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Old 24-10-2015, 10:29:AM   #27
bjama
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In real life do not not signif home advantage?
Excsusme bangus but for me there is!!
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Old 24-10-2015, 10:35:AM   #28
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Originally Posted by bjama View Post
In real life do not not signif home advantage?
Excsusme bangus but for me there is!!
SLIDERS

When User is playing HOME games
CPU Speed and Accel 49
User Speed and Accel 51

When User is playing AWAY games
CPU Speed and Accel 51
User Speed and Accel 49

There... home advantage/away disadvantage. Problem solved, now go enjoy the game.

Last edited by bangus; 24-10-2015 at 10:55:AM.
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Old 24-10-2015, 12:46:PM   #29
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Originally Posted by Robalex View Post
sincerely I do not know bjama because my computer does not support fifa 16...

i've been struggling with the "home advantage issue" since fifa 11... the only EA game I found some home advantage was in madden 2004 (probably i'm much older than you ) and its a hard topic. Do not expect extraordinary changes because in real live home advantage exist but it should not become a huge difference (tell you this as a league football player)

it's a lonely work, you need to keep trying with codes but keep an eye on what bangus recommended and also ask modders for help about it. I only use fifa for cpu vs cpu watching purposes only, so there is where i wanna see the light difference between playing home vs away.

using this code: USE_HOME_AND_AWAY_EFFECT_FOR_PLAYER_ATTRIBUTES = 1 or 0 never worked for me.
For what I've tested USE_HOME_AND_AWAY_EFFECT_FOR_PLAYER_ATTRIBUTES = 1

seems to work this year; in fact it looks like home advantage only works if you set that line to 1.
The problem is that the game become easier with that line set to 1.
Home cpuai plays normally, away sucks.
Also game becomes more unpredictable and have more cheats; like with all the other attribuets modifiers lines set to 1
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Old 04-10-2016, 08:22:PM   #30
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sorry for reviving this old thread, but this is in an issue that i deeply looked into in the last few days and there seems to be no much discussion about it on the web.

i ran a very extensive test about the "attrib_modifier" section of cmsettings.ini and my conclusion is bjama was right, it doesn't have any effect. i ran an entire cpu vs cpu career season (using a modified sideselect.big so the game wouldn't force me to pick a team), with extreme "away_mod_low" and "away_mod_high" settings and my team's home and away performance was consistently the same. i even counted the shots on goal to have more confidence on the data and it's 1=1 for home and away. i didn't see a change even after activating every attribute in the "away" tab of gpattributemodifiers.txt.

i wasn't able to test the "cpuai" section of rna.ini because strangely i never was able to make this file work. i regenerated, used file loader and no luck, my game simply ignores all the codes on it. anyway, i probably wouldn't like it if it works for home advantage. the fact that it only changes ai performance while user performance remains the same would probably make away games exciting and home games lacking in overall quality, and this is not what i seek.

what revolts me the most is how exaggerated home advantage is on simulated games while it is totally non-existant in played games. lazy development.

the half-solution i decided to use for now is:

1. setting "homeadv" to 1 (second minimum setting), along some other minor tweaks at the "influence" section of simsettings.ini, so simulated home advantage is greatly toned down and at least it doesn't look so much like those games are played in another universe;

2. manually adding a point to the first touch error slider of the away team, every game. it's the only setting i found in my slider set that i could use for this without making the game feel broken in away matches. unfortunately, the effect is much much softer than it should be for realistic home advantage, but at least it's something to make those two-legged cup ties start to make some sense.

i still have minor hopes of finding better solutions to have proper home advantage in career mode or at least finally seeing it appear in fifa 17. if someone has a new insight about this today, i'd be very curious to know about it.

Last edited by Gonira; 04-10-2016 at 08:35:PM.
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Old 05-10-2016, 10:46:AM   #31
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Originally Posted by Gonira View Post
2. manually adding a point to the first touch error slider of the away team, every game. it's the only setting i found in my slider set that i could use for this without making the game feel broken in away matches. unfortunately, the effect is much much softer than it should be for realistic home advantage, but at least it's something to make those two-legged cup ties start to make some sense.
That's the best solution and a good start, because really nobody knows if half or even any of these codes work. But with sliders you see instant, definite results.

But if you want to see a clear H vs A advantage/disadvantage, you do have to move sliders more than one tick. If default CPU First Touch Error is 65 (my current setting) then I would set it at 60 for CPU home games, and 70 for CPU away games. I would also do the same for CPU Shot Error and CPU Pass Error: lower/raise 5 points from whatever I've set as default. In fact, with CPU Pass Error, you have to move the slider as much as 10 points either way to see a real and definite difference in CPU pass accuracy.

I've never understood why people spend weeks and months searching for working codes, when all it takes to get the required results is 15-20 seconds of slider adjustments before each game. And that applies to tactics and even overall difficulty as well. A couple of quick line slider adjustments and CPU teams will play more of an all-out attacking game, or will play much more cautiously and defensively. You could even use those sliders to adjust for H v A differences in CPU play.

Last edited by bangus; 05-10-2016 at 11:53:AM.
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Old 05-10-2016, 02:52:PM   #32
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Every touch by any player is absolutely perfect and what annoys me is that first touch is only triggered if receiving a pass and the sprint button is pressed with the analog stick in any direction.

So if you simply receive a pass there is no error in trapping the ball which is stupid.
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Old 05-10-2016, 02:53:PM   #33
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Originally Posted by bangus View Post
That's the best solution and a good start, because really nobody knows if half or even any of these codes work. But with sliders you see instant, definite results.

But if you want to see a clear H vs A advantage/disadvantage, you do have to move sliders more than one tick. If default CPU First Touch Error is 65 (my current setting) then I would set it at 60 for CPU home games, and 70 for CPU away games. I would also do the same for CPU Shot Error and CPU Pass Error: lower/raise 5 points from whatever I've set as default. In fact, with CPU Pass Error, you have to move the slider as much as 10 points either way to see a real and definite difference in CPU pass accuracy.

I've never understood why people spend weeks and months searching for working codes, when all it takes to get the required results is 15-20 seconds of slider adjustments before each game. And that applies to tactics and even overall difficulty as well. A couple of quick line slider adjustments and CPU teams will play more of an all-out attacking game, or will play much more cautiously and defensively. You could even use those sliders to adjust for H v A differences in CPU play.
i have a different experience with sliders in regards of even an one point change having noticeable impact in many cases. actually, i tried a 2-point difference in cpu pass error (one click up if they're away, one click down home and standard value if neutral) and for me the gap in difficulty was very big, perhaps even bigger than it should. and it created that problem of my away games having good quality and home games being boring. for me, picking some sliders that you can deviate for the cpu if home and for ourselves if away (or vice-versa) gives more consistent experience. i could use cpu pass error one click down away and my pass error one click down home, but sadly the change in cpu playing quality when moving pass error sliders up or down is bigger than the change in my own. that's a good slider to experiment though, has a great impact on difficulty, but 5 or 10 point changes sound really crazy to me. it's not that their pass accuracy % changes too much with fewer clicks, but the quality of their play increases greatly. they become faster, more audacious and more precise in their chance creation when pass error is lower.

that being said, one-click difference in fte is indeed very subtle, but i tried 2 clicks and it already started to feel clunky and obvious. i didn't like the result of changing sprint speed too, felt too artificial. i know i won't get proper home advantage with too small of a change, but i'll only go further if it doesn't hurt gameplay and the change goes well both ways: same change in user and cpu sliders depending of who is playing home. i'll try shot error to see how it works. but i know i won't go further than just one click so i don't throw away the balance i have in my slider set right now. i remember how obvious the change on each step of shot error was when i was creating the set. not only in accuracy, but in shot power and quality. yeah, call me a conservative.

ps: i totally agree with you that sliders right now are the best solution, but i'd still like to see a code that could (really) make key ratings of players be impacted accross the board by home/away advantage. if implemented right, it would definitely feel more organic.
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Old 05-10-2016, 03:00:PM   #34
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Originally Posted by regularcat View Post
first touch is only triggered if receiving a pass and the sprint button is pressed with the analog stick in any direction.
i had no idea about this. are you sure? damn, you spoiled me now :P

ime, a higher fte hurts chance creation, as you often need an extra moment to dominate the ball when receiving a crucial pass, sometimes enough to have the ball stolen.

btw, according to my research about real life home advantage, it could take less than we think to achieve it. to match home adv. of big european leagues, all you need is that the home team creates on average ~30% more scoring chances. 1.3 to 1.0 doesn't sound like thaaat much.
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Old 05-10-2016, 03:14:PM   #35
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tried changing shot error. didn't like.
if what's happening with the change is too clear to my eyes, it really distracts me. i might have an ocd or something.

i'll go with: -1 fte for home team, +1 fte for away, 0/0 on neutral ground. i'll play a season, take note of the stats and report back in a few weeks.
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Old 05-10-2016, 03:36:PM   #36
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Originally Posted by Gonira View Post
ps: i totally agree with you that sliders right now are the best solution, but i'd still like to see a code that could (really) make key ratings of players be impacted accross the board by home/away advantage. if implemented right, it would definitely feel more organic.
Of course. But you work with what you have, and you have to realize this is FIFA. And FIFA is coded a certain way every year, and no ini codes are going to fix the many game play issues this series has. BUT... sliders can indeed at least HELP with many of those game play issues. So I get to work tinkering with the in-game tactics options and sliders, rather than do nothing and hope for someone to come up with some miracle ini codes.

The one area PES > FIFA, is PES incorporates real and actual CPU tactical and formation changes. Whereas all that happens in FIFA, is the CPU is given a 100% boost in speed, agility and shooting when it needs to score. FIFA is a child's toy game in that regard. What people are trying to do with these ini codes is the equivalent of trying to turn a Yugo into a luxury auto. It'll never happen, because the game's coding framework can't and won't allow for it. Because no matter what HvA ini codes one comes up with, the cheap and cheesy CPU AI boost programming, whenever it kicks in, will always override those codes, nullifying any and all HvA advantages.
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Old 05-10-2016, 03:56:PM   #37
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@bangus - if these boosts you say were just added to whatever boosts or dips introduced by a h/a code istead of overriding them, it could work. the problem is making this right would require some development effort and i think ea just doesn't care, cos i can't see an effort like this bringing them much money (why wasting resources in career realism instead of marketing and fut fantasy football, right?)

@regularcat - i just tested and i'm positive that first touch also influences short passes with no sprint. it's not that the player will miss the touch, but the quality of the touch is changed. more fte means less balance when receiving a pass and more time needed to recover balance.

Last edited by Gonira; 05-10-2016 at 04:02:PM.
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Old 05-10-2016, 04:09:PM   #38
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@bangus - if these boosts you say were just added to whatever boosts or dips introduced by a h/a code istead of overriding them, it could work. the problem is this would require good development effort and i think ea just doesn't care, cos i can't see an effort like this bringing them much money (why wasting resources in career realism instead of marketing and fut fantasy football, right?)
I mention these things, not to complain really, but to show how some aspects of FIFA can never be properly fixed due to the extremely simplistic tactical coding. So what I do each year is tweak player ratings and sliders in such a way as to create as close to a simulation as possible, knowing that certain aspects - H v A advantage for example - will never be close to realistic. I live with it, and get on with enjoying and having fun with that which the game does right.

A note about Pass Error... I adjust my sliders to help with the game play, but also to emulate real-life stats. I just checked, and my CPU Pass Error slider is actually at 85. While this does cause a lot of wayward passes, the CPU always ends up with 79-82% pass completion, which is exactly what the team average is in the EPL. So for me it's not just about "what looks right," it's also and once again about what the game allows, based on the way it's coded.

Last edited by bangus; 05-10-2016 at 04:37:PM.
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Old 05-10-2016, 05:00:PM   #39
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i get what you say and it's also the approach i like to use for setting sliders. but as long as emulating real life stats go, i focus more on goal attempts, which is the biggest indicator of how well a team is playing, so trying to get this stat right helps in realism as well as it does in difficulty. tinkering with shot error and half lenght i was able to get trueish-to-life s.o.g. stats with the set i use, then i just dialed gk ability to make this reflect in realistic scorelines and in the end it actually translated in very good gameplay.

but i use cpu pass error more as a difficulty dial, since the higher it goes, the less shots and goals cpu gets, compared to me, while their actual pass % has very little change, if any. my cpu pass error is still reasonably high anyway though, i have it on 65, and guess what: high 70's to low 80's accuracy, same as you.

huge disclaimer: i didn't want to tell before because it was irrelevant to the discussion (i guess?), but i'm still playing fifa 14 (my computer is meh), so perhaps 85 cpu pass error fells right on 16. on 14, it's definitely too high for me, the game gets too easy even on legendary with manual controls.

Last edited by Gonira; 05-10-2016 at 11:10:PM.
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