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crabshank;3853695 said:What do you guys think?
regularcat;3853697 said:What is there to think about ?
crabshank;3853695 said:This thread is for everything related to CPU vs CPU matches, which I expect to unlock in Career Mode and Tournament Mode in FIFA 16 like I did in FIFA 15 here.
I believe that Tournament Mode would be the best test(bed) for tweaks to get the best CPU vs CPU play. And I think when testing cl.ini mods CPU vs CPU would be the best way to test them but the database will probably have to be modded to get best gameplay, for example the MatchIntensity table or matrix stats. I don't think sliders will be enough.
In the demo games I've watched of Barcelona vs River Plate, River Plate get a lot of possession and its not easy for Barcelona like one would expect. This could just be down to tactics.
I think that CPU vs CPU play is way better than in FIFA 15 by default, but again Tournament Mode will be the real test IMO.
What do you guys think?
salpipatarecas;3853710 said:I completely agree. The gameplay is better and there is a bigger difference between good and bad teams. I tested Real Madrid vs Seattle and Real played better.
Now it is down to tactics. Barcelona is a possession team, and every team except Bayern will have much lower possession against Barcelona.
Real Madrid is a counterattack team, so posseassion will be lower and they will attack more.
There is also the home advantage issue, where the values inside the cl.ini file have to be tested until we can get some good gameplay.
I'll give you an example with two teams playing home and away.
Barcelona 4-0 Porto
Barcelona gets a lot of ball possession and attacks. Everytime Porto players gat the ball, Barcelona players start to press Porto palayers until they take the ball from them. Porto players have to kick the ball to the front and try to take advantage of Barcelona defenders errors.
Porto 1-2 Barcelona
At home, Porto can play better and create some danger to Barcelona's defenders. Barça can get high ball possession, but can't create as much attack plays as at home. Porto can counterattack easier than in Camp Nou.
What do you think about this point of view, crabshank?
[ATTRIB_MODIFIER]
RIVAL_AGGRESSION_MOD=650
DERBY_AGGRESSION_MOD=1000
The more variance the better, but might be placebo.[]
CPUAI_USE_TRAITS=1
CPUAI_USE_ATTRIBUTES=1
[]
NEW_GAMEPLAY_ENABLED=1
GAMEPLAY_MAXVARIANCE=99999.0
NEW_GAMEPLAY_MAXVARIANCE=99999.0
GAMEPLAY_VARIANCE_PERC_%d=100
// AWAY - away team rolls a dice between 94 & 103. Every point below or above 100 they get, gets/removes an extra point for each of these. Increases the chance of the away team playing weaker, but they can play better on occasions.
// accel, sprt, agil, bal, jmp, stm, str, rctn, aggr, t.aw, pos, vis, bc, crs, drb, fin, FKac, hac, lps, spss, mrk, shotpow, pwshtac, sttkl, sltkl, vol, crv, pen gkd, gkh, gkk, gkr, gkp,
0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
from gpattributemodifiers.txt
[CUP_SETTINGS]
RIVAL_DERBY = 1.8
OVERALL_MAGIC_NUMBER = 3
OVERALL_EXPONENT = 2.1
EARLY_ROUND = 1.10
ROF16_ROUND = 1.25
QUARTER_ROUND = 1.5
SEMI_ROUND = 2.25
FINAL_ROUND = 3
[CUP_VALUES]
RIVAL_DERBY = 1.8
OVERALL_DIFF_MOD = 3
FINAL = 3
SEMI = 2.5
QUARTER = 2
ROF16 = 1
QUALIFY = 0.90
GROUP = 1
REPLAY = 1
RIVAL_DERBY_AS_PERC = 90
CUP_ROUND_AS_PERC = 60
from matchimportance.ini
steven2212;3853711 said:Great news, you working on this for fifa 16, i hope we can watch CPU vs CPU in Career mode this year. My only concern is how to make the stronger team play more agrressive then weaker team, of course they bigger team can be lost, but in fifa 15 most of the time the match end up draw.
crabshank;3853720 said:The best I got on FIFA 15 was with the Moddingway Matrix database, it might be the same again on FIFA 16.
This is the kind of play I think you're talking about:
steven2212;3853729 said:Yes, exactly, but in the career mode, they don't play that way, most of the match are draw.
barcafan11;3853778 said:@crabshank, Try to make ultimate team CPU VS CPU, as it is offline fut in FIFA 16 DEMO.
crabshank;3853714 said:I've just been trying to think of all the main components of this based on what I know mostly from FIFA 15 (EA might have changed some of this but I don't think so), and I came up with:
1: Home advantage
Just need to find the right values like you said.
2: MatchIntensity database table
I think this controls how hard a team tries to score or attack depending on how many goals in front/behind they are in 15 minute windows (ie. 0-15mins, 15-30mins, etc.).
This is a guess, but the values in this table may be 0 = Balanced, 1 = Attacking, -1 = Defensive etc.
3: Tactics and formations
The CPU will stick with the same tactics and formation until about the 70th minute or late when it will decide to do something like Park The Bus or take the ball in the corner or do long balls. The formation can change as well when they do this. They might change if they get a player sent off, I don't know.
Due to the CPU not changing these things until late in the match, we need other things in order to have variation in a match.
The MatchIntensity table may clash with a team's tactics.
4: Attributes
Attacking position - Attackers waiting for a good pass into space to get some chances.
Vision - Getting the ball to those attackers.
Acceleration + Strength + Balance - For attacker vs defender running battles.
Marking - This seems to be the stat that is most important for defender positioning. Many goals are scored because defenders are out of position and thus attackers are allowed too much space, so you want more randomisation in defenders' positioning to allow attackers to capitalise on this and get goals.
5: Sliders
Marking - Changes every player's marking and I guess with the improved zonal marking in FIFA 16, at a low value could effectively disable the spontaneous man marking that I think the CPU does; there's no man marking in the Team Management anymore.
GK Ability
Pass error - On FIFA 15 passing accuracy was unrealistically high.
Apparently setting this above 58 resulted in very poor crossing, maybe this is sorted in FIFA 16.
Pass Speed - Important value, slow speed will result in fewer chances with the same half length so set according to that and your own taste.
Run Frequency
Line Height
Line Length - This does control how close to the halfway line attacking players are when their team is defending, which is important for counter attacks.
Line Width - There is also a line width slider in the Custom Tactics which does a slightly different job, so consider the value of this one knowing about the other.
Fullback Positioning
First Touch Control Error
6: Game difficuly
I think World Class and Legendary are the only two options here, really. However, cl.ini tweaks could be used to change the difficulty.
7: cl.ini tweaks
e.g.
The more variance the better, but might be placebo.
crabshank;3853714 said:MatchIntensity database table
I think this controls how hard a team tries to score or attack depending on how many goals in front/behind they are in 15 minute windows (ie. 0-15mins, 15-30mins, etc.).
This is a guess, but the values in this table may be 0 = Balanced, 1 = Attacking, -1 = Defensive etc.
iard68;3853860 said:Everything is changed, and I do not think... or this is not a correct interpretation of the values expressed in this "famous" table!
Search for 'matchintensity' on the forum or google and you will discover a different world.
Haven't seen that. Probably the setting, maybe try Pro difficulty. Tip: When I play Human v CPU, I have pass speed sliders at 45. When I watch a CPU v CPU match, I have to raise that slider as much as 85 to get a realistic-looking passing game.crabshank;3854091 said:Bayern Munich vs River Plate:
Watched this game a few times, and I don't know think it's my line sliders but River dominates the play and ends up with 90%+ passing accuracy, even when I tried 75 pass error (?!), Bayern 80-85%. What the hell?!
Bayern Munich vs River Plate:
Watched this game a few times, and I don't know think it's my line sliders but River dominates the play and ends up with 90%+ passing accuracy, even when I tried 75 pass error (?!), Bayern 80-85%. What the hell?!
bangus;3854093 said:Haven't seen that. Probably the setting, maybe try Pro difficulty. Tip: When I play Human v CPU, I have pass speed sliders at 45. When I watch a CPU v CPU match, I have to raise that slider as much as 85 to get a realistic-looking passing game.
crabshank;3853714 said:I've just been trying to think of all the main components of this based on what I know mostly from FIFA 15 (EA might have changed some of this but I don't think so), and I came up with:
1: Home advantage
Just need to find the right values like you said.
2: MatchIntensity database table
I think this controls how hard a team tries to score or attack depending on how many goals in front/behind they are in 15 minute windows (ie. 0-15mins, 15-30mins, etc.).
This is a guess, but the values in this table may be 0 = Balanced, 1 = Attacking, -1 = Defensive etc.
UPDATE: This blog post sheds some light on the matter.
3: Tactics and formations
The CPU will stick with the same tactics and formation until about the 70th minute or late when it will decide to do something like Park The Bus or take the ball in the corner or do long balls. The formation can change as well when they do this. They might change if they get a player sent off, I don't know.
Due to the CPU not changing these things until late in the match, we need other things in order to have variation in a match.
The MatchIntensity table may clash with a team's tactics.
4: Attributes
Attacking position - Attackers waiting for a good pass into space to get some chances.
Vision - Getting the ball to those attackers.
Acceleration + Strength + Balance - For attacker vs defender running battles.
Marking - This seems to be the stat that is most important for defender positioning. Many goals are scored because defenders are out of position and thus attackers are allowed too much space, so you want more randomisation in defenders' positioning to allow attackers to capitalise on this and get goals.
5: Sliders
Marking - Changes every player's marking and I guess with the improved zonal marking in FIFA 16, at a low value could effectively disable the spontaneous man marking that I think the CPU does; there's no man marking in the Team Management anymore.
GK Ability
Pass error - On FIFA 15 passing accuracy was unrealistically high.
Apparently setting this above 58 resulted in very poor crossing, maybe this is sorted in FIFA 16.
Pass Speed - Important value, slow speed will result in fewer chances with the same half length so set according to that and your own taste.
Run Frequency
Line Height
Line Length - This does control how close to the halfway line attacking players are when their team is defending, which is important for counter attacks.
Line Width - There is also a line width slider in the Custom Tactics which does a slightly different job, so consider the value of this one knowing about the other.
Fullback Positioning
First Touch Control Error
6: Game difficuly
cl.ini tweaks could be used to change the difficulty.
7: cl.ini tweaks
e.g.
The more variance the better, but might be placebo.
8: Other .ini/.txt file tweaks
Useful for Career and Tournament Modes
e.g.