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Career Mode Editing

Exocyst

Youth Team
Okay, I have updated the mentality growth curve with a focus towards three distinct phases:
Phase 1: Player joins squad team (age 17.5 to 21.5)
Phase 2: Player joins 1st team (age 21.5 to 29)
Phase 3: Post 35 exponential decline (Age 35+)



Here is a link to an updated player_growth.ini (VERSION 3) 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.

Can anyone else tell that I like making curves?
 

Exocyst

Youth Team
SgarbaX;3136309 said:
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?

I am also very interested in this, but I haven't found the right place yet either.

Also, does anyone know how to improve player ratings during the games you play? Mine are always much lower than when I sim, so that when I play, the player's form inevitably goes down even if I win well. I really want to improve the bonuses for passes completed, shots on target, corners one, successful crosses, and saves because I feel like they are scaled down too much in longer half games.
 

Exocyst

Youth Team
jeffboon97;3136301 said:
@Exocyst Will It Works As Well When You Continue Your Career Mode Instead Of Creating New One?

Nope, any time you change any of the career mode .ini files, you have to restart. Sorry :-(
 

KaseyKeller

Youth Team
Any thoughts as to how the growth engine works? Do players progress based on these curves until their overall rating reaches their potential rating?

The curves look great and realistic but I'm worried that because physical growth occurs at a younger age than mental/skills that we may end up with players who have very high physical skills but never fully develop their other skills because the physical skills are overdeveloped at a young age and push their overall higher than it should be for their age.

Does that make sense?
 

regularcat

Manager
Moderator
KaseyKeller;3136314 said:
Any thoughts as to how the growth engine works? Do players progress based on these curves until their overall rating reaches their potential rating?

The curves look great and realistic but I'm worried that because physical growth occurs at a younger age than mental/skills that we may end up with players who have very high physical skills but never fully develop their other skills because the physical skills are overdeveloped at a young age and push their overall higher than it should be for their age.

Does that make sense?

it makes sense, if you like the values for the new growth curve why dont you use the values for the growth for physical growth but reverse them.

so that skill/mental growth matures slower & increases over time & by reversing the physical they become stronger earlier & decline over time.

knowing ea the curves are designed in the same way.
 

Exocyst

Youth Team
Okay, I have updated the skills growth curve with a focus towards three distinct phases:
Phase 1: It is easy to acquire the players basic skills set
Phase 2: It is harder to reach their personal level of mastery of skills, but this level of mastery should last longer.
Phase 3: Steeper decline to make sure they shed these skills as steep physical decline is setting in. This is to help balance the OVERALL rating decline because I potentiated their mentality.



Here is a link to an updated player_growth.ini (VERSION 4) with these three distinct phases modeled. As of now, all three curves have been updated

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.

KaseyKeller;3136314 said:
Any thoughts as to how the growth engine works? Do players progress based on these curves until their overall rating reaches their potential rating?

The curves look great and realistic but I'm worried that because physical growth occurs at a younger age than mental/skills that we may end up with players who have very high physical skills but never fully develop their other skills because the physical skills are overdeveloped at a young age and push their overall higher than it should be for their age.

Does that make sense?

I see what you mean. This is what I'm trying to model (please suggest alternative thinking).

Players are fast when their young, but they're impetuous (low mentality) and mistake prone (lower skill level). Eventually they do master their skills, but by then father time is knocking on the door (reducing physicality). Luckily they can lean on their experience (increased and poteniated mentality) and skills (potentiated skills) to extend their playing career.

Honestly, it will take simulation to test it, but we need to know what it is we are trying to model first.
 

regularcat

Manager
Moderator
Exocyst;3136333 said:
I see what you mean. This is what I'm trying to model (please suggest alternative thinking).

Players are fast when their young, but they're impetuous (low mentality) and mistake prone (lower skill level). Eventually they do master their skills, but by then father time is knocking on the door (reducing physicality). Luckily they can lean on their experience (increased and poteniated mentality) and skills (potentiated skills) to extend their playing career.

Honestly, it will take simulation to test it, but we need to know what it is we are trying to model first.

you have to do this based around their attribute values in game, which differentiate amongst them all, so you will not be able to get it even close to perfect.

what i would do is just adjust so the best of them have a higher percentage of becoming a good player than trying to balance between a good player becoming great & a bad player becoming horrible.
 

Exocyst

Youth Team
Okay, I have updated the physical growth curve once more with one more small adjustment:
To balance the impact of potentiated (shifted towards older ages) skills and mentality growth curves, I have sharpened the decline of physical skills below that of default to balance the value of veterans within the game. Now, veterans will decline physically, but they should have better skills and mentality than their younger, faster counterparts.



Here is a link to an updated player_growth.ini (VERSION 5). Okay, I promise I am done posting curves now--I went a little graph crazy.

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.
 

erican16

Club Supporter
hi every1 sorry to go off topic, but i have a prblm and need your help,my fifa12 kps crashing durng the transfer season when i play manager mode,can any1 help me plzzzz
 

KaseyKeller

Youth Team
Nice work Exocyst. I updated the first post with an index that links to the post where the latest files are posted. I'll continue updating as new files are added.
 

KaseyKeller

Youth Team
Here is my cmsettings.ini with Euro leagues enabled in year 1 and reduced EOS transfer bonuses.

In my testing with these values it results in:
SIGNIFICANTLY_FAILED ~ 2.5% loss in budget
FAILED ~ 0 - 2.5% increase in budget
FULFILLED ~ 5 - 7.5% increase in budget
OVERACHIEVED ~ 10% increase in budget
SIGNIFICANTLY_OVERACHIEVED ~ 12.5% increase in budget

And my compdata\settings.ini which halves the prize money for all 1st division leagues

There are a lot of factors that go into transfer budgets but I'm happy with the balance these reduces values are providing. If you do well and win tournaments your budget will increase but the reduced amounts will require more decision making on buying and selling players.

I still need to test to see how these work with Exocyst's player values and wage files.

As always, please feel free to use these files 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. *disclaimer stolen from Exocyst (Y)
 

regularcat

Manager
Moderator
exocyst & keller are you guys working jointly on different file to try to get everything done together ?
 

KaseyKeller

Youth Team
Exocyst;3136481 said:
Okay, I have updated the physical growth curve once more with one more small adjustment:
To balance the impact of potentiated (shifted towards older ages) skills and mentality growth curves, I have sharpened the decline of physical skills below that of default to balance the value of veterans within the game. Now, veterans will decline physically, but they should have better skills and mentality than their younger, faster counterparts.



Here is a link to an updated player_growth.ini (VERSION 5). Okay, I promise I am done posting curves now--I went a little graph crazy.

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.

I still can't seem to get changes to player_growth.ini to take effect in game. I edited all the physical Y values to 62.00000 and players physical attributes seem to grow throughout the season as they normally do.

regularcat;3136563 said:
exocyst & keller are you guys working jointly on different file to try to get everything done together ?

Not at the moment. I'm still testing and tweaking my career mode but maybe we'll release a compiled patch at some point when we are happy with everything.
 

hockeybjc12

Club Supporter
All of this stuff is excellent guys. I've been doing some small tweaking myself, but the growth curve stuff seems to be a huge breakthrough. Great work.
 

Exocyst

Youth Team
erican16;3136487 said:
hi every1 sorry to go off topic, but i have a prblm and need your help,my fifa12 kps crashing durng the transfer season when i play manager mode,can any1 help me plzzzz

Have you made any changes to the game files? This might make it easier to narrow down.
 

Exocyst

Youth Team
SgarbaX;3136662 said:
Anywone knows what SIMOVERGAMES and SIMOVEREMAILS (in cmsettings.ini) means?

I think you can set them to =1 so that you can sim without interruptions. I haven't tried them, so it's just a guess.
 

KaseyKeller

Youth Team
Exocyst;3136667 said:
I think you can set them to =1 so that you can sim without interruptions. I haven't tried them, so it's just a guess.

I've tried it but it doesn't work just changing those values. Maybe we need to change ENABLED = 0 to ENABLED = 1 as well? What is SOAK? Based on some of the parameters it almost seems like a debug mode.
 

Exocyst

Youth Team
KaseyKeller;3136569 said:
I still can't seem to get changes to player_growth.ini to take effect in game. I edited all the physical Y values to 62.00000 and players physical attributes seem to grow throughout the season as they normally do.

Are you watching your players or CPU players. I think the growth curves probably have a larger impact on CPU teams.

Also, were you in the first season? I think player growth of the first season might be harder to alter.

Also, these default parameter settings from playergrowth.ini seem to imply that players might grow even in the absence of acquiring experience points:

EXPERIENCE_MAX = 100 // Experience needed by the player to grow
EXPERIENCE_MIN = 0

Because experience points are rewarded to starters, subs, AND reserves for every game, this minimum value seems broken. Have you tried to increase this to 5 - 20 yet? I think that might cause the curve to be engaged more on the USER team. At default value (0), I think players just progress towards their potential in the absence of much input from the growth curves.
 


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