- Messages
- 26
- Reaction score
- 29
*V10 TU18.2
*IGNORE THE WRONG VERSION POP UP ON MOD MANAGER. IT WORKS FINE.
Since the first release of the project, many versions have been made and released and it would be hard and probably boring tracking back the whole story of my work, so I won't do it.
I will just say that this mod as all my previous one since V7 has his core on the SGC/SF system with which I have tried to make the ball movement as free and unpredictable as possible.
This mod is an alpha version, there may be bugs.
This project is a never ending work, and your support is crucial to keep it alive. My patreon page is all focused on it
Anyone who were to dissect my work would find within it absurd values, and the solutions devised to support them tremendously creative. No one could claim any authorship other than my own.
My work is always experimental.
I have no interest in creating ordinary gameplay, and I don't even know if I would be capable of it.
I am of course always looking for the best possible gameplay: realistic, stable , balanced, versatile, challenging and obviously fun; but the paths I choose to follow in order to get it are extremely experimental.
Experimentation requires hundreds of tests and hundreds of failures; steps forward and many backwards. This is an inevitable path.
My commitment to always come up with a quality product that is enjoyable by the majority of users is profound, but it will never be at the expense of experimentation.
Those who decide to support this project must be aware of this.
The adjective "HYPER" is an homage to Konami's first soccer game released in 1992.
Hi guys, this is the V10 for TU18.2
This version has as always unique features, but key points of my previous works are still present.
I will never release a version that does not make substantial changes or innovations from a previous one.
V10 gameplay is fast and bouncy, but fluid and well balanced.
CPU attacks continuosly and unpredictably.
CPU will cross a lot, it will shot from long distance, it will pass through or it will attempt to dribble in an erratic order.
CPU pressing has been increased and it's quite hard keeping the control of the ball for long time.
CPU will also mark tightly and very aggressively and it's far more difficult to dribble cpu defenders.
Goalkeeper ability has been slighty decresed catching some shots.
Physics has once again been rebalanced and recoordinated with the some new features of this gameplay but the focal system of the mod is still the SGC/SF which aims to make every ball touch more unpredictable.
Referee system has been again rebalanced because when we modify the physics this also impact the foul system. In general the referee will be slightly more lenient.
RECOMMANDED SETTING:
DIFFICULTY: LEGENDARY (TESTS WERE DONE MAINLY ON LEGENDARY)
GAME SPEED: NORMAL (IMPORTANT !!! )
REFEREE STRICTNESS: STRICT ( TESTED MAINLY ON STRICT)
PLAYER BASED DIFFICULTY: ON
SET OFF ALL UNREALISTIC SETTING, LIKE AUTO SHOTS, ASSISTED HEADERS, TIMED FINISHING, AUTO FLAIR PASS.
PASSING:
SET MANUAL FOR LONG BALL- CROSSES- PASSING THROUGH
SEMI ASSISTED SHORT PASSES
HIGH PASS SENSITIVE
SHOT:
SEMI ASSISTED ( SEMI ASSISTED ON THIS MOD IS CLOSER THAN BEFORE TO MANUAL)
JOCKEY:
MANUAL
DEFENDING:
ADVANCED ( IMPORTANT BECAUSE I TESTED ONLY WITH THIS SET!!!)
SLIDERS CPU ( JUST CPU )
SHOT ERROR: UP TO YOU---TRY HOW YOU FEEL ON DEFAULT---OTHERWISE YOU CAN DECREASE A BIT (40-48)
LINE WIDTH: 51-52
POSITION MARKING: 100
SLIDERS HERO
POWERBAR: UP TO YOU---TRY HOW YOU FEEL ON DEFAULT---OTHERWISE INCREASE 52
Here some V10 CPU behaviour clips
*IGNORE THE WRONG VERSION POP UP ON MOD MANAGER. IT WORKS FINE.
Since the first release of the project, many versions have been made and released and it would be hard and probably boring tracking back the whole story of my work, so I won't do it.
I will just say that this mod as all my previous one since V7 has his core on the SGC/SF system with which I have tried to make the ball movement as free and unpredictable as possible.
This mod is an alpha version, there may be bugs.
This project is a never ending work, and your support is crucial to keep it alive. My patreon page is all focused on it
Anyone who were to dissect my work would find within it absurd values, and the solutions devised to support them tremendously creative. No one could claim any authorship other than my own.
My work is always experimental.
I have no interest in creating ordinary gameplay, and I don't even know if I would be capable of it.
I am of course always looking for the best possible gameplay: realistic, stable , balanced, versatile, challenging and obviously fun; but the paths I choose to follow in order to get it are extremely experimental.
Experimentation requires hundreds of tests and hundreds of failures; steps forward and many backwards. This is an inevitable path.
My commitment to always come up with a quality product that is enjoyable by the majority of users is profound, but it will never be at the expense of experimentation.
Those who decide to support this project must be aware of this.
The adjective "HYPER" is an homage to Konami's first soccer game released in 1992.
Hi guys, this is the V10 for TU18.2
This version has as always unique features, but key points of my previous works are still present.
I will never release a version that does not make substantial changes or innovations from a previous one.
V10 gameplay is fast and bouncy, but fluid and well balanced.
CPU attacks continuosly and unpredictably.
CPU will cross a lot, it will shot from long distance, it will pass through or it will attempt to dribble in an erratic order.
CPU pressing has been increased and it's quite hard keeping the control of the ball for long time.
CPU will also mark tightly and very aggressively and it's far more difficult to dribble cpu defenders.
Goalkeeper ability has been slighty decresed catching some shots.
Physics has once again been rebalanced and recoordinated with the some new features of this gameplay but the focal system of the mod is still the SGC/SF which aims to make every ball touch more unpredictable.
Referee system has been again rebalanced because when we modify the physics this also impact the foul system. In general the referee will be slightly more lenient.
RECOMMANDED SETTING:
DIFFICULTY: LEGENDARY (TESTS WERE DONE MAINLY ON LEGENDARY)
GAME SPEED: NORMAL (IMPORTANT !!! )
REFEREE STRICTNESS: STRICT ( TESTED MAINLY ON STRICT)
PLAYER BASED DIFFICULTY: ON
SET OFF ALL UNREALISTIC SETTING, LIKE AUTO SHOTS, ASSISTED HEADERS, TIMED FINISHING, AUTO FLAIR PASS.
PASSING:
SET MANUAL FOR LONG BALL- CROSSES- PASSING THROUGH
SEMI ASSISTED SHORT PASSES
HIGH PASS SENSITIVE
SHOT:
SEMI ASSISTED ( SEMI ASSISTED ON THIS MOD IS CLOSER THAN BEFORE TO MANUAL)
JOCKEY:
MANUAL
DEFENDING:
ADVANCED ( IMPORTANT BECAUSE I TESTED ONLY WITH THIS SET!!!)
SLIDERS CPU ( JUST CPU )
SHOT ERROR: UP TO YOU---TRY HOW YOU FEEL ON DEFAULT---OTHERWISE YOU CAN DECREASE A BIT (40-48)
LINE WIDTH: 51-52
POSITION MARKING: 100
SLIDERS HERO
POWERBAR: UP TO YOU---TRY HOW YOU FEEL ON DEFAULT---OTHERWISE INCREASE 52

Hyo's Hyper Realistic Gameplay V10 (SGC-SF) TU18
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Here some V10 CPU behaviour clips
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