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Immersion Gameplay: Football for Real

x119;3313515 said:
italiano?

Ok thank you so much.... I'm using Fifa13 so I'm not interested to change the push-pull foul system Cos' here is set correctly (differentley from Fifa12).
I just want more red cards in place of the yellow ones!

The AI_RANDOM_FOULTYPE=1 worked like a charm seriously, but it's not stable...

Regularcat says that it's not bugged but I have to watch what other foul codes I have are set to. Have you any idea?
Let me know!

I'm not too sure...

Random_foultype is bugged, force_foultype is not.
 

fifacana

Club Supporter
fouls are being called now. im happy with my tweak now. chiellini match winning header against milan! forza juve!
 

x119

Youth Team
AI_FORCE_FOULTYPE = 1 seems to do nothing alone...

Could you please post in a quote the commands for have more cards at least?
I tried to import in fifa13 the entire product.ini but it doesn't work...it crashes...
 
x119;3313965 said:
AI_FORCE_FOULTYPE = 1 seems to do nothing alone...

Could you please post in a quote the commands for have more cards at least?
I tried to import in fifa13 the entire product.ini but it doesn't work...it crashes...

x119,

Did you regenerate after copying my product.ini?
I already told you how to get more cards.
If you have more questions, PM me.
 
x119;3314212 said:
Yeah, Now It worked...but not much differences on faults! Thanks anyway..

I don't have '13 yet, so I can't really guarantee you will see the same changes in your FIFA 13 as in your FIFA 12 with my mod.
 

fifacana

Club Supporter
AndreaPirlo21;3314213 said:
I don't have '13 yet, so I can't really guarantee you will see the same changes in your FIFA 13 as in your FIFA 12 with my mod.

can i test your new fouling system? thanx
 

bangus

Starting XI
Hi AP, thanks again for the great patch. You and regularcat were talking on another thread about values that tighten up the defense. You mind sharing which codes those are? Thanks.
 
bangus;3314440 said:
Hi AP, thanks again for the great patch. You and regularcat were talking on another thread about values that tighten up the defense. You mind sharing which codes those are? Thanks.

I didn't say that I could tighten up the defense. The in-game sliders do pretty well with that problem.

You can increase defensive aggression with these:
DEF_AGGRESSION = //I use 100
MENTAL_AGGRESSION = //I use 250000
AGGRESSION = //range:1-1000000000

Marking:

MARKING = //I use 1000000000
SKILLS_MARKING = //I use 1000000000

Tighter defense without tweaking in-game sliders:
(These aren't as effective as the in-game sliders)
DEF_LINE_WIDTH = //I use 30-45
DEF_LINE_HEIGHT = //40-50
DEF_MENTALITY = //range: 1-1000000000
DEF_LINE_LENGTH = //Not sure if this will work, but if it does, the midfielders will form a defensive shell in front of the defenders. // Try values from 30-50(50 being default)

Yesterday, I read one of your posts in The Doctor76's thread.
You said that if a player's passing attribute is low, they will dribble more, and vice versa. That gave me an idea; I changed SKILLS_SHORT_PASSING to 65 and SKILLS_DRIBBLING to 10.

Every team plays slow and better possession, particularly the arena practice match team. Build-up speed for this team was super-slow, but they possessed the ball too well.
Now, all I would have to do is increase pass error.:innocent_smile_1:
I haven't played Barca, but they would probably have 70-80 percent possession:O

Also, I just wonder if the idea you mentioned would also apply to the defense. EXAMPLE: High marking and aggression values and low positioning values might result in the defenders relying more on aggression and marking when defending.

Good luck, and thank you for the idea.(Y)
 

iron_dog

Reserve Team
Try these sliders for both CPU and USER and let me know if you notice any difference..(Y)

SPRINT SPEED = 50
ACCELERATION = 50
SHOT ERROR = 60
PASS ERROR = 55
SHOT SPEED = 50
PASS SPEED =55
INJURY FREQUENCY = 30
INJURY SEVERITY = 10
GOALKEEPER ABILITY = 85
POSITIONING: MARKING = 85
POSITIONING: RUN FREQUENCY = 50
POSITIONING: HEIGHT = 11
POSITIONING: LENGTH = 20
POSITIONING: WIDTH = 20
POSITIONING: FULLBACK POSITIONING = 50
POWERBAR = 50
 

bangus

Starting XI
AndreaPirlo21;3314525 said:
Also, I just wonder if the idea you mentioned would also apply to the defense. EXAMPLE: High marking and aggression values and low positioning values might result in the defenders relying more on aggression and marking when defending.
Thanks for the codes/help, appreciated. I know from testing that raising player's Aggression ratings helps increase fouls/cards, and makes CPU players to apply more defensive pressure everywhere on the pitch. For me though, the drawback with that is it creates animation problems -- player animations become too jumpy and it looks pretty bad IMO.

Also, I'd say most of the mental skills apart from Potential are critical in determining player behavior/effort. And perhaps the Reactions rating as well. With the best players, those ratings are all in the 80s and 90s, whereas poorer players will have, say, a Consistency rating of 20, a Positioning rating of 26, etc. It's something I've just started to look at with my player rating edits.
 
iron_dog;3314554 said:
Try these sliders for both CPU and USER and let me know if you notice any difference..(Y)

SPRINT SPEED = 50
ACCELERATION = 50
SHOT ERROR = 60
PASS ERROR = 55
SHOT SPEED = 50
PASS SPEED =55
INJURY FREQUENCY = 30
INJURY SEVERITY = 10
GOALKEEPER ABILITY = 85
POSITIONING: MARKING = 85
POSITIONING: RUN FREQUENCY = 50
POSITIONING: HEIGHT = 11
POSITIONING: LENGTH = 20
POSITIONING: WIDTH = 20
POSITIONING: FULLBACK POSITIONING = 50
POWERBAR = 50

Every slider here is good; except, I'm not too sure the defensive line should be that far back or that compact.
 

iron_dog

Reserve Team
makes it much harder to score i think.. but im still testing them... your gameplay is good by the way..
 

fifacana

Club Supporter
did you guys noticed? gameplay is different in exhibition mode than career mode. same ai file gives different gameplays. i dunno what mode are you guys testing your ai.
 


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