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Exocyst's Career Mode Tweaks

Exocyst

Youth Team
cubby;3318609 said:
Nice work Exocyst!

I haven't looked yet, but do think it is possible to have more players on the bench in matches? I know in Serie A, they changed this rule right before the season, allowing teams to have a 12 man bench instead of 7.

Going to try to dig through the settings.txt file tonight to see if anything of this sort can be changed or added.

It is possible, but last season having more than 11 crashed the game at the team management screen.

Just change these from 7 to 11 in settings.txt and see if it crashes.
1617,rule_numsubsbench,7
1617,rule_numsubsmatch,7
 

x119

Youth Team
Exocyst;3318615 said:
I see what you're saying. I don't know how to change how the game judges your players for form for games that you play. For simulated games, there are some things we can change in formsettings.ini & simsettings.ini

However, I suggest we leave those two files alone, and instead change what the game does with the form. In other words, we can exaggerate the bonus for good form and the punishment for poor form during gameplay. This is governed by the file gpattributemodifiers.txt (see line FORM)
Code:
// FORM - uses the difference between the base of 6.4 and the player's form, so in reality these numbers below will only be halved 
// accel, sprt, agil, bal, jmp, stm, str, rctn, aggr, t.aw, pos, vis, bc, crs, drb, fin, FKac, hac, lps, spss, mrk, shotpow, pwshtac, sttkl, sltkl, vol, crv, pen gkd, gkh, gkk, gkr, gkp,
       0,    0,    0,   0,   0,   0,   0,    0,    0,     4,  4,  6,   6,  6,   6,  6,    4,   5,    6,   6,    5,       4,      6,    6,      6,      6,  5,   4,  5,  5,  5,    5,  5

So, we can make these numbers larger, then the bonus or punishment for form above and below 6.4 will have a greater impact on gameplay. I'll think about which ones need the most changing...

That's so interesting...:bouncy:
I'll try with much more higher values! But I did not understand the fact of 6.4...if form is higher than 6.4 it will add those values? Whereas if it's lower than 6.4 it will remove those?
But if I player has 1 of form and another 5, the malus will be different? I can't get the right formula :confused:
 

demiurgous

Club Supporter
Exocyst;3318588 said:
Thanks for trying the settings demiurgous. I find that the settings I provided create a progressive wear down of players, which is what I was shooting for. Specifically, early in the season they should recover quickly ( < 3 days ) but as the schedule becomes more crowded, they will need longer ( > 5 days ) to fully recover. When the schedule becomes crowded between November and January, you will see that many players including the goalkeeper will need >6 days to fully recover; however, if you rotate the squad a lot then you may not even notice the changes. I try not to make more than 4 changes at once so that team chemistry stays high.

I sincerely thank you for sharing your experience with the settings.

I'm the one which have to thank you pal (Y)
Anyway, in my tests i've played (simulating, rotating team members ect.) from july to january and i didn't notice what you said.

Anyway, some more test they will not stress me :)
 

Exocyst

Youth Team
demiurgous;3318683 said:
I'm the one which have to thank you pal (Y)
Anyway, in my tests i've played (simulating, rotating team members ect.) from july to january and i didn't notice what you said.

Anyway, some more test they will not stress me :)

I didn't try the simulation test--I designed by theory, and found it matched my expectations when I played all the games of the first season. I hope the formula I posted can help you to design the ideal settings for your playing style.
 

cubby

Youth Team
Thanks Exocyst, I will try that out. The storyline file in also very interesting. Good stuff as always, much thanks for everything! :-)
 

Exocyst

Youth Team
x119;3318638 said:
That's so interesting...:bouncy:
I'll try with much more higher values! But I did not understand the fact of 6.4...if form is higher than 6.4 it will add those values? Whereas if it's lower than 6.4 it will remove those?
But if I player has 1 of form and another 5, the malus will be different? I can't get the right formula :confused:

I'm not sure of the formula, and it would not be easy to figure out b/c gameplay is very empirical. I think we just need to try different values see what meets your expectation when playing. Which ratings are most important to form for each position?
FWD: Finishing, Reactions, Ball Control
MID: Short/Long passing, Reactions, Ball Control
DEF: Tackling, Reactions, Interceptions, Ball Control
GK: Reactions, GK Reflexes, GK Ball Handling, etc

Can you think of others?
 

x119

Youth Team
Well a player with low form should have also less stamina and acceleration!

I would like also to use only malus and not bonus! Cos a players in perfect form has all his ratings, a players with bad form should have malus!
 

Exocyst

Youth Team
x119;3318741 said:
Well a player with low form should have also less stamina and acceleration!

I would like also to use only malus and not bonus! Cos a players in perfect form has all his ratings, a players with bad form should have malus!

You seem to want what I can't give. I'm not sure where the value of 6.4 is defined, so unfortunately form must swing up and down until you can figure out how to change the value from 6.4.
 

Exocyst

Youth Team
x119;3318759 said:

Here are some values to try for form exaggeration:

Code:
// 2.0X Form exageration:
       0,    0,    0,   0,   0,   0,   0,    0,    0,     8,  8, 12,  12, 12,  12, 12,    8,  10,   12,  12,   10,       8,     12,   12,     12,     12, 10,   8, 10, 10, 10,   10, 10
// 2.5X Form exageration:
       0,    0,    0,   0,   0,   0,   0,    0,    0,    10, 10, 15,  15, 15,  15, 15,   10,  13,   15,  15,   13,      10,     15,   15,     15,     15, 13,  10, 13, 13, 13,   13, 13
// 3.0X Form exageration:
       0,    0,    0,   0,   0,   0,   0,    0,    0,    12, 12, 18,  18, 18,  18, 18,   12,  15,   18,  18,   15,      12,     18,   18,     18,     18, 15,  12, 15, 15, 15,   15, 15
// 3.5X Form exageration:
       0,    0,    0,   0,   0,   0,   0,    0,    0,    14, 14, 21,  21, 21,  21, 21,   14,  18,   21,  21,   18,      14,     21,   21,     21,     21, 18,  14, 18, 18, 18,   18, 18

Files for testing:
2.0x Form: gpattributemodifiers.txt
2.5x Form: gpattributemodifiers.txt
3.0x Form: gpattributemodifiers.txt
3.5x Form: gpattributemodifiers.txt
 

x119

Youth Team
Exocyst;3318756 said:
You seem to want what I can't give. I'm not sure where the value of 6.4 is defined, so unfortunately form must swing up and down until you can figure out how to change the value from 6.4.

Perhaps the only way is the make really hard to get a form over 6.4.
Maybe with a max value or something like that.. :browsmiley:

A player in perfect form (so I guess 10.0) is a player that can play at the max of his possibility, not that he has become more powerful, therefore 6.4 should be used a 10.0!

Thanks anyway!
 

demiurgous

Club Supporter
OK, after some more tests, i've finally found a stable & realistic balance with those settings for the stamina recovery thing:

[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 = 4.5

// 0 - 33
BASE_DAY_1_1 = 1
BASE_DAY_1_2 = 7
BASE_DAY_1_3 = 10
BASE_DAY_1_4 = 13
BASE_DAY_1_5 = 10
BASE_DAY_1_6 = 7
BASE_DAY_1_7 = 6
BASE_DAY_1_8 = 6
BASE_DAY_1_9 = 6
BASE_DAY_1_10 = 6

// 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 = 7
BASE_DAY_2_8 = 7
BASE_DAY_2_9 = 7
BASE_DAY_2_10 = 7

// 66 - 100
BASE_DAY_3_1 = 5
BASE_DAY_3_2 = 8
BASE_DAY_3_3 = 10
BASE_DAY_3_4 = 8
BASE_DAY_3_5 = 8
BASE_DAY_3_6 = 7
BASE_DAY_3_7 = 7
BASE_DAY_3_8 = 7
BASE_DAY_3_9 = 7
BASE_DAY_3_10 = 7

A realistic need of Turnover, w/o have to play with players next to their graveyard...
 

Stahuuuu

Youth Team
Well, I think transfers are still too 'crazy'. In the first week Mascherano goes to Man United, Prince Boateng to City, Falcao to Chelsea and Huntelaar to Roma.
 

Exocyst

Youth Team
Stahuuuu;3319093 said:
Well, I think transfers are still too 'crazy'. In the first week Mascherano goes to Man United, Prince Boateng to City, Falcao to Chelsea and Huntelaar to Roma.

I'm sorry you are disappointed. Just to be clear, though, did you regenerate after installing transferteamdecision.ini and transfers.ini to the correct folder?

If so, then I think we can make some improvement, but given the money those teams (excepting Roma) have, it will be hard to stop them buying in the first window seeing as they have positions of real need and money to burn.

My approach was to make the selling team more reluctant to sell, so they would have to spend more money, which would make it harder for them to bring in big names every window.
 

Stahuuuu

Youth Team
Exocyst;3319157 said:
I'm sorry you are disappointed. Just to be clear, though, did you regenerate after installing transferteamdecision.ini and transfers.ini to the correct folder?

If so, then I think we can make some improvement, but given the money those teams (excepting Roma) have, it will be hard to stop them buying in the first window seeing as they have positions of real need and money to burn.

My approach was to make the selling team more reluctant to sell, so they would have to spend more money, which would make it harder for them to bring in big names every window.
It was a little misunderstanding. I don't feel disappointed at all, moreover I really appreciate your efforts but I would like to report some issues in order to make your work easier.
 

Exocyst

Youth Team
Stahuuuu;3319183 said:
It was a little misunderstanding. I don't feel disappointed at all, moreover I really appreciate your efforts but I would like to report some issues in order to make your work easier.

I will try to find some other ways to gain leverage over the CPU transfer behavior. Thanks for your report. I would be glad to hear how things progress in later seasons.
 

Oxifan

Club Supporter
I simply strongly reduced budgets of all teams, and it already strongly lowered mad transfers. At least, in the first transfer window. Perhaps it is too rough and wrong way but when almost everything a top players change teams in a month, it very strongly spoils game.
Now I will try to use mine db with the reduced budgets together with your files, Exocyst, thanks.
 

FlashXAron

Club Supporter
hello and thank you for your work ..

as I am playing only career mode as a VP playercareer I am intrested to get RID of stamina , as in my opinion, that stamina recovery should depend of

PLAYER VALUES and not days !

AGE
STAMINA
STRENGTH

and a professional player should be able to play two games a week without problems ! only if he has some small injury , he should have problems ,,,

ANYWAY , I want to play as much games as possible and even if you don't use that sprint button , you are loosing 50-60% from your STAMINA , I found out that stupidity, as I wanted to gain that achievement for having more than 50% after a match ... only worked, when I didn't move my VP and he still lost 30-40% of his stamina ...

So my questions:

1.) Does that cm file work with BEAPRO career also ?
2.) Does it work, when I already have started a career ? (I am already in my 5th season)
3.) If I use ENABLED = 0 at that section, will my VP always have STAMINA 100 ?


I tried it, but without success ? So maybe I will have to start a new career, what I don't want to do :S

THANK YOU
 


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