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[FIFA Immersion Gameplay '13]

Hi everyone,

This will be the thread for developments in my new gameplay patch for FIFA 13.

[DB NOTES]

My versions will come in two ways: 1. individual tables which you can import into your personal database. (For example, let's say you wanted only the formations table in my patch, then you could just import that table, and all the rest would be the same. This is for customization purposes.)
2. The whole database.

Listed below will be some features and special additions to my future gameplay database. All suggestions will be welcome. I want this to be a community oriented project.

For Player attributes, this will be the range for all the players in FIFA for each listed attribute. Tell me what attributes I have forgotten.

sprint speed: 1-70
acceleration: 1-55
agility: 1-45
standing tackle: 1-10
sliding tackle: 1-15
aggression: 60-99
positioning: same as default
marking: 50-99
finishing: 1-65
long shots: 65-99
heading: 1-85
jumping: same as default
short passing: 1-60
long passing: 1-55
attack positioning: same
ball control: 1-70
dribbling: 1-70
balance: 1-45
shot power: 45-75

Note that unique players which have very high attributes, like Messi for example, will be beyond the normal range for some attribute. EX. 80 pace or 90 ball control. If anyone see a player with very high ratings in a specific attribute, list them below. IE. Walcott: 85 pace.

Team attributes. Same as the player's; there will be a range.


busbuildupspeed: 1-10 (all teams are too fast, that is why this is low)
buspassing: 30-75 (too low and there will be too many one-twos and one touch passes; too high and there will be too many long passes)
buspositioning: same (1 or 2, depending on how a team organizes itself when building-up.)
ccpositioning: same (1 or 2, depending on how a team organizes itself when near the opponents goal.)
cccrossing: 45-70 (same as buspassing: too low = too many crosses; and too high = a scarcity)
ccshooting: 25-99

Please note that all of these are viable to change with input regarding the correct range.

Weak teams will have high build-up speed and dribble more than good teams.

Formation tactics.

This will influence how a team plays with it's chosen formation.

4 Defender formations: offsets y: -0.10 attacking_role: 0 -2
defending_role: 4-5 attacking_direction: 0-2 defending_direction: 4-5

3 Defender formations: offsets y: -0.05 attacking_role: 1 -3
defending_role: 2-4 attacking_direction: 1-3 defending_direction: 3-4

5 Defender formations: offsets y: -0.20 attacking_role: 0-1
defending_role: 5 attacking_direction: 0 defending_direction: 5

We want to create stronger defense and lower scoring games, hence we lower the attacking values, increase the defensive ones and move the defensive line back slightly.


Here's a small list of new features that I'm really excited about adding in the coming version
(1.x. and beyond) :

1. Emphasize on tactics -- This is the most important new feature, which I hope I can accomplish. I want to bring in variance from player to player and team to team. Special strong points in certain players make them valuable in different positions - plus varying workrates and stamina depending on the position and default stamina rating of the player.
Thanks to Fifaccitiu for his great ideas on unique style, I'm going to take a different pathway and edit more: each player, depending on their skill, body structure, and overall is to be assigned different traits/ratings. They may have more than one strong point in their game. Combined with a good set of team tactics and formations create a new game with more room for tactical maneuvers and effects they bring on the match.

2. Fix CM values -- Unlike last time, 1.x and beyond will feature fixed career mode values, wages, and player growth on youth teams.

3. Maybe separate versions for more customization. Right now I'm going to use EA's 3/2 update, fixed by regularcat, to start. Later there will probably be a Moddingway version based on their 3/2 2.0 db.

I'll be working on this in my free time. Please send inputs and feeds:)

<DB Downloads>

Due to popular demand, here is FIG'13 1.25 Pre-release:http://www.mediafire.com/?3igogge28kvp1jw

DOWNLOAD IG'13 ALPHA: http://www.mediafire.com/?ade70f7jercylkw
DOWNLOAD IG'13 Beta(players, referees, and teams)-->http://www.mediafire.com/?y3fhidf0pcc3m6j
DOWNLOAD IG'13 BETA 2:[/SIZE]http://www.mediafire.com/?yncf5aqpc0uryvu
SEMI FINAL 3.0: http://www.mediafire.com/?j5392f57nag6d1j


FINAL: http://www.mediafire.com/?7m8nb0pbz7bg0ea
2.0:This is on ModdingWay 1.8.0 http://www.mediafire.com/?8hj4n88t1ymddhs
2.5 on Moddingway 1.8.4 4.0 db: http://www.mediafire.com/?sdh6du4h99syged
Career Mode Tweaks:

CM Tweaks for 2.0:
http://www.mediafire.com/?a5gy2265s5t6knu
MichaelCorleone's Final version tweaks: http://www.soccergaming.com/forums/showpost.php?p=3434112&postcount=1085

FIFA 13 Final Gameplay: http://www.mediafire.com/download/59xhu4fa91737qd/FIG13_Final_for_FIFA_13.rar

<INSTALLATION>
1. Download the file.
2. Make a ''db'' folder in this directory (if you don't have a ''db'' folder already in this directory)C: (directory leading to your FIFA 13 folder)/FIFA 13/Game/data/db
3. Extract my edited DB to the ''db'' folder.
4. Regenerate with i68 Regenerator, FM12, or Bernd's FHL-BH-Editor.

<FOR SEMI_FINAL 3.0 and on>

1. Download this and the corresponding MW patch, ie for 2.0, ModdingWay 1.8.0.
2. Extract to your FIFA 13 main folder. (ex. Origin Games/FIFA 13)
3. Regenerate if this is your first time downloading and installing a db file or a product.ini file.

====================================================================================================
ALL VERSIONS RELEASED AFTER FINAL WILL HAVE UPDATED TRANSFERS, THANKS TO MODDINGWAY and the new 3/2 EA update DB.


All credits to EA for FIFA 13.

Credits to Regularcat for the base Database.
His thread: http://www.soccergaming.com/forums/showthread.php?t=175367

Credits to Moddingway for their base DB:http://www.moddingway.com/

Big Thanks to Bangus who gives many tips to all on this forum.

Many thanks to all who gave me tips on this thread to help me learn Excel. You know who you are:D

Changes to do for 1.x.:

-fix CM player values problem 50%
-Product.ini development new '12 updated version
-Few tweaks to db haven't started
-playervalues.ini to fix CM players' cost. 50%

ETA until next testing:
This week(9/2)... or maybe none at all.


=======================================================================================================
<AI ONLY Downloads>
<Older files archive: '12 files:
Download: http://www.mediafire.com/?1j25aawojl32wvb
Download version with better cpu marking:http://www.mediafire.com/?7nh8oktrhngk51s
Download version with better cpu defense; lower scoring games:http://www.mediafire.com/?0900d4mxa209pvc
Download new beta(with Bangus's suggestions):http://www.mediafire.com/?v6fi032uj1cksih
Download new beta:http://www.mediafire.com/?249f3bhbcs21n9y
Download revision 5(9/16/12): http://www.mediafire.com/?vn6tt9ul5lll0km
Download Semi-final New-From-Scratch version: http://www.mediafire.com
/?dc91qe76wkl2x3q

FINAL V.1: http://www.mediafire.com/?xfv7y80vq4z5ie6
>

<And the 12-13 file:New 12-13: HOPEFULLY FIXED HERE >
 

bangus

Starting XI
Very cool thread AP, good luck!

One thing: be aware that dribbling and passing ratings in FIFA are programmed differently than one would expect. An 85-rated dribbler in FIFA isn't a better dribbler; it means he will hold on to the ball and run around with it, rather than pass it off to a teammate. A CPU player who is rated 1 in dribbling will never - and I mean never - hold onto the ball for any longer than a second. He'll pass it off to a teammate the moment it touches his foot. That is, unless you make his dribbling and pass ratings all 1. Then he may pass or he may dribble, the poor game coding doesn't know what to think at that point!

You can test this out by creating a CPU test team and lowering all players' dribbling ratings to 1. Then fire up a game: what you'll see is ping-pong soccer, not football. :33vff3o:
 
bangus;3328017 said:
Very cool thread AP, good luck!

One thing: be aware that dribbling and passing ratings in FIFA are programmed differently than one would expect. An 85-rated dribbler in FIFA isn't a better dribbler; it means he will hold on to the ball and run around with it, rather than pass it off to a teammate. A CPU player who is rated 1 in dribbling will never - and I mean never - hold onto the ball for any longer than a second. He'll pass it off to a teammate the moment it touches his foot. That is, unless you make his dribbling and pass ratings all 1. Then he may pass or he may dribble, the poor game coding doesn't know what to think at that point!

You can test this out by creating a CPU test team and lowering all players' dribbling ratings to 1. Then fire up a game: what you'll see is ping-pong soccer, not football. :33vff3o:

Yeah, but I thought that SKILLS_DRIBBLING and SKILLS_SHORT_PASSING determined this.
As of now, I don't have excel, so I'll be using DBM 12 for the time being.
 

bangus

Starting XI
Question: Why set defending direction sideways? To create stronger defending tactics, don't you want defenders to move back towards their goal to defend, rather than move left or right towards the sidelines?
 
bangus;3328024 said:
Question: Why set defending direction sideways? To create stronger defending tactics, don't you want defenders to move back towards their goal to defend, rather than move left or right towards the sidelines?

You could make the defense more compact on the x axis by using the x offset codes in the db to move the outside mids and backs more central.
 
bangus;3328024 said:
Question: Why set defending direction sideways? To create stronger defending tactics, don't you want defenders to move back towards their goal to defend, rather than move left or right towards the sidelines?

My fault, I read that wrong. The y-axis is in the players perspective not the user. (Y-axis is horizontal across the screen)
 

bangus

Starting XI
AndreaPirlo21;3328021 said:
Yeah, but I thought that SKILLS_DRIBBLING and SKILLS_SHORT_PASSING determined this.
I don't know what you know, so I don't know! All I can tell you is what I've seen with this game over the past few years. And IMO it's one of the problems with FIFA's core programming. An 85-rated passer is not a better passer than a 25-rated passer. It just means the 85-rated guy will pass the ball more often that the 25-rated guy. It's one of the reasons why all players in FIFA feel identical skill-wise, apart from speed, agility, shot power and shot accuracy.
 

bangus

Starting XI
AndreaPirlo21;3328027 said:
You could make the defense more compact
Okay that I understand, makes sense. So you move them in towards the middle of the pitch, rather than out towards the sidelines.
 

regularcat

Manager
Moderator
AndreaPirlo21;3328000 said:
We want to create stronger defense and lower scoring games, hence we lower the attacking values

you dont have to do this at all to create stronger defense, all this does is reduce attacking skewing overall ratings ultimately making defenders better than attackers which is not realistic.
 
regularcat;3328038 said:
you dont have to do this at all to create stronger defense, all this does is reduce attacking skewing overall ratings ultimately making defenders better than attackers which is not realistic.

What I meant by attacking values are the attacking role and direction, not each players' individual attributes.
 

regularcat

Manager
Moderator
AndreaPirlo21;3328044 said:
What I meant by attacking values are the attacking role and direction, not each players' individual attributes.

but by reducing that you lose attack making it too defensive.
 
regularcat;3328057 said:
but by reducing that you lose attack making it too defensive.

Not really, because FIFA 13 is a very attack oriented game. I did the same for FIFA 12 and the offense was still good. The defense was stronger.
 

regularcat

Manager
Moderator
AndreaPirlo21;3328058 said:
Not really, because FIFA 13 is a very attack oriented game. I did the same for FIFA 12 and the offense was still good. The defense was stronger.

if anything i would leave those alone & just mess with the work rates for attack.
 

regularcat

Manager
Moderator
AndreaPirlo21;3328062 said:
I'll see what happens, but thanks for the tip. What base DB should I use?

i would use mine since it has corrected players & names for unlicensed teams like paraguay & venezuela.
 
regularcat;3328064 said:
i would use mine since it has corrected players & names for unlicensed teams like paraguay & venezuela.

Can I use it?:biggrinx: Anyway, like I said before, I want this to be community oriented.
 

Aditilak

Club Supporter
Great work Andrea..
A little doubt,is tackling attribute analogous to dribbling attribute?I.e.,more tackling attribute means more number of tackles or does it mean more ability to tackle?
 

info0

Youth Team
One thing I would like to know is, how your DB edits would do with my slider settings.

They do work with Reg DB, worked with Fidel, but not as well. Taking all into account. ;)
 

bangus

Starting XI
Aditilak;3328069 said:
is tackling attribute analogous to dribbling attribute?I.e.,more tackling attribute means more number of tackles or does it mean more ability to tackle?
Good question. I recall regularcat mentioning last year that tackling ratings don't affect a player's foul rate. Which I intrepret as meaning players with lower tackling ratings aren't less proficient at tackling, they just don't try to tackle as much. But I don't know, never tested that myself.
 


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