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Immersion Gameplay: Football for Real

bangus;3303665 said:
That's one of the biggest issues with this series every year, the game plays like end-to-end football ping-pong. I'll be interested in seeing what you do with the product file to accomplish that. The only way I've found to do that is to edit the db and mass edit all teams' buildup speed tactics.

I think I found the code which controls build-up speed.
 

bangus

Starting XI
AndreaPirlo21;3303684 said:
Yes, but it also won't be as realistic as far as mentality is concerned. Players will be numb to different situations.
CPU attribute and performance boosts are present on every level. I prefer playing with all that crap off. The CPU opponent then plays an even and fair game throughout the whole match. Literally improves the gameplay 500% IMO.
 
bangus;3303708 said:
CPU attribute and performance boosts are present on every level. I prefer playing with all that crap off. The CPU opponent then plays an even and fair game throughout the whole match. Literally improves the gameplay 500% IMO.

Okay, I'll make a version with them turned off.
 

bangus

Starting XI
AndreaPirlo21;3303717 said:
Okay, I'll make a version with them turned off.
Sounds great, but from what I can tell around here, I'm maybe the only one who cares about it. It's maybe not worth your time.
 
Check the first post for new updates.

New Beta is out; I need feedback.
To Bangus: Version with your suggestions is also out.

Check first post:innocent_smile_1:
 

bangus

Starting XI
AP, I've been playing tonight using your patch in conjunction with Fidel's 5.1 slow db. I'm really liking the gameplay. I've had a problem with players' overdone hyper-agility in this game since day one, but between your patch and Fidel's db, the agility issue is pretty much resolved. I'm going to keep using this setup for the next few days, I really want to test it out some. Thanks for your efforts, good stuff.
 
bangus;3304093 said:
AP, I've been playing tonight using your patch in conjunction with Fidel's 5.1 slow db. I'm really liking the gameplay. I've had a problem with players' overdone hyper-agility in this game since day one, but between your patch and Fidel's db, the agility issue is pretty much resolved. I'm going to keep using this setup for the next few days, I really want to test it out some. Thanks for your efforts, good stuff.

Your welcome; thanks for the feedback and tell me how it goes for you.(Y)
 
I think my GP works with the FIFA 13 demo. I have seen significant changes when using my gameplay over the stock EA gameplay. Anyone who wants can try it, and tell me if this is true.
 

Aditilak

Club Supporter
AndreaPirlo21;3303685 said:
I think I found the code which controls build-up speed.

thats great andrea..The only problem has been ai's mentality to always play forward thinking passes..They never try to play in the midfield to calm the tempo like real football..This patch has been able to decrease build up speed and ai do play patient passing football,but thats not in midfield,but near opponent's box..It means ai donot try to control the game using midfield,thus leading to forwards,wingers,strikers geting more touches,more passes than the central midfielders and deep lying playmakers....
Btw,its me only or everyone experiences 95% ai's clearance kicks turns out into long balls to teammates..They donot make clearance kicks,they make clearance pass..It happens so often to me that it doesnt seem to be by accident..
 

bangus

Starting XI
AndreaPirlo21;3304105 said:
I think my GP works with the FIFA 13 demo. I have seen significant changes when using my gameplay over the stock EA gameplay. Anyone who wants can try it, and tell me if this is true.
How do you install/regenerate it though?
 

bangus

Starting XI
Aditilak;3304265 said:
thats great andrea..The only problem has been ai's mentality to always play forward thinking passes..They never try to play in the midfield to calm the tempo like real football..This patch has been able to decrease build up speed and ai do play patient passing football,but thats not in midfield,but near opponent's box..It means ai donot try to control the game using midfield,thus leading to forwards,wingers,strikers geting more touches,more passes than the central midfielders and deep lying playmakers......
All part of the same issue I touched on previously, exactly. I found the only way to force the CPU to play more of a midfield possession game is to edit CPU team tactics and individual CPU player assignments. Try this as a test: take one CPU team and lower buildup speed tactics between 1-10. Then set CPU player offense assignments to low and defense assignments to high. When you pressure the CPU in midfield, you should see a lot more stopping and passing back on the part of the CPU. Not perfect, but much better and much more realistic IMO.

Aditilak;3304265 said:
Btw,its me only or everyone experiences 95% ai's clearance kicks turns out into long balls to teammates..They donot make clearance kicks,they make clearance pass..It happens so often to me that it doesnt seem to be by accident..
I've been seeing that as well, just never thought about it until you brought it up. I'll keep an eye on that now.
 
bangus;3304278 said:
All part of the same issue I touched on previously, exactly. I found the only way to force the CPU to play more of a midfield possession game is to edit CPU team tactics and individual CPU player assignments. Try this as a test: take one CPU team and lower buildup speed tactics between 1-10. Then set CPU player offense assignments to low and defense assignments to high. When you pressure the CPU in midfield, you should see a lot more stopping and passing back on the part of the CPU. Not perfect, but much better and much more realistic IMO.

I've been seeing that as well, just never thought about it until you brought it up. I'll keep an eye on that now.

Actually, there are a few codes which control build-up. Each must coincide with the others to slow down the crazy, attacking AI. But I have never tried custom tactics. How would I change them?

The problem with the clearances is that, as with fouls, the AI default is too perfect. There is no way to change this at this point, at least from what I have tried.
 

bangus

Starting XI
AndreaPirlo21;3304343 said:
Actually, there are a few codes which control build-up. Each must coincide with the others to slow down the crazy, attacking AI. But I have never tried custom tactics. How would I change them?

The problem with the clearances is that, as with fouls, the AI default is too perfect. There is no way to change this at this point, at least from what I have tried.
Good to know about the codes, hope you can do something with that.

Tactics ideally should be edited on a team-by-team basis. I use the CM editor for that. The DBM editor can be used to mass edit any settings and ratings. For example, you can set team buildup speed parameters between a minimum of 1 and a maximum of any number up to 99.

One thing I've noticed with clearances (not that it necessarily applies here): with the default AI, the CPU is deadly with clearances and crosses. The ball always magically drops at the feet of the intended target. With the AI chemistry and morale cheats/boosts etc. set to 0, the CPU's ability to always hit its intended target with clearances and crosses is lowered substantially. That's another reason I play with those cheats off, the gameplay feels much more open and unpredictable IMO.
 
bangus;3304373 said:
Good to know about the codes, hope you can do something with that.

Tactics ideally should be edited on a team-by-team basis. I use the CM editor for that. The DBM editor can be used to mass edit any settings and ratings. For example, you can set team buildup speed parameters between a minimum of 1 and a maximum of any number up to 99.

One thing I've noticed with clearances (not that it necessarily applies here): with the default AI, the CPU is deadly with clearances and crosses. The ball always magically drops at the feet of the intended target. With the AI chemistry and morale cheats/boosts etc. set to 0, the CPU's ability to always hit its intended target with clearances and crosses is lowered substantially. That's another reason I play with those cheats off, the gameplay feels much more open and unpredictable IMO.

I have some experience with DBM, but how would I mass edit? I can only edit one value at a time.
 

bangus

Starting XI
AndreaPirlo21;3304452 said:
I have some experience with DBM, but how would I mass edit? I can only edit one value at a time.
You can open the fifa_ng_db-meta file (located in the db folder) using wordpad, and search for the particular table and parameter you want. Example:

table name=customteamstyles
field name=busbuildupspeed

Rangehigh setting for buildup speed is 100, rangelow is 1. You can set those at whatever you want. Those changes will then be applied to all teams in the db you're using. Use the CM tool to go into the db afterwards to check to make sure that your edits worked.

If there's a way to edit the db and globally reduce/increase parameters by a specific percentage, I haven't found out how. It would be great if someone knows and could share that info, because that's what's really needed.
 
bangus;3304469 said:
You can open the fifa_ng_db-meta file (located in the db folder) using wordpad, and search for the particular table and parameter you want. Example:

table name=customteamstyles
field name=busbuildupspeed

Rangehigh setting for buildup speed is 100, rangelow is 1. You can set those at whatever you want. Those changes will then be applied to all teams in the db you're using. Use the CM tool to go into the db afterwards to check to make sure that your edits worked.

If there's a way to edit the db and globally reduce/increase parameters by a specific percentage, I haven't found out how. It would be great if someone knows and could share that info, because that's what's really needed.

Thanks a lot, bangus!
 


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