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Immersion Gameplay: Football for Real

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.

RC, my new GP which I am working on utilizes some DB values. Not every team is a clone of the other even with these values.
 

regularcat

Manager
Moderator
AndreaPirlo21;3307363 said:
RC, my new GP which I am working on utilizes some DB values. Not every team is a clone of the other even with these values.

they wont be based on players individual ratings & traits, but style of play becomes pretty much the same until a certain player w/ a certain value has his way.

you should understand what im saying, my explanation may not be the best but i had a long day today & my mind is tired.
 
regularcat;3307389 said:
they wont be based on players individual ratings & traits, but style of play becomes pretty much the same until a certain player w/ a certain value has his way.

you should understand what im saying, my explanation may not be the best but i had a long day today & my mind is tired.

I understand. Hope you have a good rest.:sleep:
 

regularcat

Manager
Moderator
AndreaPirlo21;3307324 said:
non-DB values have no noticeable effect past 10^5. This is the result of the way FIFA12 is programmed.

cant say i agree, i have values above & beyond this above stated value & i see differences drastically, i know the difference between placebo & actual change.
 
regularcat;3307392 said:
cant say i agree, i have values above & beyond this above stated value & i see differences drastically, i know the difference between placebo & actual change.

For SKILLS_STANDING_TACKLE, I have this value at -1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

Big values, 10^5 plus, seem only to work for traits. ex. SKILLS_LONGSHOT_TAKER = 10000000000000000000000
 

regularcat

Manager
Moderator
AndreaPirlo21;3307412 said:
For SKILLS_STANDING_TACKLE, I have this value at -1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

Big values, 10^5 plus, seem only to work for traits. ex. SKILLS_LONGSHOT_TAKER = 10000000000000000000000

now you are learning...
 

bangus

Starting XI
AndreaPirlo21;3307282 said:
The edited DB doesn't have much effect on build-up speed.
Yes, because there are other settings that can work against any buildup speed setting changes. Try this as a test: Set your CPU test team's offensive rating to very defensive, and set individual players' offensive work assignments to low. With those changes, along with your lowering buildup speed settings, you should see a big difference in the CPU's willingness to charge up the pitch, especially as you apply pressure to the CPU ball carrier in midfield.

Editing the product file can only go so far when trying to create realistic gameplay. It also requires a lot of editing individual teams and players, there's really no way around it.
 

fifacana

Club Supporter
I actually want my players to push up more and attack more. right now my team is not effective in attack support or counter-attacks, while CPU is smooth in both attack and defense.
 

bangus

Starting XI
fifacana;3307586 said:
I actually want my players to push up more and attack more. right now my team is not effective in attack support or counter-attacks, while CPU is smooth in both attack and defense.
We're talking about the CPU's buildup, not the User team's. BTW I answered your question the last time you asked. You have to edit your team's offensive mentality, individual player work rate, and adjust your User sliders. Plus when you play, switch to ultra-attack tactics when you have the ball.
 

paulv2k4

Youth Team
I just wanted to pick up on what you guys have been talking about. The EXTREME numbers your using CANNOT work in terms of programming unless the programming uses 64-bit numbers (which I doubt due to limitations of the consoles). So everything you think your doing is placebo effect.

I want to point you to http://en.wikipedia.org/wiki/Integer_(computer_science)
( I know its wikipedia - but its correct )

Also on occasion I see EXTREME values for what could possibly be ENUM Types. An Enum is defined 1,2,3,4 for example. So putting 1000000000 in there would probably get parsed, asserted and fail in the game engine.

Some other values are percentage (float) types and are not 0 - 100 but 0.0f - 1.0f.

Your SKILLS_LONGSHOT_TAKER can not be anything else other than - (0 or 1) or (false or true) . Its a boolean type, you know this from using Creation Centre online to create players and you use a radio button to toggle the value.

Hope this helps in the future.
 
bangus;3307547 said:
Yes, because there are other settings that can work against any buildup speed setting changes. Try this as a test: Set your CPU test team's offensive rating to very defensive, and set individual players' offensive work assignments to low. With those changes, along with your lowering buildup speed settings, you should see a big difference in the CPU's willingness to charge up the pitch, especially as you apply pressure to the CPU ball carrier in midfield.

Editing the product file can only go so far when trying to create realistic gameplay. It also requires a lot of editing individual teams and players, there's really no way around it.

My new beta that I'm am still working on does this. Just some news: The defense aggression, work-rate, and positioning is almost perfect. Every player comes back to defend!
 
paulv2k4;3307638 said:
I just wanted to pick up on what you guys have been talking about. The EXTREME numbers your using CANNOT work in terms of programming unless the programming uses 64-bit numbers (which I doubt due to limitations of the consoles). So everything you think your doing is placebo effect.

I want to point you to http://en.wikipedia.org/wiki/Integer_(computer_science)
( I know its wikipedia - but its correct )

Also on occasion I see EXTREME values for what could possibly be ENUM Types. An Enum is defined 1,2,3,4 for example. So putting 1000000000 in there would probably get parsed, asserted and fail in the game engine.

Some other values are percentage (float) types and are not 0 - 100 but 0.0f - 1.0f.

Your SKILLS_LONGSHOT_TAKER can not be anything else other than - (0 or 1) or (false or true) . Its a boolean type, you know this from using Creation Centre online to create players and you use a radio button to toggle the value.

Hope this helps in the future.

Thanks, Paul, but this value is not a 0-1 value. Try increasing it yourself to see the effect. More players will attempt longshots. I say this because this is true. I have tested this for many hours.
On the other hand, I agree with what you said about extreme numbers, but the max range that can cause a good effect is 1000000.
 

fifaCCitiu.com

Senior Squad
paulv2k4;3307638 said:
I just wanted to pick up on what you guys have been talking about. The EXTREME numbers your using CANNOT work in terms of programming unless the programming uses 64-bit numbers (which I doubt due to limitations of the consoles). So everything you think your doing is placebo effect.

I want to point you to http://en.wikipedia.org/wiki/Integer_(computer_science)
( I know its wikipedia - but its correct )

Also on occasion I see EXTREME values for what could possibly be ENUM Types. An Enum is defined 1,2,3,4 for example. So putting 1000000000 in there would probably get parsed, asserted and fail in the game engine.

Some other values are percentage (float) types and are not 0 - 100 but 0.0f - 1.0f.

Your SKILLS_LONGSHOT_TAKER can not be anything else other than - (0 or 1) or (false or true) . Its a boolean type, you know this from using Creation Centre online to create players and you use a radio button to toggle the value.

Hope this helps in the future.
SKILLS_LONGSHOT_TAKER is a player trait... so putting 0 or 1 or anything else doesn't have any effect.
 

regularcat

Manager
Moderator
fifaCCitiu.com;3307717 said:
SKILLS_LONGSHOT_TAKER is a player trait... so putting 0 or 1 or anything else doesn't have any effect.

AndreaPirlo21;3307719 said:
0 disables it. values >1 enables it.

DB_TRAIT_LONG_SHOT_TAKER = 1 - enables/disables it.

SKILLS_LONGSHOT_TAKER - means if he has the trait how often he will use it.

SKILLS_LONG_SHOTS - override/multiplier of db value assigned for all players.
 

regularcat

Manager
Moderator
paulv2k4;3307638 said:
I just wanted to pick up on what you guys have been talking about. The EXTREME numbers your using CANNOT work in terms of programming unless the programming uses 64-bit numbers (which I doubt due to limitations of the consoles). So everything you think your doing is placebo effect.

I want to point you to http://en.wikipedia.org/wiki/Integer_(computer_science)
( I know its wikipedia - but its correct )

Also on occasion I see EXTREME values for what could possibly be ENUM Types. An Enum is defined 1,2,3,4 for example. So putting 1000000000 in there would probably get parsed, asserted and fail in the game engine.

Some other values are percentage (float) types and are not 0 - 100 but 0.0f - 1.0f.

Your SKILLS_LONGSHOT_TAKER can not be anything else other than - (0 or 1) or (false or true) . Its a boolean type, you know this from using Creation Centre online to create players and you use a radio button to toggle the value.

Hope this helps in the future.

technically what you say is correct, but for some reason it doesnt apply to the game oddly enough as i can promise you some extreme values due work.

to see for yourself, clear out your product ini file & add a certain code & set it to some extreme value & you will see for yourself.

i know because i have found something i was looking for earlier that i couldnt seem to get to function function & assigned an extreme value for test & it surely changed, so no placebo there.

as said above, odd, but seems to work for a good amount of code.

we dont know exactly how the engine ea uses works for sure, only they do, so i cant say for a fact its true/false.
 
regularcat;3307769 said:
technically what you say is correct, but for some reason it doesnt apply to the game oddly enough as i can promise you some extreme values due work.

to see for yourself, clear out your product ini file & add a certain code & set it to some extreme value & you will see for yourself.

i know because i have found something i was looking for earlier that i couldnt seem to get to function function & assigned an extreme value for test & it surely changed, so no placebo there.

as said above, odd, but seems to work for a good amount of code.

we dont know exactly how the engine ea uses works for sure, only they do, so i cant say for a fact its true/false.

Yes, but I am sure FIFA is made to work for extreme values to a certain point.
As I said, 1000000 is the highest value that shows any effect for me.(keep in mind that this is only for codes that aren't 0-1 placeholders.)
 

paulv2k4

Youth Team
AndreaPirlo21;3307707 said:
On the other hand, I agree with what you said about extreme numbers, but the max range that can cause a good effect is 1000000.

It may be a trait or an attribute. If it is a trait then 0/1. If it is an attribute then its 1 - 100. I am not sure how you can get to that EXACT conclusion of one million. In any sense if it is an attribute then you would be making every player on the team be AMAZING at long shots.
 


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