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[MOD] FIFA Immersion Gameplay '14 by AndreaPirlo21

razvanultra55

Reserve Team
AndreaPirlo21;3687859 said:
Yeah, that's easily fixable, just re-execute the script and hit F2 if you've already started a game. The error occurs because the code is running a conditional statement that compares the ball position to a certain threshold on the field and since it's nil at that instance, there is an error. I think I can fix this error though in the next update, so that you don't have to re-execute the script every time.


thnks m8, i' ll wait for the update!
 

razvanultra55

Reserve Team
i come back with some feedbacks AndreaPirlo21.
the game runs very well and the system u've developed works like a charm, but, in my opinion, in those data system you need to change the speed of the game. to much faster in my opinion. The AI works perfectly, covers all the angles, the passes are ok, stronger, and more accurate. The goalkeepers comes out on the edge of the box when the attacker is 1-1 with the ball, but as i already told you, we need a less faster game.
 

campeador

Reserve Team
just like an exercise or alternative,make this script only for AI.I would like to test in this way,if you dont mind :)
 
zxwos;3691346 said:
when we can play with your perfect mod gameplay?
You can download the patch for controller or keyboard if you look a couple of pages back.
campeador;3689176 said:
just like an exercise or alternative,make this script only for AI.I would like to test in this way,if you dont mind :)
Unfortunately, you won't see the situational version of the patch for AI only because there is only one set of sliders for both CPUs. The patch you tested does work for AI v AI, but not the same way that it works for Human v AI.
razvanultra55;3689074 said:
i come back with some feedbacks AndreaPirlo21.
the game runs very well and the system u've developed works like a charm, but, in my opinion, in those data system you need to change the speed of the game. to much faster in my opinion. The AI works perfectly, covers all the angles, the passes are ok, stronger, and more accurate. The goalkeepers comes out on the edge of the box when the attacker is 1-1 with the ball, but as i already told you, we need a less faster game.

I can adjust the range for sprint speed and acceleration a bit lower, so that everything is a bit slower. I just got back from vacation, so I'm also fixing the null lua error too. Try it out with other patches for different effects.
 

razvanultra55

Reserve Team
AndreaPirlo21, m8, can u adjust the system for WC patch from fifa-infinity team?
i think it will be great if it can be done.
they've used an alternate exe wcfifa.exe...thats why i ask u if i t posible.
 
razvanultra55;3693134 said:
AndreaPirlo21, m8, can u adjust the system for WC patch from fifa-infinity team?
i think it will be great if it can be done.
they've used an alternate exe wcfifa.exe...thats why i ask u if i t posible.

I'll check it out when I have the time. It should be perfectly compatible if they are basing their patch on exe 1.7.0.0 and have only renamed the exe.
 

salpipatarecas

Youth Team
Wow, i've been away for a long time and now I can see that this thread is alive :P
I have to try your new mod to see if it fits in my AIvsAI games. The first mods did not make the gameplay more realistic.
 

lagindragin

Club Supporter
any way we can tweak the range of the slider variance?

and also choose which sliders to not vary?

the variance of line height and width is highly ideal because normally you just easily get down the pitch and then have a very consistent way of turtling that the ai does which is predictable, whereas with the variance how hard they defend varies like an actual game. Overall its not really playable because it is too much based on luck and needs to be tweaked.
 
lagindragin;3693580 said:
any way we can tweak the range of the slider variance?

and also choose which sliders to not vary?

the variance of line height and width is highly ideal because normally you just easily get down the pitch and then have a very consistent way of turtling that the ai does which is predictable, whereas with the variance how hard they defend varies like an actual game. Overall its not really playable because it is too much based on luck and needs to be tweaked.

Yes, campeador gave me the idea of an AI only slider script, so all the user's sliders remain default or at your settings. I personally think the CPU's line width, height, length, and marking should range from 1-99 almost everywhere on the pitch, except the defensive third where it should be between 25 and 99. This is what creates those brief opportunities that you can jump on and win the game from, and it gives the game that real life unpredictability.

So you would like the user to be in control of the game (minimal slider variation), but have the AI move, think, and pass organically? What ranges would you suggest?
 

lagindragin

Club Supporter
AndreaPirlo21;3693674 said:
Yes, campeador gave me the idea of an AI only slider script, so all the user's sliders remain default or at your settings. I personally think the CPU's line width, height, length, and marking should range from 1-99 almost everywhere on the pitch, except the defensive third where it should be between 25 and 99. This is what creates those brief opportunities that you can jump on and win the game from, and it gives the game that real life unpredictability.

So you would like the user to be in control of the game (minimal slider variation), but have the AI move, think, and pass organically? What ranges would you suggest?

I really didn't want to go into what I think it should be because everybody is going to have their own opinion on what it should be. What you did with the line is ideal but stuff like shot power needs to be ranging from 40-60 maximum. It makes it less rewarding to score with it how it is. You create a perfect opportunity to tee up and shoot and it comes out weak, then you are running sideways and get a bad contact with the ball and it comes out like a rocket for a free score. So basically the times that it would have been rewarding to score you might not due to something other than your skill, then you later get some unrewarding freebies. Maybe even just ranging from 45-55 which seems insignificant but would actually be noticeable. Same thing with passing power. I personally don't think that speed, accel, or gk ability sliders should change at all.

I'm not really sure if only the ai sliders should change, I was actually thinking of just toning it down for both sides. Doing it to only ai might make legendary too easy to beat. Legendary ai seems to rely on passing aggressively which needs to be accurate both in power and direction. They were making tons of mistakes and the only reason I wouldn't win easily is that my team was also making mistakes so if you remove the mistakes from the user I doubt it would end up creating a balanced game, that's just my initial thoughts anyway. I only tested the beta for 2 or 3 20 minute half games before it was getting more frustrating than it was worth.

edit: a question about your regular gameplay mod for moddingway, is there anyway like maybe in the rna file to reduce player loyalty to their team for manager mode?
 
I understand what you mean. I've already toned down on the user errors and the CPU mistakes at midfield, but I prefer to leave the randomness of AI passes in their attack third, or there really would be no noticeable difference in AI cheat removal and unscripted play. Currently, I have shot power ranging from 48 to 54, and haven't seen as many rollers or duds.

For your question, I think you can remove the one club player trait in the DB, but I've forgotten if that trait is what causes player loyalty. There's no way to deactivate it in the ini though.
 

lagindragin

Club Supporter
AndreaPirlo21;3694159 said:
I understand what you mean. I've already toned down on the user errors and the CPU mistakes at midfield, but I prefer to leave the randomness of AI passes in their attack third, or there really would be no noticeable difference in AI cheat removal and unscripted play. Currently, I have shot power ranging from 48 to 54, and haven't seen as many rollers or duds.

For your question, I think you can remove the one club player trait in the DB, but I've forgotten if that trait is what causes player loyalty. There's no way to deactivate it in the ini though.

Yeah I looked it up, it seems that is the trait that makes players who make $100,000-$200,000 refuse a tripling of their salary. Any way to just remove that trait from the game? As far as I'm concerned even players who look like they will never leave their club still will under certain circumstances. How do you remove that trait in the DB?

I downloaded moddingways db editor but can't figure out which of the various db's is what I'm using. I also don't know how to edit the traits because under traits it's just a long list of numbers.

I was also thinking about the issue with lack of foul calls and would a fix be to just edit the referee db so that all of the refs have the maximum foul strickness value of 2? Would that work? Because I would say that the strict refs are actually not bad in calling fouls its just the lenient ones that allow you to get manhandled. Just a thought. The program that I downloaded would allow this. Although I still can't figure out which of the many db files is what I'm using. Currently playing with moddingway 4.0 matrix. Any help would be appreciated
 
lagindragin;3694222 said:
Yeah I looked it up, it seems that is the trait that makes players who make $100,000-$200,000 refuse a tripling of their salary. Any way to just remove that trait from the game? As far as I'm concerned even players who look like they will never leave their club still will under certain circumstances. How do you remove that trait in the DB?
Well, you'll have to export the players table with Database Master 14 and import it with Excel, then remove the trait number from the trait2 column. fifaccitiu has a list of traits and I think a db that removes that particular trait globally. His thread is in the mods forum.
I downloaded moddingways db editor but can't figure out which of the various db's is what I'm using. I also don't know how to edit the traits because under traits it's just a long list of numbers.
I don't know what number db matrix is, but you can ask Ariel at moddingway.
I was also thinking about the issue with lack of foul calls and would a fix be to just edit the referee db so that all of the refs have the maximum foul strickness value of 2? Would that work? Because I would say that the strict refs are actually not bad in calling fouls its just the lenient ones that allow you to get manhandled. Just a thought. The program that I downloaded would allow this. Although I still can't figure out which of the many db files is what I'm using. Currently playing with moddingway 4.0 matrix. Any help would be appreciated
Not that simple unfortunately. I've already tried this in my previous db patches to no avail ... at least not much of the result expected. Shielding the ball and holding LT will draw more tug fouls from the AI, but that's not what I'm shooting for. Lowering tackle ratings globally also has a minimal effect on tackle fouls. If I have the time after this project, I may take another swing at db editing.
Responses in red.
 
razvanultra55;3693201 said:
yes, the exe is 1.7.0.0, so it will be easy, i think.

I'm converting it now with a special focus on everyone's feedbacks. Did you mean slow that game down buildup-wise, or sprint speed wise?
 

lagindragin

Club Supporter
Hey I found this. http://www.operationsports.com/foru...69461-fifa-14-db-editing-tracking-thread.html

I don't know if you care to read the whole initial post, might be a bit tedious, but basically if you skip down and look at the results of the two tests that the person did it looks highly promising, and I think your gameplay mod has a bit of what is there, but maybe taking some of the things they did might help with the foul situation.


I think I figured out which db in the moddingway folder I use. With the moddingway selector there are 10 dbs to choose from and in the moddingway db folder there are 10 files numbered 1-10 so it looks like since the one I use is #6 down from the top in the selector, it must be the #6 file in the folder. The problem is that when I try to open that file with db master I can't. If you do load file its not in the folder and if you go to the folder and do "open with" the program starts with nothing opened. I even tried to regen bh again to no avail. I feel like I'm missing something simple. The only db's I can edit are the ones in the db folder but not the ones in the moddingway folder that is in the db folder. .bak, fifa_ng_db, etc is all I can edit...

I will investigate what you suggested

edit: basically they reduced standing tackling by a ton, which then leads to inaccurate tackles, which then causes fouls. Whereas from what I remember in your rna the standing tackles are set really high which leads to perfect tackles and no fouls which is arguably less realistic

edit2: ok actually I think you answered a bit of my issue with the moddingway dbs, gonna look into to that...
 


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