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Exocyst's Career Mode Tweaks

Exocyst

Youth Team
I like to tweak the career mode files to improve my game experience. In this thread I will provide the tweaks I have made to improve my own personal experience.

See posts below for more info:

Collected posts:
Reduced Transfers
Expanded friendlies w/ 11 substitutions
Updated fitness model

Collected files:
transfers.ini: Increased failed transfer negotiations.
transferteamdescision.ini: Reduced Transfers settings
settings.txt: expanded (11) substitutions during friendlies (simulation only)
cmsettings.ini: expanded (6) friendlies and default fitness model
cmsettings.ini: expanded (6) friendlies and updated fitness model
cmsettings.ini: default (3) friendlies and updated fitness model

Installation instructions:
1. Install files to correct directory:
cmsettings.ini
C:\Program Files\Origin Games\FIFA 13\Game\dlc\dlc_FootballCompEng\dlc\FootballCompEng\data​
transfers.ini
C:\Program Files\Origin Games\FIFA 13\Game\dlc\dlc_FootballCompEng\dlc\FootballCompEng\data​
transferteamdecision.ini
C:\Program Files\Origin Games\FIFA 13\Game\dlc\dlc_FootballCompEng\dlc\FootballCompEng\data​
settings.txt
C:\Program Files\Origin Games\FIFA 13\Game\dlc\dlc_FootballCompEng\dlc\FootballCompEng\data\compdata​

2. Check out iar68's tools thread, and download the excellent i68regenerator

3. Run the i68regenerator in your FIFA/Game directory. This program will search your fifa directory for custom files and remove them from the data1.bh header file. This way the game will know to use the file in your directory and not in the data1.big storage file.
 

Exocyst

Youth Team
Reducing cpu-cpu player transfers especially top-top player movement

In FIFA13, player transfers are regulated by the transferteamdescision.ini file.
This file governs the generation of an adjusted wanted fee for the player based on their time at the club, their position rank, and finally the squad size of their club.

My early experience with FIFA13 was that too many top players were moving clubs during the first window period. To reduce this activity we are going to attack player movement from 3 directions.

First, in the [POINTS_AIM] section:
Here I adjusted the MAX value to -50.0 from -25.0
This values governs the adjusted wanted price for a player, so a player the CPU really wants will have an adjusted value increase by 50%. For example, a highly prized £10m player would be adjusted to £15m. This does not mean the CPU will accept £15m for a highly prized player. That decision is governed by the two sections below.
Code:
MAX = -50.0	// Default: -25.0

2nd, changes to [MAX_WANTED_TABLE_PERC]:
I have increased the upper range of the wanted values to increase the price of players the highly-prized CPU player to its team. Before the top tiers of offers were 140% and 130%. I have upped that to 200% and 150%.
Code:
PERC_2 = 200		// Default: 140
PERC_3 = 150		// Default: 130
These values are utilized by the final section [MAX_WANTED_TABLE] to generate CPU behavior in response to transfer offers for highly-prized players.

3rd, extensive changes to [MAX_WANTED_TABLE]:
To increase the dynamic user experience I have increased (slightly) the probability that the CPU will turn down or counter a very good offer. To Reduce to overall player movement, I have increased (moderately) the probability that the CPU will reject decent to poor offers.
Code:
[MAX_WANTED_TABLE]
ACCEPT_INITIAL_1 = 100		// Default: 100, Unchanged
COUNTER_INITIAL_1 = 0		// Default: 0, Unchanged
REJECT_INITIAL_1 = 0		// Default: 0, Unchanged

ACCEPT_COUNTER_1 = 100		// Default: 100, Unchanged
COUNTER_COUNTER_1 = 0		// Default: 0, Unchanged
REJECT_COUNTER_1 = 0		// Default: 0, Unchanged

ACCEPT_INITIAL_2 = 98		// Default: 100, Reduced to 98 to increase dynamicism
COUNTER_INITIAL_2 = 1		// Default: 0, Increased to 1 to increase dynamicism
REJECT_INITIAL_2 = 1		// Default: 0, Increased to 1 to increase dynamicism

ACCEPT_COUNTER_2 = 98		// Default: 100, Reduced to 98 to increase dynamicism
COUNTER_COUNTER_2 = 1		// Default: 0, Increased to 1 to increase dynamicism
REJECT_COUNTER_2 = 1		// Default: 0, Increased to 1 to increase dynamicism

ACCEPT_INITIAL_3 = 95		// Default: 100, Reduced to 95 to increase dynamicism
COUNTER_INITIAL_3 = 4		// Default: 0, Increased to 5 to increase dynamicism
REJECT_INITIAL_3 = 1		// Default: 0, Increased to 1 to increase dynamicism

ACCEPT_COUNTER_3 = 95		// Default: 100, Reduced to 95 to increase dynamicism
COUNTER_COUNTER_3 = 4		// Default: 0, Increased to 4 to increase dynamicism
REJECT_COUNTER_3 = 1		// Default: 0, Increased to 1 to increase dynamicism

ACCEPT_INITIAL_4 = 89		// Default: 90, Reduced to 89 to increase dynamicism
COUNTER_INITIAL_4 = 10		// Default: 10, Unchanged
REJECT_INITIAL_4 = 1		// Default: 0, Increased to 1 to increase dynamicism

ACCEPT_COUNTER_4 = 89		// Default: 90, Reduced to 89 to increase dynamicism
COUNTER_COUNTER_4 = 10		// Default: 10, Unchanged
REJECT_COUNTER_4 = 1		// Default: 0, Increased to 1 to increase dynamicism

ACCEPT_INITIAL_5 = 73		// Default: 75, Reduced to 73 to increase dynamicism
COUNTER_INITIAL_5 = 25		// Default: 25, Unchanged
REJECT_INITIAL_5 = 2		// Default: 0, Increased to 2 to increase dynamicism

ACCEPT_COUNTER_5 = 79		// Default: 80, Reduced to 79 to increase dynamicism
COUNTER_COUNTER_5 = 19		// Default: 20, Reduced to 19 to increase dynamicism
REJECT_COUNTER_5 = 2		// Default: 0, Increased to 2 to increase dynamicism

ACCEPT_INITIAL_6 = 35		// Default: 40, Reduced to 35 to slow player trading
COUNTER_INITIAL_6 = 60		// Default: 60, Unchanged
REJECT_INITIAL_6 = 5		// Default: 0, Increased to 5 to slow player trading

ACCEPT_COUNTER_6 = 57		// Default: 60, Reduced to 57 to slow player trading
COUNTER_COUNTER_6 = 38		// Default: 40, Reduced to 38 to slow player trading
REJECT_COUNTER_6 = 5		// Default: 0, Increased to 5 to slow player trading

ACCEPT_INITIAL_7 = 20		// Default: 20, Unchanged
COUNTER_INITIAL_7 = 72		// Default: 80, Reduced to 72 to slow player trading
REJECT_INITIAL_7 = 8		// Default: 0, Increased to 8 to slow player trading

ACCEPT_COUNTER_7 = 31		// Default: 35, Reduced to 31 to slow player trading
COUNTER_COUNTER_7 = 62		// Default: 65, Reduced to 62 to slow player trading
REJECT_COUNTER_7 = 8		// Default: 0, Increased to 8 to slow player trading

ACCEPT_INITIAL_8 = 10		// Default: 10, Unchanged
COUNTER_INITIAL_8 = 78		// Default: 90, Reduced to 78 to slow player trading
REJECT_INITIAL_8 = 12		// Default: 0, Increased to 12 to slow player trading

ACCEPT_COUNTER_8 = 9		// Default: 15, Reduced to 9 to slow player trading
COUNTER_COUNTER_8 = 79		// Default: 90, Reduced to 85 to slow player trading
REJECT_COUNTER_8 = 12		// Default: 0, Increased to 12 to slow player trading

ACCEPT_INITIAL_9 = 0		// Default: 0, Unchanged
COUNTER_INITIAL_9 = 84		// Default: 100, Reduced to 84 to slow player trading
REJECT_INITIAL_9 = 16		// Default: 0, Increased to 16 to slow player trading

ACCEPT_COUNTER_9 = 0		// Default: 0, Unchanged
COUNTER_COUNTER_9 = 84		// Default: 100, Reduced to 84 to slow player trading
REJECT_COUNTER_9 = 16		// Default: 0, Increased to 16 to slow player trading

ACCEPT_INITIAL_10 = 0		// Default: 0, Unchanged
COUNTER_INITIAL_10 = 80		// Default: 80, Unchanged
REJECT_INITIAL_10 = 20		// Default: 20, Unchanged

ACCEPT_COUNTER_10 = 0		// Default: 0, Unchanged
COUNTER_COUNTER_10 = 80		// Default: 80, Unchanged
REJECT_COUNTER_10 = 20		// Default: 20, Unchanged

ACCEPT_INITIAL_11 = 0		// Default: 0, Unchanged
COUNTER_INITIAL_11 = 0		// Default: 0, Unchanged
REJECT_INITIAL_11 = 100		// Default: 100, Unchanged

ACCEPT_COUNTER_11 = 0		// Default: 0, Unchanged
COUNTER_COUNTER_11 = 0		// Default: 0, Unchanged
REJECT_COUNTER_11 = 100		// Default: 100, Unchanged

ACCEPT_INITIAL_12 = 0		// Default: 0, Unchanged
COUNTER_INITIAL_12 = 0		// Default: 0, Unchanged
REJECT_INITIAL_12 = 100		// Default: 100, Unchanged

ACCEPT_COUNTER_12 = 0		// Default: 0, Unchanged
COUNTER_COUNTER_12 = 0		// Default: 0, Unchanged
REJECT_COUNTER_12 = 100		// Default: 100, Unchanged

UPDATE:
In transfers.ini, we can also make it harder for CPU teams to offload players to teams the listed players would not want to go to. This is to simulate how hard it is to offload fringe players at big clubs. This small change makes a big difference. You will see an immediate uptick of failed CPU-CPU transfer negotiations in your story line.
Code:
ISTRANSFERLISTED=125	// Default: 175


Finally, Here is a link to the adjusted file
transfers.ini: Increased failed transfer negotiations.
transferteamdecision.ini: Reduced Transfers settings
 

Exocyst

Youth Team
How to achieve 6 friendlies and multiple substitutions (simulation only).

First, to expand the number of friendlies: Open cmsettings.ini and make this change in the [FRIENDLY] section:
Code:
MAX_MATCHES_SCHEDULED = 6	//Default is 3

Second, to increase the number of subs per match: In compdata/settings.txt, scroll to very bottom of document, and insert the bold section below:
1617,asset_id,15
1617,comp_type,FRIENDLY
1617,rule_numsubsbench,11
1617,rule_numsubsmatch,11

1618,match_stagetype,FRIENDLY
1618,match_matchimportance,30
1618,match_matchsituation,FRIENDLY

NOTE: If you sim the game, it may make up to 11 substitutions. When you play the game, the game will default the settings back to 7 bench players and 3 substitutions.

For Maximum benefit:
I suggest you put your stronger players on the bench and your weak players in the game, therefore, the CPU will sub in up to 11 of your stronger players for your weaker ones during the friendly. I find this approach combined with the additional 3 friendlies a great way to get the form up and growth going for all of my players before the season starts.

UPDATE: Oct 9th 2012
Expanded to 11 subs.

settings.txt: expanded (11) substitutions
cmsettings.ini: expanded (6) friendlies and default fitness model
cmsettings.ini: expanded (6) friendlies and updated fitness model
 

Exocyst

Youth Team
Energy recovery is too fast, so there is no punishment for failing to rest your players. The problem with the recovery model is the logarithmic phase of recovery takes places on the first day of recovery.

Check out the altered recovery curves I created (will be described below).


This is how recovery is calculated:
The first variable is the player's energy following their most recent match. Their recovery will progress based on three distinct day-by-day growth patterns determined by player energy after most recent match.
Energy Level: 0 - 33 Very tired
Energy Level: 33 - 66
Energy Level: 66 - 100 Partially tired​
The second important factor is the CONSTANT value.
Finally, daily recovery is calculated as follows:
PlayerEnergy + ( CONSTANT * BASE_DAY_X_Y / 10 )
X = day-by-day growth curve: 1, 2, or 3
Y = days since last match​
For example, a played with energy level of 30 following a match using default growth curve and default CONSTANT of 6.0:
PlayerEnergy + ( CONSTANT * BASE_DAY_1_1 / 10 )
30 + ( 6.0 * 60 / 10 ) = 30 + 36 =
66 day 1
PlayerEnergy + ( CONSTANT * BASE_DAY_1_2 / 10 )
30 + ( 6.0 * 15 / 10 ) = 66 + 9 =
75 day 2
Now, for days 3-5 the BASE_DAY_Y value is also 15
84 day 3
93 day 4
100 day 5

This creates a problem whereby heavily depleted players are ready to play after 3 days (>80%) and moderately depleted players are 100% after only 2 days, so I have re-written this section to create a more realistic and challenging recovery:

1st, I have altered the CONSTANT value to 10.0 to simplify calculation. By the way, having a non-factorial constant is window-dressing and serves no particularly useful mathematical purpose in a zero-order equation.
PlayerEnergy + ( CONSTANT * BASE_DAY_X_Y / 10 )​
So with CONSTANT = 10.0, our equation is now:
PlayerEnergy + BASE_DAY_X_Y = Simpler??? Yes :browsmiley:

2nd, I have edited the individual BASE_DAY_X_Y values to introduce a delay before entering the logarithmic phase of recovery.

Final Code:
Code:
[FITNESS]	// new energy recovery model - adam & simon
ENABLED = 1
PLAYER_MAXENERGY = 100
PLAYER_MIN_OVERALL_FOR_NEWS = 75
ENERGY_THRESHOLD_FOR_FATIGUED_EMAIL = 50
NUM_DAYS_FOR_LONG_TERM_INJURY = 14
CONSTANT = 10.0

// 0 - 33
BASE_DAY_1_1 = 1
BASE_DAY_1_2 = 8
BASE_DAY_1_3 = 14
BASE_DAY_1_4 = 18
BASE_DAY_1_5 = 10
BASE_DAY_1_6 = 9
BASE_DAY_1_7 = 8
BASE_DAY_1_8 = 8
BASE_DAY_1_9 = 8
BASE_DAY_1_10 = 8

// 33 - 66
BASE_DAY_2_1 = 3
BASE_DAY_2_2 = 10
BASE_DAY_2_3 = 14
BASE_DAY_2_4 = 12
BASE_DAY_2_5 = 8
BASE_DAY_2_6 = 8
BASE_DAY_2_7 = 8
BASE_DAY_2_8 = 8
BASE_DAY_2_9 = 8
BASE_DAY_2_10 = 8

// 66 - 100
BASE_DAY_3_1 = 5
BASE_DAY_3_2 = 10
BASE_DAY_3_3 = 10
BASE_DAY_3_4 = 8
BASE_DAY_3_5 = 8
BASE_DAY_3_6 = 8
BASE_DAY_3_7 = 8
BASE_DAY_3_8 = 8
BASE_DAY_3_9 = 8
BASE_DAY_3_10 = 8

cmsettings.ini: with default (3) friendlies
cmsettings.ini: with expanded (6) friendlies
 

vagure5

Youth Team
Excellent! Your tweaks drastically improved cm last year. Hopefully EA have incorporated some of your tweaks this year and you won't have so much to do.
 

cubby

Youth Team
Nice work Exocyst! I was looking at the trasnfer.ini file from last year, and noticed that they changed it a bit. When adding the changes from last year, CM would crash, so I am glad you found this file.

I tried the player wage and player value stuff from last year, and I think it works fine.
 

beta990

Reserve Team
Thanks! Could you post your tweaks in the first post? Otherwise I need to scroll thought the different posts.. :)
 

MAFUNITED11

Club Supporter
regularcat;3316378 said:
always, unless the file is already in its folder & taken care of in the bh.
witch regenerator can we use, because file master 12 doesnt work on my pc

srry for english
 

PaulFCB

Reserve Team
is their a way to make the CPU's buy more players from their one country? I think it's really unrealistic that the CPU teams allways just buy foreign players :/
 


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