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Old 29-10-2011, 06:38:AM   #27
Exocyst
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Quote:
Originally Posted by akim0908 View Post
is there any way to edit the scouted players
i mean the players that we get from scouting ????
like untuck the player's shirt???
I have not noticed any parameters in the scout.ini file that would suggest this is possible. Unfortunately, I think it may be impossible to edit their appearances (including shirt tucking). It would be cool, though. I'll keep my eye out for any possible solutions akim.
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Old 29-10-2011, 07:13:AM   #28
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Is that possible to make the scouted players do not become so often copy of Messi? I would like that only few could have good chances to have in the future 80..Is there a way to make it more difficult?
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Old 29-10-2011, 08:14:AM   #29
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Quote:
Originally Posted by Exocyst View Post
I have not noticed any parameters in the scout.ini file that would suggest this is possible. Unfortunately, I think it may be impossible to edit their appearances (including shirt tucking). It would be cool, though. I'll keep my eye out for any possible solutions akim.

oh okay
never mind, just asking...
keep it up mate

good luck
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Old 29-10-2011, 08:43:AM   #30
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Ok, guys: good news it is possible to educate the CPU on which players to transfer by scaling player transfer value by contract length in the [CONTRACT] section of playervalues.ini. I'm still fine tuning this, so I prefer not post any files of this yet.

Here is what I did:
Quote:
[CONTRACT]
CONTRACT_1 = 0 // Players with less than one year remaining
CONTRACT_1_VAL = -60 // Have very reduced market value (-60%)

CONTRACT_2 = 1 // Players with 1-2 year remaining
CONTRACT_2_VAL = -10 // Have slightly reduced market value (-10%)

CONTRACT_3 = 2 // Players with 2-3 year remaining
CONTRACT_3_VAL = 10 // Have slightly better market value (+10%)

CONTRACT_4 = 3 // Players with 3-4 year remaining
CONTRACT_4_VAL = 20 // Have better market value (+20%)

CONTRACT_5 = 4 // Players with 4-5 years remaining
CONTRACT_5_VAL = 40 // Do not move for cheap: (+40%) value

CONTRACT_6 = 5 // Players with 5-6 years remaining
CONTRACT_6_VAL = 60 // Should not be moving at all (+60%) value

CONTRACT_7 = 6 // Players with 6+ years remaining
CONTRACT_7_VAL = 75 // Should never move at all (+75%) value

CONTRACT_8 = 10 // No players have this contract (10+ years)
CONTRACT_8_VAL = 75

CONTRACT_9 = 11 // No players have this contract (11+ years)
CONTRACT_9_VAL = 75

CONTRACT_10 = 100 // No players have this contract (100+ years)
CONTRACT_10_VAL = 75
I tested these adjustments and player values do fluctuate significantly between windows. Next, I will try to increase (slightly) the frequency that the CPU will try to extend these players before they enter the final year of their deal to try to balance this feature.

Also, the reduction in value (-60%) creates opportunities for the CPU and User to grab players on the cheap during their final 6 months of their deal. For instance, a player with 6 months remaining would be free to negotiate with other clubs under the FIFA Bosman rule, so his club will often sell him on the cheap to recover some value. Under these adjustments, a 10m player with 6 months remaining, would have a list value of 4m. I feel like this simulates reality.

On the other end, really important players have long deals as their real life clubs try to keep these guys locked into the club, so they should not move so freely in FIFA12. For this reason I scaled the value up for longer contracts. For instance a player with 5 years remaining has clearly just (re)signed for his club so he should not be available for transfer, so I scale his value up 60% (for example, a 20m player with 5 years remaining, would have a list value of 32m). Player with 4 year deals are also clearly valuable to their club, so their value is scaled up 40% (for example, from 20m to 28m).

You could potentially abuse this by buying guys on the cheap (6 months deal) and then sign them to long deals, and finally try to sell them a year later for an inflated value. But this actually happens in real life as Barcelona signed Ibrahim Afellay for cheap when he only 6 months remaining then tried to sell him in the next window after signing him to a long deal. Afellay refused to leave, so their strategy did not pay off.

These values may be a bit extreme at present, but I am happy to report that these adjustments completely stopped Big Name starter transfers in the first year simulated. Importantly, starters did start to move again in the second year (as their value fell). I will keep tweaking these values to see what the minimum adjustments are to discourage important players moving, but also incentivize player movement during the last two years of their contract (which mirrors real world player movement).

Please try your own values and post your findings for all of our education.
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Old 29-10-2011, 05:27:PM   #31
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Quote:
Originally Posted by x119 View Post
Is that possible to make the scouted players do not become so often copy of Messi? I would like that only few could have good chances to have in the future 80..Is there a way to make it more difficult?
This is possible. You can change the frequency at which scouts identify "platinum level" technically gifted players. I will look at the scout.ini file and try to right an explanation on how to alter this frequency. I think we will also, need to reduce the generation of such players as well, but I will need to search for the right place to stop their generation.

How frequently do you think Messi-like players should be found?

What I don't like about the Scout system is that it really never creates true 92+ superstars. I would prefer that it makes at least 1 of these every two to three years. I will see if I can create a new player level class and pass it to the scout.ini file.

What else do you guys think should be changed about scouting?
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Old 29-10-2011, 08:11:PM   #32
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Look at the real world, how many Messi are there? 1.
To me, the majority of young players should reach 65-75...and above very very rare with high costes! Look at pato 20mln when he was 17...

I do want all more difficult to reach. This is my idea!
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Old 30-10-2011, 03:36:AM   #33
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Good job with some of these player valuation dependencies Exo! Milan got Nocerino from Palermo for 500k as he was going into the last year of his deal, so Palermo sold him for practically nothing. I still think it was dumb of them to do, and I am loving him on Milan, but it shows how some teams act in certain situations.

I gave up trying to edit the db. I am thinking that there may be something wrong with my in game settings. The teams funds adjust down pretty well, although not to what I set them too. Just can't keep wasting any more time on it. Need to start looking at these values and testing....

Can you change some of these ini file settings mid career mode and have them take hold in that mode, or do you have to start a new one after making changes? Just curious if anyone has looked into that yet and knows for certain.

EDIT: Gosh, I fecking hate myself! The reason my transfer values were off were because I had the test starting of a CM on World Class Board and not Legendary. On Legendary, they show as I edited them on the database.

Part of me wants to celebrate, part of me wants to pound my head into a wall and never look at this stuff again.

At least I know I am somewhat sane and doing this correctly......

Last edited by cubby; 30-10-2011 at 04:23:AM.
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Old 30-10-2011, 05:07:AM   #34
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So I added some of the values that Exocyst and others came up with in transfer, playervalues and playerswages ini files and did a test sim with Man City. Tweaked a value in the values file, but all else was as suggested. Here is what I saw through the summer transfer period.

Offers I got:

Arsenal asking for Lescott - offered 13M, valued at 17M - 3 years left on contract

Liverpool asking for Adam Johnson - offered 31.5M, valued at 31M, 2 yrs 11 mo left on contract - seems to be in the reserves on the "customized roster".

Man U asking for Y. Toure - offered 17M, valued at 19M, 3 yrs left on contract

I believe some of the player valuations on my team went up as the year started. Toure was at 17M to start and Kompay was at 44M and they went to 19M and 48M respectfully, pretty sure I didn't imagine that. Maybe due to the playervalue,ini file changes I would think.

Now onto the transfers outside my team. Started off good, but then went bad. Chelsea bought Rooney for 69M, lol. Now they offloaded Drogba to Inter for 23M and Maluoda to Juve for 25M. To me those are good deals for them in getting good value for those two. Just hate seeing Rooney sold. Anyone know his in game valuation. They did pay a ton for him, I assume more then he was valued.

Cahill went somewhere for 18M, didn't recognize the symbol of the side who bought him.

Sandro went to Marseille for 17.5, Glen Johnson back to Spurs for 22M on deadline day. Only "big" move that day.

Interesting offer that never materialized was United offering 74M for Modric with 4 hours left on deadline day. lol Nothing happened though. Still pretty cool after what happened. While you are still shutoff from the outside world in CM, it seems really improved. Hope that is the next step next year and we can see info and more from the whole world not just the league you are in.

I saved this CM and will try to sim on tomorrow as time permits and see what I get.
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Old 30-10-2011, 06:53:AM   #35
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Quote:
Originally Posted by x119 View Post
Look at the real world, how many Messi are there? 1.
To me, the majority of young players should reach 65-75...and above very very rare with high costes! Look at pato 20mln when he was 17...

I do want all more difficult to reach. This is my idea!
I think this is is how I think you do it:

1st, Taken from scout.ini, here is a break down of the regions by number:
// 0 = SUBREGION_ARGENTINA_BRAZIL,
// 1 = SUBREGION_REST_OF_SOUTH_AMERICA,
// 2 = SUBREGION_NORTH_AMERICA,
// 3 = SUBREGION_NORTHERN_EUROPE,
// 4 = SUBREGION_ITALY_SPAIN_PORTUGAL,
// 5 = SUBREGION_REST_OF_SOUTHERN_EUROPE,
// 6 = SUBREGION_CENTRAL_EUROPE,
// 7 = SUBREGION_REST_OF_EUROPE,
// 8 = SUBREGION_JAPAN_CHINA,
// 9 = SUBREGION_REST_OF_ASIA,
// 10 = SUBREGION_AUSTRALIA,
// 11 = SUBREGION_AFRICA,

You will need this table to understand the next part.

1. Open youth_scout.ini

2. Scroll to bottom section, and find section [YOUTH_SCOUT_YOUTH_PLAYER_BRONZE]. You will see a list of 12. This list provides the percentage of players of bronze quality will be created in the 12 regions. There is a separate table for each quality level. So, if you want to reduce platinum level players, then Reduce the numbers in [YOUTH_SCOUT_YOUTH_PLAYER_PLATINUM]. Make sure that you add this number to another group though or you may break the system. In other words, if you want to reduce the percentage of players who are platinum in region 0 (argentina and brazil), then change:

YOUTH_PLAYER_PLATINUM_0=15 // Subtract 10 from this value

to something like

YOUTH_PLAYER_PLATINUM_0=5

but make sure you add the 10 to one of the other groups (like Gold):

YOUTH_PLAYER_GOLD_0=20 // Add +10 to this value

to

YOUTH_PLAYER_GOLD_0=30

You can also change how often each of the player types are created, too by performing a similar adjustment to each of these tables:

[YOUTH_SCOUT_PLAYER_TYPE_ATTACK_MINDED]
[YOUTH_SCOUT_PLAYER_TYPE_DEFFENSIVE_MINDED]
[YOUTH_SCOUT_PLAYER_TYPE_GOOD_HANDS]
[YOUTH_SCOUT_PLAYER_TYPE_MENTALLY_STRONG]
[YOUTH_SCOUT_PLAYER_TYPE_PHYSICAL_POWER]
[YOUTH_SCOUT_PLAYER_TYPE_PHYSICAL_SPEED]
[YOUTH_SCOUT_PLAYER_TYPE_SKILLED]

I hope this helps, and let us know how it turns out.
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Old 30-10-2011, 12:57:PM   #36
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Thanks man, with your advises I found this solution to be optimal for my idea of hard mode:

Code:
[YOUTH_SCOUT_YOUTH_PLAYER_BRONZE]	
YOUTH_PLAYER_BRONZE_0	64
YOUTH_PLAYER_BRONZE_1	79
YOUTH_PLAYER_BRONZE_2	70
YOUTH_PLAYER_BRONZE_3	61
YOUTH_PLAYER_BRONZE_4	64
YOUTH_PLAYER_BRONZE_5	62
YOUTH_PLAYER_BRONZE_6	60
YOUTH_PLAYER_BRONZE_7	66
YOUTH_PLAYER_BRONZE_8	72
YOUTH_PLAYER_BRONZE_9	77
YOUTH_PLAYER_BRONZE_10	82
YOUTH_PLAYER_BRONZE_11	67
	
[YOUTH_SCOUT_YOUTH_PLAYER_GOLD]	
YOUTH_PLAYER_GOLD_0	3
YOUTH_PLAYER_GOLD_1	2
YOUTH_PLAYER_GOLD_2	1
YOUTH_PLAYER_GOLD_3	3
YOUTH_PLAYER_GOLD_4	4
YOUTH_PLAYER_GOLD_5	2
YOUTH_PLAYER_GOLD_6	3
YOUTH_PLAYER_GOLD_7	3
YOUTH_PLAYER_GOLD_8	2
YOUTH_PLAYER_GOLD_9	2
YOUTH_PLAYER_GOLD_10	2
YOUTH_PLAYER_GOLD_11	2
	
[YOUTH_SCOUT_YOUTH_PLAYER_PLATINUM]	
YOUTH_PLAYER_PLATINUM_0	3
YOUTH_PLAYER_PLATINUM_1	1
YOUTH_PLAYER_PLATINUM_2	1
YOUTH_PLAYER_PLATINUM_3	1
YOUTH_PLAYER_PLATINUM_4	2
YOUTH_PLAYER_PLATINUM_5	1
YOUTH_PLAYER_PLATINUM_6	2
YOUTH_PLAYER_PLATINUM_7	1
YOUTH_PLAYER_PLATINUM_8	1
YOUTH_PLAYER_PLATINUM_9	1
YOUTH_PLAYER_PLATINUM_10 1
YOUTH_PLAYER_PLATINUM_11 1
	
[YOUTH_SCOUT_YOUTH_PLAYER_SILVER]	
YOUTH_PLAYER_SILVER_0	30
YOUTH_PLAYER_SILVER_1	18
YOUTH_PLAYER_SILVER_2	28
YOUTH_PLAYER_SILVER_3	35
YOUTH_PLAYER_SILVER_4	30
YOUTH_PLAYER_SILVER_5	35
YOUTH_PLAYER_SILVER_6	35
YOUTH_PLAYER_SILVER_7	30
YOUTH_PLAYER_SILVER_8	25
YOUTH_PLAYER_SILVER_9	20
YOUTH_PLAYER_SILVER_10	15
YOUTH_PLAYER_SILVER_11	30
Now I would like to tweak their potential attributes in scout.ini
I found interesting this lines, are you able to explain me their effects?

Code:
SCOUT_MAXIMUM_SCOUTS_NUMBER   = 3  // Three scouts per user, at most 
If I put here "1", will my opportunity be reduced  of finding a young player??


SCOUT_NUM_DAYS_FOR_POOL_UPDATE = 7  // The Scouts' Pool will be updated (re-filled) every #? number of days

VALSCURRENCY = 0		// The values defined in RATINGRANGE are defined in this currency: 0 = Pounds, 1 = dollars, 2 = Euros

SCOUT_COST_KNOWLEDGE_LEVEL_1  = 30000
SCOUT_COST_KNOWLEDGE_LEVEL_2  = 120000
SCOUT_COST_KNOWLEDGE_LEVEL_3  = 700000
SCOUT_COST_KNOWLEDGE_LEVEL_4  = 3000000
SCOUT_COST_KNOWLEDGE_LEVEL_5  = 5000000

SCOUT_COST_EXPERIENCE_LEVEL_1  = 20000
SCOUT_COST_EXPERIENCE_LEVEL_2  = 100000
SCOUT_COST_EXPERIENCE_LEVEL_3  = 500000
SCOUT_COST_EXPERIENCE_LEVEL_4  = 2000000
SCOUT_COST_EXPERIENCE_LEVEL_5  = 4000000

If I do increase this value, It would be more expensive the activity of scouting?
SCOUT_CHANCE_TO_INCREASE_LEVEL = 25

[PLAYER_ATTRIBUTES]
// PLAYER TIER: Potential and Av. Attributes 

YOUTH_PLAYER_AGE_RANGE_LOW  = 14
YOUTH_PLAYER_AGE_RANGE_HIGH = 16

TIER_1_POTENTIAL_RANGE_0 = 82	// Tier 1, Potential Range Low  = 0
TIER_1_POTENTIAL_RANGE_1 = 87	// Tier 1, Potential Range High = 1
TIER_2_POTENTIAL_RANGE_0 = 77	// Tier 2, Potential Range Low  = 0
TIER_2_POTENTIAL_RANGE_1 = 81	// Tier 2, Potential Range High = 1
TIER_3_POTENTIAL_RANGE_0 = 71	// Tier 3, Potential Range Low  = 0
TIER_3_POTENTIAL_RANGE_1 = 77	// Tier 3, Potential Range High = 1
TIER_4_POTENTIAL_RANGE_0 = 55	// Tier 4, Potential Range Low  = 0
TIER_4_POTENTIAL_RANGE_1 = 70	// Tier 4, Potential Range High = 1

Can you explain me this lines? 
Last thing, to make more slow the growing of players how do I have to modify this lines of PLAYERGROWTH.ini:

Code:
// Match experience
MATCHEXPERIENCE_MAX = 100			// Maximum amount of match experience that a player can earn before hitting a growth point
MATCHEXPERIENCE_MIN = -50			// Minimum amount of match experience that a player can earn
MATCHEXPERIENCEPOINTS_BASE = 13			// Base amount of match experience earned 
MATCHEXPERIENCEPOINTS_MAX = 19			// Upper bound to the amount of match experience that a player can earn
MATCHEXPERIENCEPOINTS_MIN = 8			// Lower bound to the amount of match experience that a player can earn
MATCHEXPERIENCEPOINTS_INJURED_BASE = 0		// Base amount of xp points earned (negatively) for injured players
MATCHEXPERIENCE_SUBS_FACTOR = 0.79
MATCHEXPERIENCE_RESERVES_FACTOR = 0.69
Thx so much!

Last edited by x119; 30-10-2011 at 08:54:PM.
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Old 30-10-2011, 04:26:PM   #37
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Simmed ahead in my Man City test and got to winter. Man U offered 66M for Silva when he was valued at 53M. Arsenal offered 26.5M for Y Toure when he was valued at 32.5M.

Big winter moves were Samba from Rovers ro Liverpool for 19M. Gibbs from Arsenal to Villa for 17M and Muamba from Bolton to Man U for 13M.

Got large bonuses when the season ended. I won the title and seemed to get a 33M bonus after the season ended and then when I went to the next year got another 23M I guess because they said I was the guy for the job and met alot of objectives. As Kasey found out earlier in the thread, these bonuses and the EOS bonuses need to be removed or toned down.

Next summer nothing too crazy happened. Spurs wanted K. Toure and offereed twice getting to 17M. He only has 11 months left on his deal and his valuation went up from 11M to 12.5M in between offers. Liverpool also offered 13M for him and someone wanted Lescott for a tad below his market value.

No deadline day deals were big. Maicon to Spurs for 15.5M and Song to Villa for 22M were the big deals over the summer.

Pretty good, although I guess every year there is alot of movement and someone either gets paid alot to move or a big or somewhat big name moves. I guess the hard part is how to avoid Rooney getting sold, but still keeping movement. This is better though then the default by lots and lots of miles.
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Old 30-10-2011, 04:30:PM   #38
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Quote:
Originally Posted by SgarbaX View Post
mhh i dont'see such file , i have board.ini, commentators.ini,fitness.ini, but no setting.txt
i found a settings.txt .in data1.big, extracted decompressed with quickbms, and actually the string is there, when edited, should i put it in FootballCompEng\data\compdata and refresh?

I noted that there are a bunch of info_prize_money :
49,info_prize_money,2400000
49,info_prize_money_drop,100
60,info_prize_money,2500000
60,info_prize_money_drop,100
and so on , don't know if we could lower all these to 0 and what they mean...
any clues KaseyKeller ?
Guys, I have tried to compare the values found here to the database to match up league id numbers, but alot of times it doesn't seem to match up. Is the numerical value of 49 & 60 in the quoted post the league id for two leagues?

Is the 2,400,000 value multiplied by something to get the high value? Anyone know what prize_money_drop, 100 means? Thanks!

EDIT: Perhaps 100 is the multiplier, which is funny if so. Kasey noted that Chelsea went up 100M after one season, so perhaps that is how this is set to work?

I know there are bonuses that teams get, but in real life I would imagine there are alot more real world costs associated with running a club then this game has included. They always say that making the CL group stage nets a club around 20M total from UEFA, not sure the cost of winning it, but you would think you get more the further you progress. It would be cool to simulate that a bit as a reward for progress and a set back for teams who dont qualify. In the real world, teams feel that hurt when they miss out. I know Milan did for a bit when they had that awful year and missed out on CL two years ago.

Last edited by cubby; 30-10-2011 at 04:37:PM.
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Old 30-10-2011, 04:31:PM   #39
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In previous pages there is a way to reduce bonuses...but must be applied to all leagues and i dunno about it! Maybe someone could take care of it!
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