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ZiPouet AI

SEPAKBOLA

Senior Squad
Here are mine if anyone is interested. Playing them now paired up with Zip's CL.

Update 1/12/14 - Change speed from "Slow" to "Normal". Seeing more CPU shots, and better defensive coverage throughout the field.

Update 1/12/14 - Back to Legendary.



Like if you are a sim-gamer!! (if you have to ask, you're not!)[/center]

The goals of this set are the following:

1. More coverage throughout the field.
2. More shot decisions by CPU versus finding perfect pass/through ball.
3. Less Linear atttack - ex. lobbed through ball over the top
4. More clearances by the CPU due to coverage.

I went back to Legendary from WC because the pressure was already there, and the CPU does't get tackled as much as WC does. The attack is not as linear as well. I also feel the sliders seem to respond better to what I have configured as well. WC is a possibility, but not tested, with these.

10-15 Mins, Legendary, Full Manual

Auto Switching: Air Balls; Auto-Switch Assistance: none

Legacy Defending

Sprint Speed 1/1
*this is the anchor of the slider set. Keeps the pace intact, and also allows the catch up bug with the CPU to disappear.

Acceleration 49/49
*it's amazing what one little tick of this does. I tested from 45-50; after all was said and done, 49 seemed to be the best fit with the line settings that I have. You still get decent pressure on the ball, but you also can't just have a sprint fest with the CPU.

Shot Error 52/52
*Do not go higher than this. Raising this, with the current setting, will result in less "obvious" shots by the CPU, and they will revert to trying to pass (and only pass) around the box.
Pass Error 53/63
*Also important with the CPU side. With a higher pass error value, the more the CPU tries to play those lobbed passes or through passes. The key is the run frequency in this formula.

Shot Speed 51/51
*Just a matter of feel.

Pass Speed 47/47
*Keeps the pace on point - and compliments the line set up.

Injury Freq 70/70
Injury Severity 25/25
*more getting injured, versus staying injured.

GK Ability 46/46
*With it lower, the speed of the shots will result in realistic saves by the keepers.

Marking 48/48
*sensitive value here, but too much marking - and too easy to race by. Too little, and the line settings have to be on point. I chose 48 because it lets the defenders to step to the player versus being already there - and creating a chance for the CPU to just send the ball over the top everytime.

Run Freq 0/0
*This compliments the shot accuracy and pass accuracy respectively. With it higher, the CPU is going to send the through balls, and pass around the box. The key with it being this low, it still gives room for the ball to be passed around the box - but not to the point where it is the be all end all of the CPU's attack.

Height 52/52
Length 53/53
Width 100/100
*If height is lower, the CPU will play the lobbed balls more and also not shoot when they should obviously be shooting (face on with one defender, or with keeper). Length can't be extended too far because you will get less activity in the midfield, and more on the sidelines and more throughballs as a result. Width is complimenting the offense and defense. Also helps CPU shoot more because the "park the bus" mentality is gone.

FB Positioning 0/0
*With line length and height, the fullbacks go forward enough - their positioning is still to join the attack when needed. However, putting this at zero hasn't really changed what default looks like. I do like it at 0 because the counter attacks are still there, but with marking complimenting the 0; the CPU can't just send through balls left and right.

Power Bar 50
FT Control 45/55
*This is workable, might even drop it to 50. If on World Class instead of Legendary, this definitely needs to be below 50 to prevent so many face on tackles for the user.
 

runaway42

Youth Team
Thanks SEPAKBOLA. Will give yours a try again. Thanks for the comments added to your setting, makes it easier to understand what it does.
 

RiffHard

Youth Team
SEPAKBOLA;3622833 said:
Here are mine if anyone is interested. Playing them now paired up with Zip's CL.

Update 1/12/14 - Change speed from "Slow" to "Normal". Seeing more CPU shots, and better defensive coverage throughout the field.

Update 1/12/14 - Back to Legendary.



Like if you are a sim-gamer!! (if you have to ask, you're not!)[/center]

The goals of this set are the following:

1. More coverage throughout the field.
2. More shot decisions by CPU versus finding perfect pass/through ball.
3. Less Linear atttack - ex. lobbed through ball over the top
4. More clearances by the CPU due to coverage.

I went back to Legendary from WC because the pressure was already there, and the CPU does't get tackled as much as WC does. The attack is not as linear as well. I also feel the sliders seem to respond better to what I have configured as well. WC is a possibility, but not tested, with these.

10-15 Mins, Legendary, Full Manual

Auto Switching: Air Balls; Auto-Switch Assistance: none

Legacy Defending

Sprint Speed 1/1
*this is the anchor of the slider set. Keeps the pace intact, and also allows the catch up bug with the CPU to disappear.

Acceleration 49/49
*it's amazing what one little tick of this does. I tested from 45-50; after all was said and done, 49 seemed to be the best fit with the line settings that I have. You still get decent pressure on the ball, but you also can't just have a sprint fest with the CPU.

Shot Error 52/52
*Do not go higher than this. Raising this, with the current setting, will result in less "obvious" shots by the CPU, and they will revert to trying to pass (and only pass) around the box.
Pass Error 53/63
*Also important with the CPU side. With a higher pass error value, the more the CPU tries to play those lobbed passes or through passes. The key is the run frequency in this formula.

Shot Speed 51/51
*Just a matter of feel.

Pass Speed 47/47
*Keeps the pace on point - and compliments the line set up.

Injury Freq 70/70
Injury Severity 25/25
*more getting injured, versus staying injured.

GK Ability 46/46
*With it lower, the speed of the shots will result in realistic saves by the keepers.

Marking 48/48
*sensitive value here, but too much marking - and too easy to race by. Too little, and the line settings have to be on point. I chose 48 because it lets the defenders to step to the player versus being already there - and creating a chance for the CPU to just send the ball over the top everytime.

Run Freq 0/0
*This compliments the shot accuracy and pass accuracy respectively. With it higher, the CPU is going to send the through balls, and pass around the box. The key with it being this low, it still gives room for the ball to be passed around the box - but not to the point where it is the be all end all of the CPU's attack.

Height 52/52
Length 53/53
Width 100/100
*If height is lower, the CPU will play the lobbed balls more and also not shoot when they should obviously be shooting (face on with one defender, or with keeper). Length can't be extended too far because you will get less activity in the midfield, and more on the sidelines and more throughballs as a result. Width is complimenting the offense and defense. Also helps CPU shoot more because the "park the bus" mentality is gone.

FB Positioning 0/0
*With line length and height, the fullbacks go forward enough - their positioning is still to join the attack when needed. However, putting this at zero hasn't really changed what default looks like. I do like it at 0 because the counter attacks are still there, but with marking complimenting the 0; the CPU can't just send through balls left and right.

Power Bar 50
FT Control 45/55
*This is workable, might even drop it to 50. If on World Class instead of Legendary, this definitely needs to be below 50 to prevent so many face on tackles for the user.
Pretty good sliders, though probably more suited for top teams. I tried it in English League Two and it doesn't really work. One particular problem no slider combination or file has been able to nullify is the one where central defenders with serious lack of pace are able to match the quickest players in the game. And I'm not saying that I would like to see players continually sprinting away from their opponents, but the present situation is just ridiculous...
 

SEPAKBOLA

Senior Squad
RiffHard;3622873 said:
Pretty good sliders, though probably more suited for top teams. I tried it in English League Two and it doesn't really work. One particular problem no slider combination or file has been able to nullify is the one where central defenders with serious lack of pace are able to match the quickest players in the game. And I'm not saying that I would like to see players continually sprinting away from their opponents, but the present situation is just ridiculous...

You can definitely do that with mine. I use a lower English team in my Fleetwood Town CM on there, which shows a lot of plays. Speed 1 and Acc at 49 are key; because you can sprint past players. Instead of holding the sprint button (if you are side by side) just keep tapping the sprint button.
 

runaway42

Youth Team
SEPAKBOLA;3622994 said:
Instead of holding the sprint button (if you are side by side) just keep tapping the sprint button.
Yeah totally surprised when I did this one time. I was used to doing that in PES. Totally effective though if you time yourself right.
 

RiffHard

Youth Team
SEPAKBOLA;3622994 said:
You can definitely do that with mine. I use a lower English team in my Fleetwood Town CM on there, which shows a lot of plays. Speed 1 and Acc at 49 are key; because you can sprint past players. Instead of holding the sprint button (if you are side by side) just keep tapping the sprint button.
Thanks for the tip. I'll try it later.

Edit: Well, generally I can't to anything to save my life. I've lost seven games in the row in my CM. :D Usually I press hard, fail with all my shots and then at around 80th minute opposition waltz into my area and score a goal. Same old, same old...
 

regularcat

Manager
Moderator
RiffHard;3623030 said:
and then at around 80th minute opposition waltz into my area and score a goal. Same old, same old...

i have the fix for that, it needs to be made in the database.
 

RiffHard

Youth Team
regularcat;3623181 said:
matchintensity table needs to be edited.
Right. And how can I do that? As I can't see this table when I open db with DBM, is it in one of these new attribdbgameplay files?
 

SEPAKBOLA

Senior Squad
galhego10;3623285 said:
SEPAKBOLA , can you post your cl.ini here please? thanks mate

I will create my own sliders and all PC related thread, do not want to take up ZiPouet's thread content as he's doing a fantastic job!
 

ZiPouet

Club Supporter
SEPAKBOLA;3623430 said:
I will create my own sliders and all PC related thread, do not want to take up ZiPouet's thread content as he's doing a fantastic job!
Thanks but I don't agree :)
It's others' code. And actually I'm expecting Regularcat to provide the full list of codes so I can make tests and try combinations.

Regularcat? :D
 

maseren

Youth Team
hey zip, which particular line did you remove, allof the loco_step entries? trying to remove them from Fidel's AI and see how it players, just experimenting.

Thanks!

ZiPouet;3622171 said:
Removing the loco_step removed the player forgetting the ball already.
As for other requests, I'm still expecting Regularcat to provide all codes so I can dig into it and test etc.
 

regularcat

Manager
Moderator
after looking at fidel's files and some of ap's they have basically the same codes that i have found except for a few, so what you see is basically what we have to work with.

if i find anything new i will post them.
 


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