• This is a reminder of 3 IMPORTANT RULES:

    1- External self-promotion websites or apps are NOT allowed here, like Discord/Twitter/Patreon/etc.

    2- Do NOT post in other languages. English-only.

    3- Crack/Warez/Piracy talk is NOT allowed.

    Breaking any of the above rules will result in your messages being deleted and you will be banned upon repetition.

    Please, stop by this thread SoccerGaming Forum Rules And Guidelines and make sure you read and understand our policies.

    Thank you!

Immersion Gameplay: Football for Real

esurwd

Club Supporter
i'm testing again the previous patch to see the difference
yes, it seems better, but i'm not sure yet. need more playing :)
 
<Immersion Gameplay: Football for real With Database>

It's finished:33vff3o: I'm not sure whose base database this is, but I give credit to skeerz, PaulFCB, and aresMX This database has all summer transfers, thanks to the three aforementioned. The only changes I made concern every team's buildup speed. Every build-up value has been decreased to 1.
Don't think that this decreases variance! The traits of every player also influence the way a team constructs an attack and develops it.

<How to install>:

Download and extract the all the contents into your ''Game'' folder.
Regenerate afterward.

Download

Here is the link: http://www.mediafire.com/?6089lzg1wvb25cs

Have fun:innocent_smile_1: PM me if you need help.

Credits to: skeerz, aresMX, PaulFCB, and all summer DB makers.
 
Update Ideas:

I might also decrease tackling and increase aggression for every team.
If you want me to use a different database as a base, contact me so I can ask permission from the creator of the DB you want me to use.

Cheers,
~AP21
 

Ivsa

Youth Team
AndreaPirlo21;3302540 said:
1. The thing that annoy me the most is that "right analog flick" has far to much effect, i play with CPU marking on 100 and even so its annoying, in 95% situations the correct flick will get you around the defender and in goal scoring opportunity, i think that you need to correct this ASAP, its ruining pretty good gameplay patch

2. CPU and my AI controlled defenders have a few issues, first, they do not mark, they stand near the player but not on him (they stand few meters from opponent, but its like they do not care if he will receive the ball, and then when he receive it, then they move on him), i hope that you are getting what am i saying, if the defenders ware a bit more aggressive before the opponent receive the ball, it would be nice, also when opponent is leading an attack with 2-3 players that are playing short double passes, my players like beserk on player that is leading the ball, 2-3 of my players attack him, instead they should play "zone", one attack, and the other cover the opponents without the ball
(dont get me wrong, there are situations like above when CPU plays my defenders outh with passes, and etc, butt to many times is by stupidity of my player that are like flies on a light)

3. CPU player tend to have "burst of speed" when the ball is played to them especially if its a trough pass, my defender is 3-4 meter away from ball, opponent is maybe 8-10 and he gets it easily, i know that in some situations opponent striker is in full speed and my defender is caught off balance with the pass and then he gets the ball, but this "burst of speed" tend to happen pretty often, i feel like the computer is cheating obviously

4. Goalkeeper changes are very nice, but i thing its to much in some situations, few times i kicked a ball with volley from 12-15 meter form goal, and the keeper just deflects them (i know that its possible for keeper to make a save, but 5 out of 6 is to much), personally i think that changes are to exaggerated for away strong shots/volley's, etc, keeper tend to deflect them to easily.
The changes on one on one actions, and trough balls and similar stuff are very nice, and i like them very much.
But, there is also one pretty much annoying thing, the lob passes, its like the keeper dont see them, ball falls about a meter and a half from keeper, he does nothing and the opponent players just smashes the ball in goal (also this is very possible in real life, but in situations very opponent is running on flank without the pressure from the defenders and then crosses strong mid-low/mid-high ball that is to fast for keeper to react, and then the striker just smashes the ball in goal), but its annoying when C. Ronaldo plays the lob pass from half of my side of the pitch from flank, ball fly 5-6 seconds then falls 1 meter from keeper and then someone smashes the ball in goal, and my keeper looks like he is staring in the sun

Overall the gameplay is very nice, but there are a few thing that bugs it, fix the over exaggerated effect for "right analog flick", and the keepers reactions on lob passes and it will be perfect.

Thanks for the feed Ivsa:) I will fix these in my spare time. I haven't experience the problem you have with the goalkeeper. Even without calling the goalkeeper out, he will automatically attempt to intercept the long-ball. I know how to fix the right analog problem. As for speed burst, I think that is just a matter of decreasing AI acceleration to 47 with the in-game sliders.
What version of my Gameplay are you using? The latest version with better defense is the best imo.

Hy Andrea, i played a bit (20-30 games) with your latest patch, the one with DB, but i did not use your DB, as i have my own, i just used the product.ini, and i must say that the newest patch improves thing a bit, but its to similar with the one that you named "better defence, lower scoring games", it almost like they are the same, all the problems that i mentioned in mi first post (i quote'd it up) are still here:

"right analog flick" still has to much effect, burst of speed still happens, opponent's defender's are still a bit to much passive, and the referee is just wrong, in some situations it like he is not there (you could ask Paul to share his referee codes with you as in his patch the referee is perfect), all of the mentioned stuff are improved from the old patch, but the change is just to small, it almost has no effect, work on this more and it will be very good!?

PS: I don't know how gameplay is with your DB, as i did not use it, i have my own "player attribute" edited db, i lowered the speed and agility of attackers, i raised the marking, aggression and tackling stats in defenders, and so on, so i use my DB, maybe with your DB the gameplay is perfect, wait for someones input, i gave my input just on your product.ini!?
 

bangus

Starting XI
Ivsa;3306559 said:
i have my own "player attribute" edited db, i lowered the speed and agility of attackers
Ivsa, would you consider making your db available to others like myself who have been doing the same? I've been editing players' speed and agility as well, the game plays so much better that way. Thanks.
 
Ivsa;3306559 said:
Hy Andrea, i played a bit (20-30 games) with your latest patch, the one with DB, but i did not use your DB, as i have my own, i just used the product.ini, and i must say that the newest patch improves thing a bit, but its to similar with the one that you named "better defence, lower scoring games", it almost like they are the same, all the problems that i mentioned in mi first post (i quote'd it up) are still here:

"right analog flick" still has to much effect, burst of speed still happens, opponent's defender's are still a bit to much passive, and the referee is just wrong, in some situations it like he is not there (you could ask Paul to share his referee codes with you as in his patch the referee is perfect), all of the mentioned stuff are improved from the old patch, but the change is just to small, it almost has no effect, work on this more and it will be very good!?

PS: I don't know how gameplay is with your DB, as i did not use it, i have my own "player attribute" edited db, i lowered the speed and agility of attackers, i raised the marking, aggression and tackling stats in defenders, and so on, so i use my DB, maybe with your DB the gameplay is perfect, wait for someones input, i gave my input just on your product.ini!?

Ivsa,

I have already told you how to get rid of the speed burst problem: lower CPU acceleration to 47. I also used Paul's solution: CPUAI_USE_DIFFICULTY = 0 in the .ini. I haven't seen any problem after I did the two above. The right analog flick happens with almost every gameplay mod. I have seen it in Fidel's patch and RC's patch. I'm looking for a solution. As for the other problems you mentioned, I have never encountered them. The only problem that I saw was the referee problem. This I can fix.
 
Ivsa,

Also, the aggression codes don't affect how well the cpu marks.
EA's codes make it hard to increase marking substantially. I have every marking code to the max value.
 

bangus

Starting XI
AndreaPirlo21;3306719 said:
Ivsa,

Also, the aggression codes don't affect how well the cpu marks.
EA's codes make it hard to increase marking substantially. I have every marking code to the max value.
Other ratings affect CPU ability. I would look at editing reactions, positioning and consistency for example as a way to help increase defensive ability. Aggression also plays a role so I don't quite understand why you say it doesn't help.
 

bangus

Starting XI
AP, I should add that IMO the issue with ineffective CPU defensive ability has more to do with the way the game is specifically programmed, rather than player ratings. That's why I've been experimenting with editing bounding boxes and ways to get more players to come back and help out on defense. The way EA has programmed FIFA, only the back four defenders ever help out around the goal. I've edited my CPU teams to have 5, 6, 7 or 8 players come back into the box to help defend. It makes the question of improving CPU marking redundant: it's almost impossible to get clear from defenders at that point, let alone get a shot on goal.
 
bangus;3306737 said:
Other ratings affect CPU ability. I would look at editing reactions, positioning and consistency for example as a way to help increase defensive ability. Aggression also plays a role so I don't quite understand why you say it doesn't help.

All these values are also at max.
 
bangus;3306741 said:
AP, I should add that IMO the issue with ineffective CPU defensive ability has more to do with the way the game is specifically programmed, rather than player ratings. That's why I've been experimenting with editing bounding boxes and ways to get more players to come back and help out on defense. The way EA has programmed FIFA, only the back four defenders ever help out around the goal. I've edited my CPU teams to have 5, 6, 7 or 8 players come back into the box to help defend. It makes the question of improving CPU marking redundant: it's almost impossible to get clear from defenders at that point, let alone get a shot on goal.

Yes, that is what I said: what you can edit is very limited because of EA's default programming.
 

bangus

Starting XI
AndreaPirlo21;3306811 said:
Yes, that is what I said: what you can edit is very limited because of EA's default programming.
Correct. And so in order to more effectively improve the gameplay, the trick is to try and alter the programming itself. That's what I'm continually working on with my edits.
 
bangus;3306812 said:
Correct. And so in order to more effectively improve the gameplay, the trick is to try and alter the programming itself. That's what I'm continually working on with my edits.

Yes, here are some things that I have concluded from editing:

The edited DB doesn't have much effect on build-up speed. That's why I conclude that my build-up speed codes in the .ini must have worked.
DB values in the .ini have the same effect as editing the DB itself, only you can't mass edit values by a percentage.
Usable values in the .ini for DB codes is 1 to 1000. Anything more or less is just a placebo effect.
Whereas, non-DB codes have a value range of -100000 to 100000.
Again, if you see anything different with the values set higher than these boundaries it is just a placebo.

If I am wrong, please tell me what the right range is.

BTW, I am working on a new version from scratch. Stay tuned(H)
 

fifacana

Club Supporter
AndreaPirlo21;3306408 said:
<Immersion Gameplay: Football for real With Database>

It's finished:33vff3o: I'm not sure whose base database this is, but I give credit to skeerz, PaulFCB, and aresMX This database has all summer transfers, thanks to the three aforementioned. The only changes I made concern every team's buildup speed. Every build-up value has been decreased to 1.
Don't think that this decreases variance! The traits of every player also influence the way a team constructs an attack and develops it.

<How to install>:

Download and extract the all the contents into your ''Game'' folder.
Regenerate afterward.

Download

Here is the link: http://www.mediafire.com/?6089lzg1wvb25cs

Have fun:innocent_smile_1: PM me if you need help.

Credits to: skeerz, aresMX, PaulFCB, and all summer DB makers.

good job bro. so how different is this version compared with GP5+beta, only changed buildup value to 1 in the product.ini? thanks
 

regularcat

Manager
Moderator
AndreaPirlo21;3307282 said:
Yes, here are some things that I have concluded from editing:

The edited DB doesn't have much effect on build-up speed. That's why I conclude that my build-up speed codes in the .ini must have worked.
DB values in the .ini have the same effect as editing the DB itself, only you can't mass edit values by a percentage.
Usable values in the .ini for DB codes is 1 to 1000. Anything more or less is just a placebo effect.
Whereas, non-DB codes have a value range of -100000 to 100000.
Again, if you see anything different with the values set higher than these boundaries it is just a placebo.

If I am wrong, please tell me what the right range is.

BTW, I am working on a new version from scratch. Stay tuned(H)

the db has everything to do w/ build up speed, using the codes instead of the db mass edits for all teams making all teams virtually a clone of each other.

db values/codes are from 1-99, just like the db itself.

non db codes have an infinite range, as math & numbers are infinite, there is no placebo effect, the only placebo effect is using a on/off code set to more than 1 & swearing you see a change.

there is no way to make a perfect game, ive been trying for years, in those years i have learned a lot about what is possible & what isnt possible along w/ value ranges & what does what.

i speak from experience, i must admit my gameplay patches have gradually fell off due to the fact im borderline retired from this game hoping a new game comes out & allows for editing something that previously wasnt giving you the little glimmer of hope that you can & it is possible to make the perfect gameplay.
 
regularcat;3307303 said:
the db has everything to do w/ build up speed, using the codes instead of the db mass edits for all teams making all teams virtually a clone of each other.

db values/codes are from 1-99, just like the db itself.

non db codes have an infinite range, as math & numbers are infinite, there is no placebo effect, the only placebo effect is using a on/off code set to more than 1 & swearing you see a change.

there is no way to make a perfect game, ive been trying for years, in those years i have learned a lot about what is possible & what isnt possible along w/ value ranges & what does what.

i speak from experience, i must admit my gameplay patches have gradually fell off due to the fact im borderline retired from this game hoping a new game comes out & allows for editing something that previously wasnt giving you the little glimmer of hope that you can & it is possible to make the perfect gameplay.

Yes, the DB values range from 1-99, but non-DB values have no noticeable effect past 10^5. This is the result of the way FIFA12 is programmed.
I respect your experience as a gameplay modder. Much of what I have learned came from studying your GP.

FIFA isn't infinitely open to editing, but we can make a very realistic GP from what EA gives us.
 


Top