEPOINTS_BASE = 13 // Base amount of match experience earned
MATCHEXPERIENCEPOINTS_MAX = 19 // Upper bound to the amount of match experience that a player can earn
MATCHEXPERIENCEPOINTS_MIN = 8 // Lower bound to the amount of match experience that a player can earn
MATCHEXPERIENCEPOINTS_INJURED_BASE = 0 // Base amount of xp points earned (negatively) for injured players
MATCHEXPERIENCE_SUBS_FACTOR = 0.79
MATCHEXPERIENCE_RESERVES_FACTOR = 0.69
SgarbaX;3132320 said:mhh i dont'see such file , i have board.ini, commentators.ini,fitness.ini, but no setting.txt
i found a settings.txt .in data1.big, extracted decompressed with quickbms, and actually the string is there, when edited, should i put it in FootballCompEng\data\compdata and refresh?
I noted that there are a bunch of info_prize_money :
49,info_prize_money,2400000
49,info_prize_money_drop,100
60,info_prize_money,2500000
60,info_prize_money_drop,100
and so on , don't know if we could lower all these to 0 and what they mean...
any clues KaseyKeller ?