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Old 31-10-2016, 07:29:AM   #14
Gonira
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it works. i'm seeing a range and frequency of different scores that reflect real life much better, it will make for a much more immersive career mode. i'll have to find a sweet spot yet where draws are still as frequent as they should though. and i'll probably have to reconfigure the influence section again, the bigger range of possible scores randomizes results by itself, closing the gap between strong and weak teams.
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Old 31-10-2016, 10:34:PM   #15
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damn! it was hard! i widened the gap in scoring chances and it worked wonders, now i see every kind of result in a realistic frequency. but this totally broke my previous influence settings, so i had to start all over again, from scratch. huge trial and error effort. but it's done. final settings updated in the op.
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Old 03-11-2016, 07:48:PM   #16
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i just updated some very slight changes to the "score" table. the intention was reducing the frequency of 4-0 and 4-1 scores and increasing the 1-1's and 2-2's a bit, for more realism on the scoreline distribution (before, i overdid it a little) and to mantain a healthy ammount of draws. the frequency of upsets was also reduced, but the change is slight.


this is the scorelines frequency i got from a simulated premier league with these settings. if you compare this to real life in some site like fcstats.com or something, you'll probably be surprised:

0-0 (27x)
1-0 (69x)
1-1 (36x)

2-0 (62x)
2-1 (49x)
2-2 (16x)

3-0 (31x)
3-1 (21x)
3-2 (17x)
3-3 (3x)

4-0 (11x)
4-1 (7x)
4-2 (10x)
4-3 (1x)

5-0 (8x)
5-1 (3x)
5-2 (1x)
5-3 (3x)

6-0 (1x)
6-2 (1x)
6-4 (1x)


if you're wondering why this adds to 378 games, it's because i suck at counting =D

Last edited by Gonira; 03-11-2016 at 07:53:PM.
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Old 21-11-2016, 09:31:AM   #17
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could you upload your simsettings.ini file or how ectravt it?

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Old 23-11-2016, 10:17:PM   #18
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Quote:
Originally Posted by uomomagnetico View Post
could you upload your simsettings.ini file or how ectravt it?

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hi. open notepad, copy this text and save it as simsettings.ini in fifa14\game\dlc\dlc_footballcompeng\dlc\footballco mpeng\data


Quote:
[SIM_SETTINGS]
NUMPLAYERSONPITCH = 11 // Number of players on the pitch
REGULARTIME = 90 // In regular time, number of minutes to simulate to
EXTRATIME = 30 // In extra time, number of minutes to simulate to
NUMPENS = 5 // Number of penalties for each team before sudden death

[ASSERTS]
WEIRDSCORE = 0 // 0 - Don't assert on weird scores, 1 - do assert on weird scores
WEIRDSCOREOVR = 5 // Classifies as a weird score if overall difference is greater than this and lost
WEIRDMATCHRATING = 0 // 0 - Don't assert on weird match ratings, 1 - do assert on weird match ratings
WEIRDMATCHRATINGVAL= 30 // Classifies as a weird match overall if it is less than this value

[SCORE]
NUM_SCALES = 8 // Number of different scales between teams to use, max is currently 10
SCALE_1 = 1.0 // Scale of quality values.
SCALE_2 = 2.0
SCALE_3 = 3.0
SCALE_4 = 4.0
SCALE_5 = 5.0
SCALE_6 = 6.0
SCALE_7 = 10.0
SCALE_8 = 100.0 // Final value is stupidly high to capture any hangover

MIN_CHANCES_STRONG_1 = 0
MIN_CHANCES_STRONG_2 = 0
MIN_CHANCES_STRONG_3 = 1
MIN_CHANCES_STRONG_4 = 1
MIN_CHANCES_STRONG_5 = 1
MIN_CHANCES_STRONG_6 = 1
MIN_CHANCES_STRONG_7 = 1
MIN_CHANCES_STRONG_8 = 1

MAX_CHANCES_STRONG_1 = 7
MAX_CHANCES_STRONG_2 = 7
MAX_CHANCES_STRONG_3 = 7
MAX_CHANCES_STRONG_4 = 7
MAX_CHANCES_STRONG_5 = 8
MAX_CHANCES_STRONG_6 = 8
MAX_CHANCES_STRONG_7 = 9
MAX_CHANCES_STRONG_8 = 9

MIN_CHANCES_WEAK_1 = 0
MIN_CHANCES_WEAK_2 = 0
MIN_CHANCES_WEAK_3 = 0
MIN_CHANCES_WEAK_4 = 0
MIN_CHANCES_WEAK_5 = 0
MIN_CHANCES_WEAK_6 = 0
MIN_CHANCES_WEAK_7 = 0
MIN_CHANCES_WEAK_8 = 0

MAX_CHANCES_WEAK_1 = 6
MAX_CHANCES_WEAK_2 = 5
MAX_CHANCES_WEAK_3 = 5
MAX_CHANCES_WEAK_4 = 4
MAX_CHANCES_WEAK_5 = 4
MAX_CHANCES_WEAK_6 = 3
MAX_CHANCES_WEAK_7 = 3
MAX_CHANCES_WEAK_8 = 2

[CARD]
MAX_CARDS = 4 // Max number of cards in a game
PERC_CHANCE = 75 // Chance of a yellow card in the game
PERC_DROP = 18 // Chance drop for every subsequent yellow card
CHANCEOF_RED = 4 // Percentage chance of a red card being brandished
CHANCEOF_TWOREDS = 1 // Percentage chance of receiving two reds in a game

[SUB]
BELOWPAR = 2 // How much below the average a player should be considered for a sub
MAKESUBPERC_GK = 1 // How likely the sub is to be made if the decisions are matched for a GK
MAKESUBPERC_DEF = 45 // - a defender
MAKESUBPERC_MID = 95 // - a midfielder
MAKESUBPERC_ATT = 90 // - an attacker

[INJURY]
MAX_INJURIES = 2 // Possible maximum number of injuries in a game
PERC_CHANCE = 16 // Percentage chance of an injury in a game
PERC_DROP = 15 // Percentage drop change of injury. So first injury = PERC_CHANCE, after that PERC_CHANCE - ( PERC_INJDROP * injury count)
PERC_LIGHT = 80 // Percentage chance of injury being LIGHT severity ( LIGHT+MEDIUM+SEVERE should add up to 100 )
PERC_MEDIUM = 15 // Percentage chance of injury being MEDIUM severity ( LIGHT+MEDIUM+SEVERE should add up to 100 )
PERC_SEVERE = 5 // Percentage change of injury being SEVERE severity ( LIGHT+MEDIUM+SEVERE should add up to 100 )
ENGYDRP_LIGHT_MIN = 10 // Minimum amount of energy drop for a light injury
ENGYDRP_LIGHT_MAX = 30 // Maximum amount of energy drop for a light injury
ENGYDRP_MEDIUM_MIN = 35 // Minimum amount of energy drop for a medium injury
ENGYDRP_MEDIUM_MAX = 55 // Maximum amount of energy drop for a medium injury
ENGYDRP_SEVERE_MIN = 60 // Maximum amount of energy drop for a severe injury
ENGYDRP_SEVERE_MAX = 90 // Maximum amount of energy drop for a severe injury

[FATIGUE] // How the players get tired
MAXENERGY = 100 // Maximum energy a player can have
GKADJUST = 75 // Adjustment to energy for a GK
STAMINAINF = 100 // Percentage influece stamina has
FATIGUEBASE = 21 // The base value of stamina lost per game.

[INFLUENCE] // How much the data affects the outcome
RATING = 73 // The Team Rating
HOMEADV = 6 // Home Advantage
FOG = 0 // Funny Old Game Factor - The 'OMG, I don't believe that happened' factor
COMPETITION = 13 // The comparison of a team verus the competition quality
ENERGY = 0 // The players energy levels affect on match day overall
MATCHIMPORTANCE = 2 // How important is the game affects commitment level
DOMESTICPRESTIGE = 6 // How domestic prestige affects the match overall

PRESTIGEMULTIPLER = 6 // Multiply by 5 to get it out of 100 instead

[FOG]
RANGE = 5 // Difference between the two teams before the FOG factor is applied

[INCIDENTS]
MAX = 40 // Max number of goal/card/injury incidents to be created
SQUADSIZE = 20 // If available squad size is this value, then try to avoid injuring players

[MATCH_RATINGS]
MAXRATING = 100
SENDINGOFF = -10
TEAMWIN = 8 // Amount they gain for team winning, if it says 2 it means 0.2
TEAMLOSS = -5 // Amount they lose for team losing, if it says 2 it means 0.2
PERCMINSPLAYED = 90
RANDOMINC = 6

BASE_DEF = 61
BASE_MID = 60
BASE_ATT = 60
BASE_GK = 62

GOAL_DEF = 10
GOAL_MID = 9
GOAL_ATT = 10
GOAL_GK = 9

ASSIST_DEF = 10
ASSIST_MID = 9
ASSIST_ATT = 9
ASSIST_GK = 9

CONCEDED_DEF = -3
CONCEDED_MID = -3
CONCEDED_ATT = 0
CONCEDED_GK = -4

CLEANSHEET_DEF = 5
CLEANSHEET_MID = 4
CLEANSHEET_ATT = 0
CLEANSHEET_GK = 6

// ID Values for Attributes
// ------------------------
// 0 = PLAYER_ATTRIBUTE_ACCELERATION,
// 1 = PLAYER_ATTRIBUTE_SPRINT_SPEED,
// 2 = PLAYER_ATTRIBUTE_AGILITY,
// 3 = PLAYER_ATTRIBUTE_BALANCE,
// 4 = PLAYER_ATTRIBUTE_JUMPING,
// 5 = PLAYER_ATTRIBUTE_STAMINA,
// 6 = PLAYER_ATTRIBUTE_STRENGTH,
// 7 = PLAYER_ATTRIBUTE_REACTIONS,
// 8 = PLAYER_ATTRIBUTE_AGGRESSION,
// 9 = PLAYER_ATTRIBUTE_TACTICAL_AWARENESS,
// 10 = PLAYER_ATTRIBUTE_POSITIONING,
// 11 = PLAYER_ATTRIBUTE_VISION,
// 12 = PLAYER_ATTRIBUTE_BALL_CONTROL,
// 13 = PLAYER_ATTRIBUTE_CROSSING,
// 14 = PLAYER_ATTRIBUTE_DRIBBLING,
// 15 = PLAYER_ATTRIBUTE_FINISHING,
// 16 = PLAYER_ATTRIBUTE_FREE_KICK_ACCURACY,
// 17 = PLAYER_ATTRIBUTE_HEADING_ACCURACY,
// 18 = PLAYER_ATTRIBUTE_LONG_PASSING,
// 19 = PLAYER_ATTRIBUTE_SHORT_PASSING,
// 20 = PLAYER_ATTRIBUTE_MARKING,
// 21 = PLAYER_ATTRIBUTE_SHOT_POWER,
// 22 = PLAYER_ATTRIBUTE_POWER_SHOT_ACCURACY, // long shots
// 23 = PLAYER_ATTRIBUTE_STANDING_TACKLE,
// 24 = PLAYER_ATTRIBUTE_SLIDING_TACKLE,
// 25 = PLAYER_ATTRIBUTE_VOLLEYS,
// 26 = PLAYER_ATTRIBUTE_CURVE,
// 27 = PLAYER_ATTRIBUTE_PENALTIES,
// 28 = PLAYER_ATTRIBUTE_GK_DIVING,
// 29 = PLAYER_ATTRIBUTE_GK_HANDLING,
// 30 = PLAYER_ATTRIBUTE_GK_KICKING,
// 31 = PLAYER_ATTRIBUTE_GK_REFLEXES,
// 32 = PLAYER_ATTRIBUTE_GK_POSITIONING,
//
// Career Mode Values
// 100 = FORM

[SHOOTING_ATTRIBS]
NUMATTRIBS = 5 // Number of attributes
ATTRIB_1 = 17 // 17 = Heading
ATTRIB_2 = 15 // 15 = Finishing
ATTRIB_3 = 9 // 9 = Tac Awareness
ATTRIB_4 = 22 // 22 = Long Shots
ATTRIB_5 = 100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause )

VALUE_0 = 5 // Value 0 is the influence of position
VALUE_1 = 5 // Heading influence on shooting
VALUE_2 = 66 // Finishing influence on shooting
VALUE_3 = -10 // Tactical Awareness influence on shooting
VALUE_4 = 9 // Long Shots
ENERGY = -5 // Influence energy has on shooting

POS_1 = 2 // Pos settings, is the bias towards positions for incidents
POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
POS_3 = 0
POS_4 = -1

[ASSIST_ATTRIBS]
CHANCEOFASSIST = 65 // How likely a goal is to have an assister
NUMATTRIBS = 5 // Number of attributes
ATTRIB_1 = 11 // 11 = Vision
ATTRIB_2 = 13 // 13 = Crossing
ATTRIB_3 = 19 // 19 = Short Passing
ATTRIB_4 = 8 // 8 = Aggression
ATTRIB_5 = 100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause )

VALUE_0 = 5 // Value 0 is the influence of position
VALUE_1 = 47 // Vision influence on assisting
VALUE_2 = 7 // Crossing influence on assisting
VALUE_3 = 21 // Short Passing influence on assisting
VALUE_4 = -15 // Aggression influence on assisting
ENERGY = -5 // Influence energy has on assisting

POS_1 = 1 // Pos settings, is the bias towards positions for incidents
POS_2 = 2 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
POS_3 = 0
POS_4 = 3

[CARDING_ATTRIBS]
NUMATTRIBS = 6 // Number of attributes
ATTRIB_1 = 8 // 8 = Aggression
ATTRIB_2 = 2 // 2 = Agility
ATTRIB_3 = 5 // 5 = Stamina
ATTRIB_4 = 23 // 23 = Standing Tackle
ATTRIB_5 = 24 // 24 = Sliding Tackle
ATTRIB_6 = -100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause )

VALUE_0 = 5 // Value 0 is the influence of position
VALUE_1 = 45 // Aggression infuence on carding
VALUE_2 = -5 // Agility influence on carding (negative means low attribute = more influence)
VALUE_3 = -10 // Stamina influence on carding
VALUE_4 = 10 // Standing Tackle influence on carding (negative means low attribute = more influence)
VALUE_5 = 20 // Sliding Tackle influence on carding (negative means low attribute = more influence)
ENERGY = -5 // Influence energy has on carding

POS_1 = 0 // Pos settings, is the bias towards positions for incidents
POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
POS_3 = 2
POS_4 = -1

[INJURY_ATTRIBS]
NUMATTRIBS = 7 // Number of attributes
ATTRIB_1 = 8 // 8 = Aggression
ATTRIB_2 = 2 // 2 = Agility
ATTRIB_3 = 3 // 3 = Balance
ATTRIB_4 = 7 // 7 = Reactions
ATTRIB_5 = 5 // 5 = Stamina
ATTRIB_6 = 6 // 6 = Strength
ATTRIB_7 = 24 // 24 = Sliding Tackle

VALUE_0 = 5 // Value 0 is the influence of position
VALUE_1 = 10 // Aggression influence on carding
VALUE_2 = -10 // Agility influence on carding (negative means low attribute = more influence)
VALUE_3 = -10 // Balance influence on carding (negative means low attribute = more influence)
VALUE_4 = -5 // Reactions influence on carding (negative means low attribute = more influence)
VALUE_5 = -25 // Stamina influence on carding (negative means low attribute = more influence)
VALUE_6 = -10 // Strength influence on carding (negative means low attribute = more influence)
VALUE_7 = -5 // Slide Tackle influence on carding (negative means low attribute = more influence)
ENERGY = -20 // Influence energy has on carding

POS_1 = 1 // Pos settings, is the bias towards positions for incidents
POS_2 = 2 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
POS_3 = 0
POS_4 = 3

[PENALTY_ATTRIBS]
NUMATTRIBS = 2 // Number of attributes
ATTRIB_1 = 27 // 27 = Penalties
ATTRIB_2 = 15 // 15 = Finishing

VALUE_0 = 0 // Value 0 is the influence on position
VALUE_1 = 75 // Penalties influence on penalty ability
VALUE_2 = 25 // Finishing influence on penalty ability
ENERGY = 0 // Influence energy has on penalty ability

POS_1 = 2 // Pos settings, is the bias towards positions for incidents
POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
POS_3 = 0
POS_4 = 3

[SCORER_WEIGHT]
WEIGHT_1 = 0 // Weighting setting for Scorers
WEIGHT_2 = 1
WEIGHT_3 = 3
WEIGHT_4 = 5
WEIGHT_5 = 9
WEIGHT_6 = 12
WEIGHT_7 = 19
WEIGHT_8 = 29
WEIGHT_9 = 48
WEIGHT_10 = 71
WEIGHT_11 = 100

[ASSIST_WEIGHT]
WEIGHT_1 = 0 // Weighting setting for Assist
WEIGHT_2 = 1
WEIGHT_3 = 3
WEIGHT_4 = 5
WEIGHT_5 = 7
WEIGHT_6 = 12
WEIGHT_7 = 21
WEIGHT_8 = 32
WEIGHT_9 = 50
WEIGHT_10 = 70
WEIGHT_11 = 100

[CARD_WEIGHT]
WEIGHT_1 = 0 // Weighting setting for Cards
WEIGHT_2 = 1
WEIGHT_3 = 3
WEIGHT_4 = 7
WEIGHT_5 = 15
WEIGHT_6 = 25
WEIGHT_7 = 40
WEIGHT_8 = 55
WEIGHT_9 = 70
WEIGHT_10 = 85
WEIGHT_11 = 100

[INJURY_WEIGHT]
WEIGHT_1 = 0 // Weighting setting for Injuries
WEIGHT_2 = 1
WEIGHT_3 = 5
WEIGHT_4 = 12
WEIGHT_5 = 21
WEIGHT_6 = 30
WEIGHT_7 = 40
WEIGHT_8 = 55
WEIGHT_9 = 70
WEIGHT_10 = 85
WEIGHT_11 = 100

[PENALTY_WEIGHT]
WEIGHT_1 = 0 // Weighting setting for Penalties
WEIGHT_2 = 1
WEIGHT_3 = 3
WEIGHT_4 = 5
WEIGHT_5 = 10
WEIGHT_6 = 15
WEIGHT_7 = 25
WEIGHT_8 = 35
WEIGHT_9 = 50
WEIGHT_10 = 70
WEIGHT_11 = 100
regenerate after this.
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Old 24-11-2016, 06:42:AM   #19
uomomagnetico
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thanks

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