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Achieving Aggressive CPU defensive play with increased Fouling

regularcat

Manager
Moderator
x119;3139029 said:
Such as?

But guys do you regenerate everytime you make a modification to rna/product.ini ?

no.

SgarbaX;3139056 said:
i'm interested in career mode editing , maybe there are some interesting strings to add to ini files.

there arent any, they are all in the career texts & ini files.
 

cubby

Youth Team
Thanks guys for the reply! I know the numbers are in the database, I just thought you knew the exact location of position 20 or 17 off the top of your head somehow.

x119, adding values to the skills strings as you mentioned in a previous post. :)
 

lala2010

Youth Team
regularcat;3138035 said:
as i said i would do.

now make a realistic gameplay patch fellas.

Code:
Most Use An X To X (- Infinity To + Infinity) Value & The Rest Use On/Off - 0/1 Value

You Should Be Able To Tell Which Need What Type Of Value

180_INCOMING_VELOCITY_UNDER_HIT_MODIFIER = 
ADDITIONAL_ROLL_SPIN_MULTIPLIER = 
AI_CENTER_CIRCLE_RADIUS = 
AI_ENABLE_STAR_SETPLAY_PLAYERS = 
AI_EQUAL_ATTACKERS_AND_DEFENDERS = 
AI_FORCE_KEEPER_THROW_BALL = 
AI_GK_DISABLE_FAR_OUT_RUSH = 
AI_GOAL_BOX_LENGTH = 
AI_GOAL_BOX_WIDTH = 
AI_PENALTY_ARC_RADIUS = 
AI_PENALTY_BOX_LENGTH = 
AI_PENALTY_BOX_WIDTH = 
AI_PENALTY_SPOT_DIST = 
AI_SETTING_NO_FOUL = 
AI_USE_ATTRIBULATOR_TO_UPDATE_GENERIC_CONVERT_TBL = 
AI_USE_MORALE_EFFECTS = 
AI_USE_OLD_LOCOMOTION_ESTIMATES = 
ALL_SKILL_EFFECT_ON_POSITIONING = 
ALLOW_BALL_TOUCH_UPDATE = 
ALLOW_TACKLE_FROM_BEHIND_WHEN_AGGRESSIVE = 
BALL_LATERAL_VELOCITY_HEADER_REDUCTION = 
BALL_Y_VELOCITY_HEADER_REDUCTION = 
BLATENCY_METER/LATENCY_METER_ENABLE = 
REAKAWAY_1ST_THREAT = 
BREAKAWAY_2ND_THREAT = 
BUS_BUILDUPSPEED = 
BUS_PASSING = 
BUS_POSITONING = 
CARD_WEIGHT/WEIGHT_% = 
CC_CROSSING = 
CC_PASSING = 
CC_POSITIONING = 
CC_SHOOTING = 
COL_REACT_BALL_PLAYER = 
COL_REACT_PLAYER_PLAYER = 
COLLISIONS_HIT_REACTION = 
COMPETING_THRESHOLD = 
COUNTER_ATTACK_ATTACKING_DIFF = 
COUNTER_ATTACK_CHECK_DELAY = 
COUNTER_ATTACK_CHECK_NUM = 
COUNTER_ATTACK_OTHER_CHECK_DELAY = 
COUNTER_ATTACK_PITCHZONE_PERCENT = 
COUNTER_ATTACK_TURNOVER_PITCHZONE_PERCENT = 
COUNTER_ATTACK_YARDS_FROM_BALL = 
COVER_MAP = 
CPUAI/AWAY_DIFFICULTY = 
CPUAI/HOME_DIFFICULTY = 
CPUAI_MARKER_USE_PREDICTED_BEHAVIOUR = 
CPUAI_PROCESS_ALL_DECISIONS = 
CPUAI_USE_ATTRIBUTES = 
CPUAI_USE_DIFFICULTY = 
CPUAI_USE_MENTALITY = 
CPUAI_USE_TRAITS = 
DB_PLAYER_WORK_RATE_ATTACKING = 
DB_PLAYER_WORK_RATE_DEFENDING = 
DB_POSITIONING_DIRECTION_ATTACKING = 
DB_POSITIONING_DIRECTION_DEFENDING = 
DB_TRAIT_ACROBATIC_CLEARANCE = 
DB_TRAIT_ARGUES_WITH_OFFICIALS = 
DB_TRAIT_AVOIDS_USING_WEAKER_FOOT = 
DB_TRAIT_BICYCLE_KICKS = 
DB_TRAIT_CHIPPED_PENALTY = 
DB_TRAIT_CROWD_FAVOURITE = 
DB_TRAIT_DIVES_INTO_TACKLES = 
DB_TRAIT_DIVING_HEADER = 
DB_TRAIT_DRIVEN_PASS = 
DB_TRAIT_EARLY_CROSSER = 
DB_TRAIT_FANCY_FEET = 
DB_TRAIT_FANCY_FLICKS = 
DB_TRAIT_FANCY_PASSES = 
DB_TRAIT_FINESSE_SHOT = 
DB_TRAIT_FLAIR = 
DB_TRAIT_GIANT_THROW_IN = 
DB_TRAIT_GK_FLAT_KICK = 
DB_TRAIT_GK_LONG_THROWER = 
DB_TRAIT_GK_ONE_ON_ONES = 
DB_TRAIT_INFLEXIBILITY = 
DB_TRAIT_LEADERSHIP = 
DB_TRAIT_LONG_PASSER = 
DB_TRAIT_LONG_SHOT_TAKER = 
DB_TRAIT_LONG_THROW_IN = 
DB_TRAIT_ONE_CLUB_PLAYER = 
DB_TRAIT_OUTSIDE_FOOT_SHOT = 
DB_TRAIT_PLAYER_MAKER = 
DB_TRAIT_POWER_HEADER = 
DB_TRAIT_PUNCHER = 
DB_TRAIT_PUSHES_UP_FOR_CORNERS = 
DB_TRAIT_SECOND_WIND = 
DB_TRAIT_SELFISH = 
DB_TRAIT_SOLID_PLAYER = 
DB_TRAIT_SPEED_DRIBBLER = 
DB_TRAIT_STUTTER_PENALTY = 
DB_TRAIT_SWERVE = 
DB_TRAIT_TAKES_POWERFUL_DRIVEN_FREE_KICKS = 
DB_TRAIT_TEAM_PLAYER = 
DB_TRAIT_TRIES_TO_BEAT_OFFSIDE_TRAP = 
DEF_AGGRESSION = 
DEF_DEFLINE = 
DEF_MENTALITY = 
DEF_TEAMWIDTH = 
DEFENDING_ADJUST_PRESS_TARGET_USING_PAD_TYPE = 
DEFENDING_USE_NEW_FACE_BALL = 
DEFENDING_USE_NEW_JOCKEY_CONTAIN_TARGET = 
DELAYED_CARD_MAX_DISTANCE = 
DISABLE_BALLTOUCH_EFFECT = 
DISABLE_BALLTOUCH_LIMITATION = 
DISABLE_MISS_BALLTOUCH = 
DISABLE_WARP_FOOT_PLANTING = 
DISTRIBUTE_ANIM = 
ENABLE_360_STRAFE_CAR_TURN_DRIBBLE = 
ENABLE_360_STRAFE_DRIBBLE = 
ENABLE_ANTPHYSICS = 
ENABLE_AVOIDANCE = 
ENABLE_CLEARANCE_INTERCEPT = 
ENABLE_DROPBALL = 
ENABLE_EMOTIONAL_ENGINE = 
ENABLE_NEW_CC_POSITION_LOGIC = 
ENABLE_PHYSICAL_PLAY_PUSH_PULL = 
ENABLE_PROTOTYPE_LEADING = 
ENBALE_TACTICS_ANALYZER = 
EVERYONE_CAN_USE_SWERVING = 
FACE_ANGLE_DELTA =
FIRST_TOUCH_BALL_FEINT_SPEED_SCALE = 
FIRST_TOUCH_BALL_OUT_SPEED_SCALE_MAX = 
FIRST_TOUCH_BALL_OUT_SPEED_SCALE_MIN = 
FIRST_TOUCH_DIFFANGLE_EFFECT_MIN_ANGLE = 
FIRST_TOUCH_DIFFANGLE_EFFECT_MIN_RATE = 
FIRST_TOUCH_MINIMUM_BALL_OUT_SPEED = 
FK_MAX_MISS_RATE_FOR_MAX_ATTR = 
FK_MAX_MISS_RATE_FOR_MIN_ATTR = 
FK_MIN_MISS_RATE_FOR_MAX_ATTR = 
FK_MIN_MISS_RATE_FOR_MIN_ATTR = 
FORCE_ADVANTAGE_PLAY_ON = 
FORCE_FOUL_TEAM_SIDE_ENABLED = 
FORCE_HOLD_POSE_FOOT_PLANTING = 
FORCE_MORE_TRAPPERS = 
FORCE_SWERVE = 
FORCE_SWERVE_DELTA = 
FORCE_SWERVE_DELTA = 
FORMATION_ROLE_% = 
GK_BACKPEDAL_SPEED_THRESHOLD = 
GK_KICK_CHEAT/SPIN_PITCH_MOD = 
GK_KICK_CHEAT/SPIN_ROLL_MOD = 
GK_NEAR_POST_BIAS = 
GK_SIDESTEP_SPEED_THRESHOLD = 
GOALKEEPER_GK_DIVING = 
GOALKEEPER_GK_HANDLING = 
GOALKEEPER_GK_KICKING = 
GOALKEEPER_GK_POSITIONING = 
GOALKEEPER_GK_REFLEXES = 
GOALKEEPER_ONE_ON_ONE = 
GOALKEEPER_PUNCHER = 
GOALKEEPER_PUSHES_UP_FOR_CORNERS = 
IGNORE_DISTANCE_FOR_QUICKFREEKICK_TAKER = 
IN_GAME_PLAYER_REACTION = 
INP_THRESHOLD_NON_POSSESSOR_DEFENDER = 
INP_THRESHOLD_NON_POSSESSOR_NOT_DEFENDER = 
JOSTLE_COLLISIONS = 
JOSTLE_MAX_TOUCH_TIME = 
JOSTLE_PLAYER_TOUCHTIME = 
LOB_CONE_BLOCK_CLOSE_WIDTH = 
LOB_CONE_BLOCK_FAR_WIDTH = 
LOOSEBALL_DECREASE_RATE = 
LOOSEBALL_INCREASE_RATE = 
MAX_REASON_FOR_SLIDE_TACKLE = 
MAX_REASON_FOR_STAND_TACKLE = 
MAX_TOUCH_TIME = 
MENTAL_AGGRESSION = 
MENTAL_INFLEXIBILITY = 
MENTAL_LEADERSHIP = 
MENTAL_POSITIONING = 
MENTAL_SELFISH = 
MENTAL_TACTICAL_AWARENESS = 
MENTAL_VISION = 
MIN_FATIGUE_LEVEL = 
MOVE_ANGLE_DELTA
MOVE_TO_TARGET_JOB_STYLE = 
NEVER_USE_SWERVING = 
NEW_PASS_SEARCH = 
NUM_PASSES_THRESHOLD = 
OFFSIDE_1ST_THREAT_CAUGHT_IN = 
OFFSIDE_2ND_THREAT_CAUGHT_IN = 
OOP_THRESHOLD_TEAMMATE_IS_NOT_POSSESSOR = 
OOP_THRESHOLD_TEAMMATE_IS_POSSESSOR = 
OVERRIDE_ERROR_ATTRIBUTE = 
OVERRIDE_SWERVE_DELTA = 
PASS_ATTRIBUTE_CROSSING = 
PASS_ATTRIBUTE_LONG_PASS_SPEED = 
PASS_ATTRIBUTE_LONG_PASSING = 
PASS_BADLY_EXECUTED_1ST_THREAT = 
PASS_BADLY_EXECUTED_2ND_THREAT = 
PASS_CREATED_CHANCE_1ST_THREAT = 
PASS_CREATED_CHANCE_2ND_THREAT = 
PASS_EXECUTED_1ST_THREAT = 
PASS_EXECUTED_2ND_THREAT = 
PASS_NOT_RECEIVED_1ST_THREAT = 
PASS_NOT_RECEIVED_2ND_THREAT = 
PASS_RECEIVED_1ST_THREAT = 
PASS_RECEIVED_2ND_THREAT = 
PENALTY_WEIGHT/WEIGHT_% = 
PHYSICAL_ACCELERATION = 
PHYSICAL_ACROBATIC_CLEARANCE = 
PHYSICAL_AGILITY = 
PHYSICAL_AVOIDS_USING_WEAKER_FOOT = 
PHYSICAL_BALANCE = 
PHYSICAL_DIVER = 
PHYSICAL_DIVES_INTO_TACKLES = 
PHYSICAL_INJURY_PRONE = 
PHYSICAL_JUMPING = 
PHYSICAL_REACTIONS = 
PHYSICAL_SECOND_WIND = 
PHYSICAL_SOLID_PLAYER = 
PHYSICAL_SPRINT_SPEED = 
PHYSICAL_STAMINA = 
PHYSICAL_STRENGTH = 
POSITION_DELTA = 
POSITIONAL_TRIES_TO_BEAT_DEFENSIVE_LINE = 
PRE_OOP_MAX_LENGTH = 
PRE_OOP_WHISTLE_DELAY = 
REACTION_MORALE_DEFAULT = 
REFEREE_CARD_STRICTNESS_OVERRIDE =
REFEREE_FOUL_STRICTNESS_OVERRIDE =
REPOSITION_ATTACKER_PERCENT_TO_GOAL = 
REPOSITION_BALL_PERCENT_TO_GOAL = 
REPOSITION_DEFENDER_PERCENT_TO_GOAL = 
RULES_PLAYER_CONTACT_BONUS_POINTS = 
SHIELD_IN_MOTION = 
SHOT_1ST_THREAT_OFF_TARGET = 
SHOT_1ST_THREAT_ON_TARGET = 
SHOT_2ND_THREAT_OFF_TARGET = 
SHOT_2ND_THREAT_ON_TARGET = 
SHOT_ATTRIBUTE_FINISHING = 
SHOT_ATTRIBUTE_POWER_SHOT_ACCURACY = 
SHOT_ATTRIBUTE_SHOT_SPEED = 
SHOT_POWER_BAR_FADE_TIME = 
SHOT_POWER_BAR_UP_TIME = 
SHOT_SAVED_REALLY_EASY_1ST_THREAT = 
SHOT_SAVED_REALLY_EASY_2ND_THREAT = 
SHOT_SAVED_REALLY_HARD_1ST_THREAT = 
SHOT_SAVED_REALLY_HARD_2ND_THREAT = 
SHOTMISSED_1ST_THREAT_ON_TARGET_OR_CLOSE = 
SHOTMISSED_1ST_THREAT_WIDE = 
SHOTMISSED_2ND_THREAT_ON_TARGET_OR_CLOSE = 
SHOTMISSED_2ND_THREAT_WIDE = 
SHOUD_USE_FOOTBALL_TACTICS = 
SKILLS_BALL_CONTROL = 
SKILLS_BICYCLE_KICKS = 
SKILLS_CHIPPED_PENALTY = 
SKILLS_CROSSING = 
SKILLS_DIVING_HEADER =
SKILLS_DRIBBLING = 
SKILLS_EARLY_CROSSER = 
SKILLS_FANCY_FEET = 
SKILLS_FANCY_FLICKS = 
SKILLS_FINESSE_SHOT = 
SKILLS_FINISHING = 
SKILLS_FLAIR = 
SKILLS_FREE_KICK_ACCURACY = 
SKILLS_GIANT_THROW = 
SKILLS_HEADING_ACCURACY = 
SKILLS_LONG_PASSER = 
SKILLS_LONG_PASSING = 
SKILLS_LONG_SHOT_TAKER = 
SKILLS_LONG_SHOTS = 
SKILLS_LONG_THROW = 
SKILLS_MARKING = 
SKILLS_OUTSIDE_FOOT_SHOT = 
SKILLS_PENALTIES = 
SKILLS_POWER_HEADER = 
SKILLS_SHORT_PASSING = 
SKILLS_SHOT_POWER = 
SKILLS_SLIDING_TACKLE = 
SKILLS_SPEED_DRIBBLER = 
SKILLS_STANDING_TACKLE = 
SKILLS_SWERVE = 
SKILLS_TAKES_POWERFUL_DRIVEN_FREE_KICKS = 
SKILLS_VOLLEYS = 
SLIDETACKLE_CONTROL_DIST = 
STAND_TACKLE_IS_AIR_BALL =  
TACKLE_THREAT_SUCCESSFUL_INP =
TACKLE_THREAT_SUCCESSFUL_OOP =
TACKLE_THREAT_UNSUCCESSFUL_INP =
TACKLE_THREAT_UNSUCCESSFUL_OOP =
TEAM_EMOTION_CHANGE = 
THREAT_MAP = 
THREAT_POSSESSOR_1ST = 
THREAT_POSSESSOR_2ND = 
THREAT_POSSESSOR_THRESHOLD = 
TM_FATIGUE_MULTIPLIER = 
TM_RATING_MULTIPLIER = 
TYPE_PLAY_MAKER = 
UNLOCK_ALL_UCC = 
USE_HOME_AND_AWAY_EFFECT_FOR_PLAYER_ATTRIBUTES = 
USE_JOBIFY_ATTACKING_POSITIONING = 
USE_JOBIFY_MARKING_ASSIGN_UPDATE = 
USE_JOBIFY_MARKING_POS_UPDATE = 
USE_KICK_ERROR_SYSTEM = 
USE_LOCO_RUNRUNRUN = 
USE_NEW_COLLISIONS = 
USE_RUNRUNRUN_FOR_TRAPPING = 
USE_WARP_BALLTOUCH = 
USE_WARP_CONTACT_PLANE = 
VISION_MAP =

hey man can u just tell us which of this r useful and we can use if u don't wanna share urs with us
 

bangus

Starting XI
Exocyst;3139034 said:
The positions numbers are in the in the database: You can make any player any position when editing the database. I often place my forwards well behind the edge of the Striker bounding box, but their position name influences their behavior (Strikers will run at the last defender, while the CF tends to sit between the Defensive and Midfield line unless you add a positional arrow. I also plan to edit the field position bounding boxes so that user's will be able to edit formations in game to place attacking players and midfielders in more withdrawn positions, which is key to getting more dynamic midfield play.
Facinating stuff, wow. Thanks very much for sharing that Exocyst.
 

bangus

Starting XI
lala2010;3139066 said:


hey man can u just tell us which of this r useful and we can use if u don't wanna share urs with us
lala, take one parameter, test it in-game, retest it and test it again until you've figured out what it does and how to edit it. Then move onto the next one.
 

lala2010

Youth Team
bangus;3139071 said:
lala, take one parameter, test it in-game, retest it and test it again until you've figured out what it does and how to edit it. Then move onto the next one.

Thx Bro
This is Helpful I will Try This
 

regularcat

Manager
Moderator
cubby;3139064 said:
Thanks guys for the reply! I know the numbers are in the database, I just thought you knew the exact location of position 20 or 17 off the top of your head somehow.

x119, adding values to the skills strings as you mentioned in a previous post. :)

certain formations use the same positions but they are in different places on the pitch, there is no way to remember or for the exact location of a position to be the same in every formation.

SgarbaX;3139070 said:
There's something related to cpuVScpu generated results?
Thanks 4 your reply

yea its the simsettings.ini in data 1.

you can keep looking in the exe for career codes if you want, im not going to keep wasting words telling you that they are all in the texts & inis.
 

SgarbaX

Club Supporter
regularcat;3139096 said:
yea its the simsettings.ini in data 1.
you can keep looking in the exe for career codes if you want, im not going to keep wasting words telling you that they are all in the texts & inis.

Yeah i know , was asking if there was something in the exe too , thanks.
 

p5psman

Club Supporter
Does anyone know what these two values do exactly?

PHYSICAL_DIVER =
PHYSICAL_DIVES_INTO_TACKLES =

I feel that for PHYSICAL_DIVES_INTO_TACKLES, higher values mean AI does tackles more. And I really don't know what PHYSICAL_DIVER affects.

Does anyone know what these two value do and what usable ranges are?
 

x119

Youth Team
Here Exo had spoken about it.. http://www.soccergaming.com/forums/showpost.php?p=3137386&postcount=48

I'm trying different strings in order to increase the consumption of stamina during the match but it seems they're all fake! Tried low values and high and nothing..this makes me very demotivated after 10matches seeing no results! And I think that stamina should be considered as a stand alone parameter..

With the increase of stamina and fouls from cpuIA I'll be ready to play my first career..as for the shots, yes the
SKILLS_LONG_SHOT_TAKER =10000000000000000000
seems to work but only for players that has that skill such as sneijder, stankovic ecc..
 

p5psman

Club Supporter
x119;3139270 said:
Here Exo had spoken about it.. http://www.soccergaming.com/forums/showpost.php?p=3137386&postcount=48

I'm trying different strings in order to increase the consumption of stamina during the match but it seems they're all fake! Tried low values and high and nothing..this makes me very demotivated after 10matches seeing no results! And I think that stamina should be considered as a stand alone parameter..

With the increase of stamina and fouls from cpuIA I'll be ready to play my first career..as for the shots, yes the
SKILLS_LONG_SHOT_TAKER =10000000000000000000
seems to work but only for players that has that skill such as sneijder, stankovic ecc..


I know he has said it, but I just felt differently. That's why I asked because I wanted to make sure.

And have you tried to lower this value? PHYSICAL_STAMINA =

I put 20 there, and I felt that players' stamina decreased more.
 

p5psman

Club Supporter
I know he has said it, but I just felt differently. That's why I asked to make sure.

And have you tried to lower this value? PHYSICAL_STAMINA =

I put 20 there and felt that players' stamina decrease more than before.
 

bangus

Starting XI
p5psman;3139278 said:
I know he has said it, but I just felt differently. That's why I asked to make sure.

And have you tried to lower this value? PHYSICAL_STAMINA =

I put 20 there and felt that players' stamina decrease more than before.
If you really want to test your theory and remove all doubt, do this:

Play a full match with your settings. Take note of User and CPU stamina just before the end of each half.

Change that setting to maybe 30. Now play another match and do the same. If that value really is working, you should se a noticable difference in players' stamina bars at the end of each half.
 

p5psman

Club Supporter
bangus;3139289 said:
If you really want to test your theory and remove all doubt, do this:

Play a full match with your settings. Take note of User and CPU stamina just before the end of each half.

Change that setting to maybe 30. Now play another match and do the same. If that value really is working, you should se a noticable difference in players' stamina bars at the end of each half.

That's not what I wondered. I was talking about what x119 said.

I do wonder how these two values are working though.

I still haven't figured out if that works like it is said.

PHYSICAL_DIVER = 10 //This is a threshold for diving behavior
//(100 normal, 60 = more diving)

PHYSICAL_DIVES_INTO_TACKLES = 10 //

This is the threshold for being a physical player who dives into tackles.
//Lower equals weaker players will do this.
//Usuable range: 50 - 100
 

bangus

Starting XI
x119;3139270 said:
seems to work but only for players that has that skill such as sneijder, stankovic ecc..
I've said it before, changing these values will affect the gamplay in a number of ways, obviously. But there are other gameplay changes that will only fully work if you also edit player ratings. Example: too many players have Agility set too high. You may find a value that decreases Agility in order to get rid of the CPU ninja dribbling. The problem is it's going to negatively impact ALL players. But that's not what you want. You want to see most players as average dribblers, yet still have a number of players and star players in the game who are noticably better at dribbling. You can only accomplich that by tweaking and setting Agility ratings for each individual player. And the same applies for the Long Shot rating, as well as others.
 

bangus

Starting XI
p5psman;3139292 said:
That's not what I wondered. I was talking about what x119 said.

I do wonder how these two values are working though.

I still haven't figured out if that works like it is said.

PHYSICAL_DIVER = 10 //This is a threshold for diving behavior
//(100 normal, 60 = more diving)

PHYSICAL_DIVES_INTO_TACKLES = 10 //

This is the threshold for being a physical player who dives into tackles.
//Lower equals weaker players will do this.
//Usuable range: 50 - 100
Can I make a suggestion? When testing anything, you should always set the game up in a way that gives you the best and quickest test results.

If you want to test CPU tackling values, first create a test profile and call it Tackling or something. Raise the CPU man marking slider to 100. Create custom CPU tactics for your CPU test team with defense pressure and aggression set at 100. Play on Legendary (will give you best foul results). When you get the ball, don't pass it off. Dribble and try and draw the CPU into fouling you.
 

bangus

Starting XI
jeffboon97;3139297 said:
RAWR! Is there any working ways to increase stamina.....it seems like PHYSICAL_STAMINA don't work?
Ha-ha! The different things people want. I would like to see stamina decreased. After 90 minutes, my players still have 50-70% stamina left, even after I've been holding the sprint trigger all game. Those guys should be completely GASSED!
 


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