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Yes I've seen that too, and after a decade of it did we really expect it NOT to be in the game again?Ivsa;3736858 said:As i see it, this year the game is not bad but there is still the 45 and 90 minute, still rain of goals in that period!?
You mean in the demo, correct? I've yet to edit the positioning values and roles in the formations table because I've been converting player styles, but I'll definitely be playing around with the values to see if there's a sweetspot. That's a weird effect that you mentioned, and I'll be sure to see how to fix it if I can and pm you my findings. Maybe they reversed the position id assignments this year, meaning that 0 is the LS and so on? In FIFA 14 the values and their assignments corresponded like this:bangus;3737652 said:AP, EA changed the positioning logic this year. I went to edit default back 4 roles and positioning, and it doesn't work as it does in previous years. Doing so alters the positioning logic of the opposing team's attacking players for some odd reason, it's very strange.
Just wondering if you would mind giving me a quick overview on editing default player positioning in the formation table by adjusting x y points. I can and will figure it out eventually, but you've already done it and you can save me a lot of testing and re-testing time, lol.
Yes, with db editing, the tempo of the game can be slowed to a certain degree, so maybe game speed and buildup can be toned down for 45 minute halves. Right now, I'm slowing everything down for 10 minute halves or so, but I thinking about slowing it down further if possible to accommodate 45 minute halves. I'll let you know if everything works out on that front.aurion17;3737769 said:Andrea, wonderful news
also, if it is possible, could you try and edit the tempo of the game if, say, I wanted to play 45 minute halves in game, with that fantastic code you gave us in the demo thread, this would require the AI passing back and sideways, not just linear attacking and going forward all the time. Finding space for a shot, so instead of finishing a game with 50 shots each (due to the simulation lasting 45 minutes each half), shots could be harder to take because of pressing of the AI and secondary defending as well...
Anyways, I'm very much looking forward to your mod
aurion17
Here's the issue: By default, teams with a 4-back system have roles assigned as RB RCB LCB LB. The problem with that is all CBs in the game - CB RCB LCB - are programmed to never move beyond midfield when their team is in the attacking zone (screen 1 below). They stand at midfield and never join in on the attack, even when their attacking roles and work rates are set on high.AndreaPirlo21;3737852 said:That's a weird effect that you mentioned, and I'll be sure to see how to fix it if I can and pm you my findings.
Legendary difficulty, 15 minute halfs: at half time 1 shot for the CPU vs 0 for me. I already spent a couple hours of my time explaining to you how to edit your game to accomplish this. Did you even try my suggestions?aurion17;3737769 said:also, if it is possible, could you try and edit the tempo of the game if, say, I wanted to play 45 minute halves in game, with that fantastic code you gave us in the demo thread, this would require the AI passing back and sideways, not just linear attacking and going forward all the time. Finding space for a shot, so instead of finishing a game with 50 shots each (due to the simulation lasting 45 minutes each half), shots could be harder to take because of pressing of the AI and secondary defending as well..
bangus;3738076 said:Legendary difficulty, 15 minute halfs: at half time 1 shot for the CPU vs 0 for me. I already spent a couple hours of my time explaining to you how to edit your game to accomplish this. Did you even try my suggestions?
bangus;3738000 said:Here's the issue: By default, teams with a 4-back system have roles assigned as RB RCB LCB LB. The problem with that is all CBs in the game - CB RCB LCB - are programmed to never move beyond midfield when their team is in the attacking zone (screen 1 below). They stand at midfield and never join in on the attack, even when their attacking roles and work rates are set on high.
I have fixed this every year by editing and re-assigning back line roles as RWB RB LB LWB. This alters the attack logic and allows these players to join in on the attack. I made my customary edits to the formations and teamplayerlinks tables in the demo, but something has apparently changed. Now my CPU-controlled players appear to "read" that the CPU back line is capable of attacking, so they press up the pitch and stand at midfield themselves, preventing the CPU back line from moving in to attack (screen 2).
Note that in both instances I have my team set at max defend (park the bus tactics). You can see my tactics are working in screen 1 but have no effect at all in screen 2.
Glad you're into the idea. My db mod will increase the number of longshots (for certain players especially), increase skill moves -- this depends on how the full version implements the strings in the inis, and as a side note, I've been successful in increasing the number of tackles.sky;3740860 said:I really like the idea of randomization. I don't care too much about the other features, because when i play offline career long term, sometimes it gets boring especially when you've built a good team. I like the idea of fate throwing a couple of curveballs at me.
I actually think the CPU AI defending is pretty good on world class, but CPU attacking needs some work. In vanilla game, there are way too many occasions of the CPU attacker just running diagonally on the pitch and just wasting time. If you can tone down the CPU "ball retention" and force the AI to take risks, do more dribbles (even if they fail), and more long range shots that would be great. Tired of spending half the match just chasing the AI around while they run in circles.
Right now that's last on my list. It may or may not be completed and I'll definitely need some support from graphics modders, etc.pesfifa76;3739728 said:yess i whant Futsal Mod
xPr0metheus;3739708 said:I can't wait to try your mod hopefully with updated rosters. For a good deal look at this page:
http://www.gamekeyfinder.de/games/FIFA_Soccer_15.html
I bought the game for 35 Euro which is an awesome price
Backpassing cheerio
Sent from my SM-G900W8 using Tapatalk
extream87;3741300 said:You edit the dB with hex or with program?
x119;3741440 said:AndreaPirlo21, from what I know (and tested with demo) Cheat Engine does not work with Fifa15.
I used it for the speedhack tool inside, but unfortunately it made game crash.