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[FIFA Immersion Gameplay '13]

bangus

Starting XI
AndreaPirlo21;3440437 said:
I figured out a way to get more players to join the attack in the opponent's half.
Do you mind mentioning which table/values you're tweaking to accomplish that? I don't need to know the specific values you're using, just would appreciate knowing which db table you're editing. Thanks.
 

Fifamonkey2012

Reserve Team
SEPAKBOLA;3440604 said:
Yes, the forum is acting a bit.

The formations are correct - that is the design of this patch I believe. This allows players to be in certain positions and takes advantage of FIFA's smart AI decisions (plus AP21's many product.ini edits).

AP - I forgot - you can use my file I posted in the first video - I actually had it before, but not sure where it came from. I just edited some values - and that's how I got it working. I'd highly recommend it.

Thanks for reply, ok its normal, just needed to get up to speed on how it works so thats great.

I assume the file you refer to is the bounding boxes file? I imported this into Fidels DB previously and it reminded me to do the same for this.

Question is, if I remember do I import single table to "Temp formations" via DB12? That seems to be the matching offset type values.

One more minor question:

** deleted seems I had DB mixed up causing corrupt error, but sorted now **
 

regularcat

Manager
Moderator
bangus;3440713 said:
Do you mind mentioning which table/values you're tweaking to accomplish that? I don't need to know the specific values you're using, just would appreciate knowing which db table you're editing. Thanks.

it is most likely the work rates in the players table and the attacking roles in the formations tables.
 

bangus

Starting XI
regularcat;3440931 said:
it is most likely the work rates in the players table and the attacking roles in the formations tables.
Thanks rc. I have noticed a big difference in the backs moving up to attack when their attack workrates are set to high. I assumed it was something like that, just wanted to know in which table that specific info was, and if attack values for each position can be increased beyond the default settings. Appreciated.
 

regularcat

Manager
Moderator
bangus;3440964 said:
Thanks rc. I have noticed a big difference in the backs moving up to attack when their attack workrates are set to high. I assumed it was something like that, just wanted to know in which table that specific info was, and if attack values for each position can be increased beyond the default settings. Appreciated.

i don't think those values can be pushed past their maximum values, everything in this game works in combinations with other aspects making editing a nightmare and giving you options instead of all around satisfaction.
 
Actually, I'm not a huge fan of increasing the workrates. Attackingdirection in the formations table works much better because it automatically causes the players to move up without messing up their workrates/run frequency.
 

Fifamonkey2012

Reserve Team
I was testing out AI And be a pro with the final version product.ini & pre release databse (moddingway based version).

To post what I saw that might be worth feeding back:

Lower teams for example Swindon V Bournemouth for example (I mentioned this before) Center forwards or strikers that are further back after defending and get the ball to push forward do still tent to hog and never really pass. To a point they might dribble around many players with open pass lanes and end up running it out, crossing to no one in box or simply fumbling and tackled. Try Swindon V Bournmouth AI v AI as Swindon mid/strikers showed this the most also Oxford. I realise you are setting individuality to this and I wonder if some lower set players in those positions are having a slight adverse effect on working out to pass.

I think it might be that they are dead set on being a striker to score even in situations they really should try a 1-2 pass before the box and they dont. In one game he had the ball from just after half way line, kept it and worked his way to before the box, couldn't get passes, dribbled back again, went far left to wing, thought about it, went back to center, then over to the left, and then stumbled it out of play. There were probably 10 moments to pass and it looked like an EA bug in some ways. Comentator "hes taking them all on" kicked in too, and other Ai were calling for ball and making runs, and striker just ignored them all.

I also noticed in games increased amount of chanced to get yellow card/penalty in box & free kicks, which in most cases is fine, but its all based on the grabbing of shirt feature and dragging a player to the floor. In one England game 2 penalties and 2 yellow cards in one half happened (20 min halves) becuase they were panic shirt pulling in the box. I wonder what it is that can decrease this particular aggression at all?

I also found that scoring is quite soon ingame and in a England V France it was 4-2 in one half, going into 5-3 at the end. I use Fidel ini/DB previous and one thing it did manage to keep quite a balanced scoring, sometime never, 2-1 max and very often 20 mins would go past before a sniff of a goal.

Now, that isnt a complaint and comparisons can be a tad insulting, so excuse me for that. But I thought I would post the things that stuck out for me. Speed/play style and differences are perfect though.
 

gabi1

Club Supporter
if i deleted the squads file in documents folder, how do i regenerate to get it back?
i am using i69 regenerator, but nothing comes up in Documents\FIFA 13
 
gabi1;3441116 said:
if i deleted the squads file in documents folder, how do i regenerate to get it back?
i am using i69 regenerator, but nothing comes up in Documents\FIFA 13
Once you delete your squads, you can't regenerate it back. (That's not what the regenerator is for.) If you only moved it to the recycle bin, then restore it.
Fifamonkey2012;3441075 said:
I was testing out AI And be a pro with the final version product.ini & pre release databse (moddingway based version).

To post what I saw that might be worth feeding back:

Lower teams for example Swindon V Bournemouth for example (I mentioned this before) Center forwards or strikers that are further back after defending and get the ball to push forward do still tent to hog and never really pass. To a point they might dribble around many players with open pass lanes and end up running it out, crossing to no one in box or simply fumbling and tackled. Try Swindon V Bournmouth AI v AI as Swindon mid/strikers showed this the most also Oxford. I realise you are setting individuality to this and I wonder if some lower set players in those positions are having a slight adverse effect on working out to pass.

I think it might be that they are dead set on being a striker to score even in situations they really should try a 1-2 pass before the box and they dont. In one game he had the ball from just after half way line, kept it and worked his way to before the box, couldn't get passes, dribbled back again, went far left to wing, thought about it, went back to center, then over to the left, and then stumbled it out of play. There were probably 10 moments to pass and it looked like an EA bug in some ways. Comentator "hes taking them all on" kicked in too, and other Ai were calling for ball and making runs, and striker just ignored them all.

I also noticed in games increased amount of chanced to get yellow card/penalty in box & free kicks, which in most cases is fine, but its all based on the grabbing of shirt feature and dragging a player to the floor. In one England game 2 penalties and 2 yellow cards in one half happened (20 min halves) becuase they were panic shirt pulling in the box. I wonder what it is that can decrease this particular aggression at all?

I also found that scoring is quite soon ingame and in a England V France it was 4-2 in one half, going into 5-3 at the end. I use Fidel ini/DB previous and one thing it did manage to keep quite a balanced scoring, sometime never, 2-1 max and very often 20 mins would go past before a sniff of a goal.

Now, that isnt a complaint and comparisons can be a tad insulting, so excuse me for that. But I thought I would post the things that stuck out for me. Speed/play style and differences are perfect though.

Thanks, man. I know the fix. The problem is that it might screw up the ratings slightly; the reason being: the difference between dribbling and short passing determines how long a player will keep the ball. If the difference is set to 20 for all players, then good dribblers will be also good passers. Here's an example: 97 dribbling/77 short passing; 47 dribbling/27 short passing. As you know, this is not always true in real life football.
 

Loki11

Club Supporter
AP, I've noticed that player ratings are higher and the gameplay is faster in this new pre-release version (but still lower and slower than the base game), is that intentional or have I done something wrong?
 

MichaelCorleone

Youth Team
I've been playing your pre-release from some days now. I am enjoying it thoroughly. My only regret perhaps is that its too fast.. I use these sliders -

Sprint speed - 0
Accel - 46
Run-Frequency - 60 ( otherwise they'll just stand)


Some thing I noticed -

1. When I am close to the box and I am trying to find my way through dribbling around slowly ( not sprinting) the AI will always tug at my shirt relentlessly and he ends up usually with a yellow. Because my playing style includes slowly dribbling around the box (to try make the def move and create gap for passes), AI usually ends up with lots of yellows and a few reds every match.

2.Some of the times , when an AI gets a throw-ball close to the corner flag , no one comes to take it. The AI waits for long and then throws it at the GK. This has not happened a lot, just some of the times.

3. Wingers are very sluggish to make forward runs in case of counter-attack. You almost have to 'manually' stir them up by either passing the ball to them or to a guy close to him to stir him to life :). Even Ronaldo does not care to make a run..


What I like most about this mod is the feel of shooting. Freekicks, long shots, finnesse shots ( a bit harder though) feel much heavier than the original state of game. I once used excel to make every attrib of every player to 25. What I liked about that db was the feel of the ball. The heaviness of the game. Freekicks, longshots were just so real. This mod of yours comes pretty close that. You may want to try this 25 formula to see what I am talking about.
 
MichaelCorleone;3441408 said:
I've been playing your pre-release from some days now. I am enjoying it thoroughly. My only regret perhaps is that its too fast.. I use these sliders -

Sprint speed - 0
Accel - 46
Run-Frequency - 60 ( otherwise they'll just stand)


Some thing I noticed -

1. When I am close to the box and I am trying to find my way through dribbling around slowly ( not sprinting) the AI will always tug at my shirt relentlessly and he ends up usually with a yellow. Because my playing style includes slowly dribbling around the box (to try make the def move and create gap for passes), AI usually ends up with lots of yellows and a few reds every match.

2.Some of the times , when an AI gets a throw-ball close to the corner flag , no one comes to take it. The AI waits for long and then throws it at the GK. This has not happened a lot, just some of the times.

3. Wingers are very sluggish to make forward runs in case of counter-attack. You almost have to 'manually' stir them up by either passing the ball to them or to a guy close to him to stir him to life :). Even Ronaldo does not care to make a run..


What I like most about this mod is the feel of shooting. Freekicks, long shots, finnesse shots ( a bit harder though) feel much heavier than the original state of game. I once used excel to make every attrib of every player to 25. What I liked about that db was the feel of the ball. The heaviness of the game. Freekicks, longshots were just so real. This mod of yours comes pretty close that. You may want to try this 25 formula to see what I am talking about.

I can fix the speed and the low attack workrates easily. Also, I know what you mean with the 25 rating db. The ball is much heavier and so are the players.
 

Fifamonkey2012

Reserve Team
AndreaPirlo21;3441164 said:
Thanks, man. I know the fix. The problem is that it might screw up the ratings slightly; the reason being: the difference between dribbling and short passing determines how long a player will keep the ball. If the difference is set to 20 for all players, then good dribblers will be also good passers. Here's an example: 97 dribbling/77 short passing; 47 dribbling/27 short passing. As you know, this is not always true in real life football.

Yes I thought it must have been something like this based on the OFP description of player individuality. Seems there is a tight fine line to balance it based on the limitation one side or the other.

Well, I hope it can in some way be ironed out to get a middle ground, tricky though and glad its not me trying this on a DB :). As I mentioned for testing just play Swindon V Bournemouth or Oxford (happened to be the ones I noticed but doesn't mean it isn't noticeable elsewhere) and I would imagine as those are in the lower range you start to see the "never want to pass" effect. It does seem to be just the strikers or forwards though, its not every single time but when it happens it does come off as a bug almost, becuase when they dont want to pass they do it in style :biggrinx:

I guess it also depends on play style or how you play to see it, I always dive into AI v AI kick offs and try different ratings go head to head for 20 min halves.
 

bangus

Starting XI
Fifamonkey2012;3441733 said:
I would imagine as those are in the lower range you start to see the "never want to pass" effect. It does seem to be just the strikers or forwards though, its not every single time but when it happens it does come off as a bug almost, becuase when they dont want to pass they do it in style :biggrinx:
I've seen that as well. I'm starting to think their willingness to pass vs dribble is also dependent on their vision rating: the higher their vision, the more they can "see" other players to pass to. But I haven't tested that theory yet.
 
bangus;3441782 said:
I've seen that as well. I'm starting to think their willingness to pass vs dribble is also dependent on their vision rating: the higher their vision, the more they can "see" other players to pass to. But I haven't tested that theory yet.

Yes, it is, although not as directly related to player's selfishness as the dribbling - shortpass difference.
 

The Wizard

Reserve Team
Could someone plase reupload the final AI only file on an other hoster? The mediafire download don't work for me. I don't know what's the problem.
 

Fifamonkey2012

Reserve Team
bangus;3441782 said:
I've seen that as well. I'm starting to think their willingness to pass vs dribble is also dependent on their vision rating: the higher their vision, the more they can "see" other players to pass to. But I haven't tested that theory yet.

Hope not, as that would suggest playing lower teams at times they are completely blind :icon_spin: :)
 
Fifamonkey2012;3442085 said:
Hope not, as that would suggest playing lower teams at times they are completely blind :icon_spin: :)

That's why I set a minimum vision rating, so they aren't completely blind, but don't see as well as the top tier teams.
 

fedeX

Club Supporter
Hi AP, this has nothing to do with your post (i hope it doesnt bother you) but i was wondering. Do you know if there`s any way of modify the referee movement? i mean, a way to make him stay further away of the player with the ball.. cause im tired of keep running onto him >.< annoying!


Thanks!!

(waiting for the full release!!)
 


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