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Sepakbola/Matt10's Slider Thread

markov

Club Supporter
regularcat said:
this looks to me from the screenshot that for the user it is easy to keep possession and to dispossess the ai.

your possession is higher, your tackles are higher and your shots are higher compared to the ai.

i love the idea of more fouls but not by sacrificing difficulty.

I would say that difference between user and AI tackles is partialy related to the style of play of the user.
No matter what is the result, no mater what difficulty, no matter what sliders set I use (tested almost all from here and also Gonira's from OS) I always see quite huge difference between my and AI tackles.
My issue is that I usually can't keep ball possession long enough.
that was only 2 cents
 

regularcat

Manager
Moderator
markov;3632382 said:
I would say that difference between user and AI tackles is partialy related to the style of play of the user.
No matter what is the result, no mater what difficulty, no matter what sliders set I use (tested almost all from here and also Gonira's from OS) I always see quite huge difference between my and AI tackles.
My issue is that I usually can't keep ball possession long enough.
that was only 2 cents

i hear you, but we all know how perfect the ai are when tackling, for them to have no tackles but all the possession confuses me.

if they aren't tackling the possessor is the human just a bad passer ?
 

markov

Club Supporter
regularcat;3632390 said:
i hear you, but we all know how perfect the ai are when tackling, for them to have no tackles but all the possession confuses me.

if they aren't tackling the possessor is the human just a bad passer ?

It's not a part of that thread, but I will answer- there are two things:
1. I know (from my experience) that yes, human can be a bad passer
2. something wrong with stats in FIFA, just found screenshot whe I lost 2:1 and AI has only 3 tackles...it is not true for sure....

Another thing- playing style.
I see on SEPAKBOLA movies that he is defending more patiently than me.
Waiting for best time to tackle swithing players and so on. I'm more agressive.
When I lose possesion I immediately try to take ball back (which leads to funny situations sometimes) and maybe it is a difference.
 

SEPAKBOLA

Senior Squad
I can see both sides, the CPU is perfect with their tackling - but it's all about momentum. A good test to see what level to use for Marking (as I'm still learning) is to get the ball, shield it away and wait to see how they tackle from behind and if the referee calls it.

When I was testing this, the value of 48 seemed to be best - still need to test in the 40's - then 50's, 60's and 70's. The key is to make sure they do not have ADD (Attention Defense Disorder) where they go after every man around them instead of the player with the ball.
 

regularcat

Manager
Moderator
SEPAKBOLA;3632408 said:
The key is to make sure they do not have ADD (Attention Defense Disorder) where they go after every man around them instead of the player with the ball.

with the threat map enabled the ai processes decisions and they go after the biggest threat.

if you have a player overlapping the ball possessor into space within range of goal they may start to mark that player rather than the possessor because someone else will come to mark the ball possessor.
 

SEPAKBOLA

Senior Squad
regularcat;3632411 said:
with the threat map enabled the ai processes decisions and they go after the biggest threat.

if you have a player overlapping the ball possessor into space within range of goal they may start to mark that player rather than the possessor because someone else will come to mark the ball possessor.

That makes perfect sense, RC. It honestly feels like a Catch-22 at times. One on hand I'd like the tackles to be "poor" but at the same time I'd like the players to be marked correctly.

What I'm working on right now is altering the line settings. I'll have a video up here in a sec between Arsenal and Chelsea to see how it looks to you. Thanks again!
 

regularcat

Manager
Moderator
SEPAKBOLA;3632437 said:
That makes perfect sense, RC. It honestly feels like a Catch-22 at times. One on hand I'd like the tackles to be "poor" but at the same time I'd like the players to be marked correctly.

What I'm working on right now is altering the line settings. I'll have a video up here in a sec between Arsenal and Chelsea to see how it looks to you. Thanks again!

that is the main problem with the structure ea uses when coding their ai.

i don't know if it is because they are lazy or because of processing power.

having marking and tackling tied into each other is silly considering they are two different things completely.

if they aren't lazy and it is due to not having enough processing power for each attribute to rely on itself alone then the game will never be what we hope for.

i don't want tackles to be poor, i want tackles to be missed with contact, the ai either makes the perfect tackle whether facing you or from behind or they simply miss altogether.

rarely do i see an actual tackle foul where i make them miss and i am brought to the ground, i stumble and play continues.

i have a few codes that do work but only one can be used.

/////////////////////////////////
// Get in to the game over and over.
/////////////////////////////////
[]


// -------------------------------------
// -------------------------------------
// -------------------------------------
// Injury and cards - 4 phases
// -Collision phase
// -Falling phase
// -Recovery phase
// -Card phase

// Collision phase ---------------------
// ONLY PICK ONE!
ALWAYS_FALL=1
//ALWAYS_STUMBLE=1
//NEVER_STUMBLE=1

// Falling phase -----------------------
// ONLY PICK ONE!
//FORCE_INJURY_YELLOW=1 // Light injury
//FORCE_INJURY_ORANGE=1 // Orange injury will have a recovery later. They will become light medium or severe
FORCE_INJURY_RED=1 // severe injury.

// Recovery phase ----------------------
// ONLY PICK ONE!
//RULES_FORCE_MEDIUM_INJURY_TO_LIGHT = 1 // recover to light injury.
RULES_FORCE_MEDIUM_INJURY_TO_SEVERE = 1 // recover to severe injury.

// Card phase --------------------------
// ONLY PICK ONE!
//RULES_FORCE_YELLOW_CARD = 1
RULES_FORCE_RED_CARD = 1
 

regularcat

Manager
Moderator
regularcat;3632441 said:
// -------------------------------------
// -------------------------------------
// -------------------------------------
// Injury and cards - 4 phases
// -Collision phase
// -Falling phase
// -Recovery phase
// -Card phase

// Collision phase ---------------------
// ONLY PICK ONE!
ALWAYS_FALL=1
//ALWAYS_STUMBLE=1
//NEVER_STUMBLE=1

this is not the default code but i don't know what is.

i do know that contact that does not lead to the possessor falling leads to advantage, if we set it to always fall they may stop play for more free kicks.
 

runaway42

Youth Team
My problem with FKs is it's hard to score one this year so I'd rather not get one altogether hehehe >.<

Thanks for the codes. So if I add //NEVER_STUMBLE=1, they really never stumble? Even when CPU is in front and my player collide them up front. Or is it when they do push and pull, trying to tackle from behind, and 2 men pressing? Thanks
 

regularcat

Manager
Moderator
runaway42;3632458 said:
My problem with FKs is it's hard to score one this year so I'd rather not get one altogether hehehe >.<

Thanks for the codes. So if I add //NEVER_STUMBLE=1, they really never stumble? Even when CPU is in front and my player collide them up front. Or is it when they do push and pull, trying to tackle from behind, and 2 men pressing? Thanks

if i were you i would try NEVER_STUMBLE and ALWAYS_FALL and see what happens.

if found that in a debug ini file so i don't know if it works or if it only works when debugging.
 

SEPAKBOLA

Senior Squad
Here we go, RC - Chelsea v Arsenal. Only change was Marking from 58 to 50. As always, no gameplay mods installed.



World Class, 15 mins, Slow

User/CPU

Sprint: 51/51
Acceleration: 48/48
Shot Error: 52/52
Pass Error: 40/36
Shot Speed: 50/50
Pass Speed: 1/1
Inj Freq: 50/50
Inj Severity: 50/50
GK Ability: 1/1
****Marking: 50/50*****
Run Freq: 20/20
Line Height: 51/51
Line Length: 49/49
Line Width: 70/70
FB Positioning: 55/55
PB User: 50
FT Control: 70/70
 

runaway42

Youth Team
I'm testing your sliders now. hehehe forgot to remove my rna codes so the ball feels so heavy. would try a game another game later.

The 1 pass is a bit weird. The ball travels so slow hahaha but then again the players are heavier so they don't reach the ball to easily. I tried 1/48 and it's just not suitable with 1 pass speed.

Scored and saved a pen though lol
 

goldfinger

Youth Team
From my experience, two additional ways to increase number of fouls are:
-increase first touch error (80 is ok) so players will sometimes not be able to controll the ball with difficult passes and it will strike their hand
-increase team crossing (in db) for all teams: more crosses to the box by Cpu lead to more offensive fouls while fighting for the ball

Also, setting the rule Handballs=on is a must but I usually turn it of for penalties because it is buggy and Cpu likes to use it as a cheat when loosing (my players often make penalties with handballs when Cpu is loosing).
 

SEPAKBOLA

Senior Squad
runaway42;3632549 said:
I'm testing your sliders now. hehehe forgot to remove my rna codes so the ball feels so heavy. would try a game another game later.

The 1 pass is a bit weird. The ball travels so slow hahaha but then again the players are heavier so they don't reach the ball to easily. I tried 1/48 and it's just not suitable with 1 pass speed.

Scored and saved a pen though lol

Yeah, keep it how I have it. If you're going to adjust any Spd/Acc for any reason, adjust in small increments and start with Acc.

goldfinger;3632597 said:
From my experience, two additional ways to increase number of fouls are:
-increase first touch error (80 is ok) so players will sometimes not be able to controll the ball with difficult passes and it will strike their hand
-increase team crossing (in db) for all teams: more crosses to the box by Cpu lead to more offensive fouls while fighting for the ball

Also, setting the rule Handballs=on is a must but I usually turn it of for penalties because it is buggy and Cpu likes to use it as a cheat when loosing (my players often make penalties with handballs when Cpu is loosing).

Thanks goldfinger - yes, I agree those are some ways to increase fouls, but at the same time - I do not want to see passes being trapped unrealistically with error. Lobbed balls or through balls could - and yes that helps in the fouls. The main advantage I could see is if the player loses control of the ball with speed, and is aggressive to maintain possession.

I think I've improved crossing from default. It occurs more often with the low pass error - now the CPU will shoot and cross more than before. No more dribbling around the box like before.

Obviously, DB edits and CL edits will be the icing on the cake for the overall PC experience - but I want these sliders to be cross-platform, so I'd love to stay focused there - or at least max out the capabilities - which I believe this set of sliders is about to reach.
 

galhego10

Youth Team
hello everyone

SEPAKBOLA which cl.ini file are you using in your latest video??

is it Zarze's CL.INI v3.1?

Love your camera , can you post for me the settings?

cheers
 

kenshi_blind

Club Supporter
i've given a try to your new cli ( the one with only the camera mod) and your sliders and i've noticed some weird things , for instance the cpu pass speed is faster than mine although the sliders are 1-1 for pass speed and while playing , the speed of my player suddenly increase for a very tiny short period , like a spark ,it mostly happen when two players are fighting for the ball
i don't have any gameplay mod installed , in fact i've just re-installed the game ... am i the only one experiencing this ?
ps : i played on world class , 15 mn , slow
 

SEPAKBOLA

Senior Squad
kenshi_blind;3633442 said:
i've given a try to your new cli ( the one with only the camera mod) and your sliders and i've noticed some weird things , for instance the cpu pass speed is faster than mine although the sliders are 1-1 for pass speed and while playing , the speed of my player suddenly increase for a very tiny short period , like a spark ,it mostly happen when two players are fighting for the ball
i don't have any gameplay mod installed , in fact i've just re-installed the game ... am i the only one experiencing this ?
ps : i played on world class , 15 mn , slow

You're not the only one. This is showing the momentum of the speed slider in combination with the burst of acceleration. That's what I mentioned in the video, is that it doesn't feel like a "1" pass speed at times. The momentum of a player sprinting with the ball, a first time pass, etc - are all going to change pass speed.

The acceleration and speed have to compliment them. You could technically lower speed, but you'd be hard pressed to catch up to any through balls considering fifa's ball bouncing physic this year.

The "spark" is a good sign - but it only matters when the referee is on point.

I am playing around with some values in particular the injury settings and also the right line settings. I want to finalize this slider set this week.
 


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