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Career Mode Editing

x119

Youth Team
What if we reduce greatly (80-90%) all initial transfer budget of teams so that in the first year they won't do big movement for sure?

There will be problems with payments at the end of the year?

Ok cubby take a look to cup bonuses, if they seem too high, perhaps we should decrease also them!
Then if someone could test my sub fix since I can't play in these days...and it would mean a lot for me!

Waiting for Exocyst discovery of the day :) (about wages of top players)

As usually thanks to all!
 

Exocyst

Youth Team
cubby;3135561 said:
Zonal Marking is a nice blog, thanks for sharing. When doing your positional changes, did you find the gameplay more dynamic for non-attack players? One thing the "other game" always has done better is to involve other non attacking players in the action. FIFA has been a little too stiff in that regard.

So far, I love it. I find it lets the fullbacks overlap without even messing with fullback height slider. I also set high lines for Chelsea and Arsenal and those too really attack your passing lanes. It also emphasizes the midfield play. I play on legendary with USER and CPU Marking at 70, so it makes you want to hit it long when you can't get through the defense, which is why teams do it. I enjoy it, but it might not suit the tastes of others. Here it is if you want to try it:

DB file (with EPL formations and tactics updated).

You should first backup your current customized squads file, so I suggest you back up your squads with your current database loaded first. In game:
(MY FIFA 12)-->(FIFA 12 PROFILE)-->(SAVE / LOAD /DELETE)-->(SAVE)-->(SQUADS).
To try this DB file takes 1 additional step. After backing up and replacing your current DB file with this one, regenerate as usual. Then, once in the game you need to go to:
(CUSTOMIZE FIFA)-->(EDIT TEAMS)-->(CHANGE SQUADS/ROSTERS-->(RESET ALL SQUADS).
This step will override the form settings in the database, which I have not figured out how to edit successfully yet. Because I haven't figured out how to make substitutions in the database with out crashing the game, some players are out of position, but once in manager mode, the CPU will put the guys it thinks belongs in the positions for CPU teams. Also, I got rid of Financial fairplay in this version because I corrupted my other database, but so far the changes below and the transfers.ini I posted before have been keeping transfers reduced.

Playervalues.ini. Here is an updated version of Player Valuations to encourage player movement when their contracts are short, and discourage when their deals are longer. I reduced the reduction during the last 6 months, and made some other changes to balance this a bit. Have a look.

Playerwages.ini Here is some changes I made to the wages to scale up the wages at the very top clubs, and for the very top players. This may help slow their movement, and creates a challenge for managing at a top club. I'm also hoping it will slow players leaving from big clubs to take less at a smaller club, which is rare in real life. I added a bunch of scales to the CLUB PRESTIGE section, which the game seems to handle just fine. Have a look and compare to the default file to see what I mean. This is important because it could be applied to other files.

Youthscout.ini I made a quick change to reduce 50% the appearance of platinum level players in most regions. To slow the overtaking of current players by youth players. This may be less necessary if we can figure out how to fix the darn growth curves.

Please feel free to use these files in any way you like without so much of a mention of me. I only share them because they have improved my experience, and I hope they will improve yours.
 

Exocyst

Youth Team
figu;3135837 said:
Can anyone help me how can i change the transfer sum format? This is so disturbing. Sorry my bad english.

So i want this example:
12.565.465.132 Euro

Not this:
12565465132 Euro

It's possible? Thanks a lot.

This maybe possible Figu, but I don't think any of the career mode .ini files can control how to display the transfer sum. Sorry. I'll keep my eyes peeled if I find something, though.
 

x119

Youth Team
I was not mistaken!
What a post of quality!
Friend, I can't try your files ingame but sure I will take a look into them to see what have you done!

Thanks!!

@Figu: Days ago I found something about the conversion and other things such as dd mm yyyy, I'll let you know if there is something about it..
 

KaseyKeller

Youth Team
Exocyst;3135908 said:
Youthscout.ini I made a quick change to reduce 50% the appearance of platinum level players in most regions. To slow the overtaking of current players by youth players. This may be less necessary if we can figure out how to fix the darn growth curves.

I haven't made much progress in getting changes to player_growth.ini to have an effect in game. I did do some testing in game though and one interesting observation regarding physical growth. It's been reported that the physical growth curves are way off but I think part of the issue is the large number of players that start with high physical attributes.

Most of the physical attributes have at least 200 players in the DB with a rating of 90+. If you look at other non-physical attributes there are only a handful with a starting rating of 90+.

I'd still like to cut off growth for physical attributes at a much younger age though. Currently they grow physical attributes until they turn 28 but I'd like to see this flatten out at ~ 22. The physical attributes should also be the first to decline which doesn't appear to be the case.
 

cubby

Youth Team
Ha ha, right you are x119. Good stuff Exocyst! At work, so just reading the file. I like the numbers in playervalues. The [RATINGRANGE] looks pretty good. Is Messi the highest rated on the game? I think he is at 94 if I am not mistaken, so he would be worth about 100M dollars to the game. Although the other factors must tie into the valuation as well, is that correct?

Some of it, I don't understand, but I look forward to testing it out in CM. :)
 

Exocyst

Youth Team
cubby;3135958 said:
Ha ha, right you are x119. Good stuff Exocyst! At work, so just reading the file. I like the numbers in playervalues. The [RATINGRANGE] looks pretty good. Is Messi the highest rated on the game? I think he is at 94 if I am not mistaken, so he would be worth about 100M dollars to the game. Although the other factors must tie into the valuation as well, is that correct?

Some of it, I don't understand, but I look forward to testing it out in CM. :)

Yeah, I think Messi is absolutely unbuyable to the game, which is good because he is unsellable (to barca in real life). But, we'll see what happens if Barca runs his deal down in the game.

I think the player wages helps a lot. I think Rooney was on £200,000/week which is pretty close (his actual I think is £225,000/week, so I just barely undershot it).

Messi is on £250,000/week, but I don't know his actual wage to compare it to. But you can see how it would be hard bring messi in as his wages and transfer value are prohibitive. His value is £129m after 1st midseason window.

Ronaldo is on £240,000/week, value is £86m after 1st midseason window.

I should also say this about player values, so that you understand the changes I made. Don't think of the player value in Manager mode as his value if we were to auction off all the players. The value is his value to his current club on his current deal. Often you'll hear in the papers about ridiculous prices being quoted for players who clubs do not want to sell. So when you're in manager mode and you see a ridiculous price you have to realize that in real life there is no price listing index. This is the price as if you were to call the club and say: "Around where should my offer be to open negotiations on (Messi)?" Then they may ask for even more if you bothered to put in an offer after hearing the ridiculous price, which I think the game models this pretty well. So, if you make the changes that I posted earlier today, you should realize that the user and CPU alike will be taken to the bank for top players, which I think they should ;)
 

cubby

Youth Team
Nice work Exocyst, those player values for Messi and CR and Rooney's wages look good. I hear what you are saying about the listed value. It's a nice visual for you to see a value, perhaps they accept more or less, or they don't want to sell. All depending on that specific situation. :-)
 

cubby

Youth Team
I did another test sim, this time with Arsenal. Had a long day so I only got through winter before shutting it down, but the changes Exocyst made are working nicely. At the start of the season Messi is valued at 234M and his wages might be a little over 400K a week. He has 5 years left on his contract. CR7 was valued at 197M, with wages in the mid 300K region. Rooney was at 80M with wages a little over 200K.

No odd transfers. Marcello went to Juve again for 24M, he did that in another sim. Inter seems fixated on Drogba, but this time nothing happened until a deadline day rumor with 3 hours left, which never materialized. Winter was pretty tame as well. I sold Song for above game market value. Borussia Dortmund was really persistent and their third offer was 4M over the value, so I think the sale was for 20M.

During the winter period, the star values go down a tad as their contract length lessens as calculated in the ini files. I guess my only concern is what happens down the line when the star player deals start to wind down. Will need to sim far enough in the future to see, but does the cpu tie up the star players but extending their contracts?

I guess this is where you enter the gray area of how much do you want to tinker with this. I can't imagine seeing Messi in another club shirt, but you can't predict the future. I guess as long as it doesn't happen for 3 or 4 years down the line in a career, then to me that is ok. I am sure the game is varied as well in that not every star will move, so I am thinking it would be ok. I'll try to extend the Arsenal test sim 3 or 4 years to see what occurs with these settings. Great job everyone to work on these tweaks!

I also paid attention to the wages in my Arsenal test sim to see what I was getting from Cup success. I still can't find where the cup information is listed in the database. It is easy to find in the ini file now that the league bonuses have been zeroed. I just don't know which cup is which.

Anyways, I got to the Carling Cup finals in my sim and lost to United. After this I got an email from the board saying I got about 640K for my success. An earlier email said I netted about 5K. So this is good. I didn't make the CL knockout stages so there will be no money from that. I think I advanced in the Europa first legs so we'll see how that goes, and I will try to keep track. :)
 

Exocyst

Youth Team
Growth Curves

Okay, I looked at the data on the Default growth curves, and I think we need to:
1. Broaden the peak and "shift" the Mentality Growth Curve (top) to the right (players still get smarter until maybe 34+)
2. Shift the Physical Growth Curve (middle) to the left (players are about as fast and strong as they will be by the time they are 24-25)
3. Broaden the peak of the skills curve (bottom) because players can be very skillful into the 30-33 range, but after that it should start fall.



Okay, I have what I think the altered curves should look like. I will post a like to the player_growth.ini for testing when I transfer the values: player_growth.ini (VERSION 1)

Please feel free to use this file in any way you like without so much of a mention of me. I only share this to help improve game experience, and I hope it will improve yours.

I plotted these using Prizm, a very nice plotting tool that we use for enzymatics, cell growth curve, and other studies at work. Unfortunately, this one is quite expensive, but I think Excel would do the same trick for others who want to look the growth curve data.

Has anyone tried to edit these data before? If you have send me your curves, and we can compare them to the default graphs, and look visually to see if they actually move the curve the way you intended.

I hope this one is solvable....
 

KaseyKeller

Youth Team
I've tried to edit them but wasn't able to achieve any noticeable results. That being said, I didn't know how to read it correctly until I saw your graphs. Now that I see them I think I understand it much better. X is the player age and Y is the potential, correct?

I'm going to attempt something extreme in my game to see if the changes actually take effect. If they do, this should be very easy to modify (especially now that I understand it. :blush:)

How about something like this for physical growth:

[PLAYER_GROWTH_GROWTH_CURVE_P]
MIN_X=14.0
MIN_Y=0
MAX_X=50.0
MAX_Y=100.0
PAIR_X0=14.00000
PAIR_Y0=62.00000
PAIR_X1=15.00169
PAIR_Y1=71.00000
PAIR_X2=17.00000
PAIR_Y2=79.00000
PAIR_X3=18.45603
PAIR_Y3=83.40496
PAIR_X4=19.86319
PAIR_Y4=90.60331
PAIR_X5=21.44625
PAIR_Y5=95.9752
PAIR_X6=22.73616
PAIR_Y6=100.0
PAIR_X7=24.37785
PAIR_Y7=100.0
PAIR_X8=26.78176
PAIR_Y8=95.40078
PAIR_X9=29.7443
PAIR_Y9=91.40078
PAIR_X10=31.06189
PAIR_Y10=87.00086
PAIR_X11=33.23127
PAIR_Y11=82.16529
PAIR_X12=35.34202
PAIR_Y12=77.56532
PAIR_X13=38.27362
PAIR_Y13=64.89595
PAIR_X14=41.38111
PAIR_Y14=60.00578
PAIR_X15=45.71987
PAIR_Y15=57.27168
 

regularcat

Manager
Moderator
KaseyKeller;3136244 said:
I've tried to edit them but wasn't able to achieve any noticeable results. That being said, I didn't know how to read it correctly until I saw your graphs. Now that I see them I think I understand it much better. X is the player age and Y is the potential, correct?

I'm going to attempt something extreme in my game to see if the changes actually take effect. If they do, this should be very easy to modify (especially now that I understand it. :blush:)

How about something like this for physical growth:

careful how you edit those values, dont do anything too dramatic, slight changes should work.

example

0.24356482 - a simple edit like 0.24356492 should show good enough changes.

always start from right to left so you dont end up getting some crazy changes in game & it makes your trial & error much easier & less tedious.
 

regularcat

Manager
Moderator
Exocyst;3136233 said:
Okay, I looked at the data on the Default growth curves, and I think we need to:
1. Broaden the peak and "shift" the Mentality Growth Curve (top) to the right (players still get smarter until maybe 34+)
2. Shift the Physical Growth Curve (middle) to the left (players are about as fast and strong as they will be by the time they are 24-25)
3. Broaden the peak of the skills curve (bottom) because players can be very skillful into the 30-33 range, but after that it should start fall.



Okay, I have what I think the altered curves should look like. I will post a like to the player_growth.ini for testing when I transfer the values: player_growth.ini

Please feel free to use this file in any way you like without so much of a mention of me. I only share this to help improve game experience, and I hope it will improve yours.

I plotted these using Prizm, a very nice plotting tool that we use for enzymatics, cell growth curve, and other studies at work. Unfortunately, this one is quite expensive, but I think Excel would do the same trick for others who want to look the growth curve data.

Has anyone tried to edit these data before? If you have send me your curves, and we can compare them to the default graphs, and look visually to see if they actually move the curve the way you intended.

I hope this one is solvable....

should be solvable always has been in the past.
 

Exocyst

Youth Team
KaseyKeller;3136244 said:
I've tried to edit them but wasn't able to achieve any noticeable results. That being said, I didn't know how to read it correctly until I saw your graphs. Now that I see them I think I understand it much better. X is the player age and Y is the potential, correct?

I'm going to attempt something extreme in my game to see if the changes actually take effect. If they do, this should be very easy to modify (especially now that I understand it. :blush:)

How about something like this for physical growth:

Okay, I added your values to the graph. Refresh, and have a look at the above post to see what they look like.
 

KaseyKeller

Youth Team
Exocyst;3136262 said:
Okay, I added your values to the graph. Refresh, and have a look at the above post to see what they look like.

I like yours better. Mine declines too steeply in the early to mid 30's.
 

Exocyst

Youth Team
KaseyKeller;3136264 said:
I like yours better. Mine declines too steeply in the early to mid 30's.

I also tried to make the early rise very steep. Because the kids can run all day, it is the skills and mentality which take longer to acquire.

Okay, I created a new physical growth curve with a focus towards three distinct phases:
Phase 1: Rapid Assent
Phase 2: Post 30 moderate decline
Phase 3: Post 35 steep decline



Here is a link to an updated player_growth.ini (VERSION 2) with these three distinct phases modeled.

As always, please feel free to use this file in any way you like without so much of a mention of me. I only share this to help improve game experience, and I hope it will improve yours.
 

SgarbaX

Club Supporter
Exocyst;3136274 said:
I also tried to make the early rise very steep. Because the kids can run all day, it is the skills and mentality which take longer to acquire.
Okay, I created a new physical growth curve with a focus towards three distinct phases:
Phase 1: Rapid Assent
Phase 2: Post 30 moderate decline
Phase 3: Post 35 steep decline
[/B][/COLOR]

Nice work Exocyst , thank you.
 

SgarbaX

Club Supporter
was wondering on how we could make better scorelines in simulated matches results( cpu vs cpu), a big margin win by good teams , like in real like , 7-0 8-0 and so on.
I've tried to modifiy simsettings.ini but i think it affects only the simulation between my team and the cpu, not the cpu vs cpu.
Any clues?
 


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