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Career Mode Editing

SgarbaX

Club Supporter
cubby;3137080 said:
Good catch SgarbaX. I have noticed that information too, was hoping to not have to adjust more data, ha ha. This extra bump isn't bad per say, just wondering where it comes from. I may try to play around with these figures tonight.

Didn't tried to play with these values yet , trying to find some time to do it....
I think you could set LEAGUE_BUDGET_MIN_= -1 too , maybe it will calculate the real real budget... :crazy:
Anyway let us know how the thing is.
thanks
 

erican16

Club Supporter
Exocyst;3136591 said:
Have you made any changes to the game files? This might make it easier to narrow down.

yes i installed ths patch FIFA12 'EASY' Career mod v1 by FireFLY. bt i uninstalled the game and isntalled it agn,bt it still crashes at during the 3rd or 5th transfer window of my career
 

Exocyst

Youth Team
erican16;3137349 said:
yes i installed ths patch FIFA12 'EASY' Career mod v1 by FireFLY. bt i uninstalled the game and isntalled it agn,bt it still crashes at during the 3rd or 5th transfer window of my career

Check your private message. I don't want to litter KaseyKeller's thread with troubleshooting about patches made by someone else. I will help you by private message.
 

Exocyst

Youth Team
Okay, guys so what is remaining to do on career mode?

I am thinking of re-writing a little of the contract negotiation and player morale parameters to tweak the behavior a little more towards unhappy players (who demand a transfer). I have only had this happen to me once. I ignored the board when they told me to sell him so they sold him anyway. I thought that was awesome, but I realize that others might be disgusted by this. I also want to dole down the impact of manager prestige in contract negotiation. I am sure it is important to players, but in the end, they all just want to play for a big club and make more money.

I wonder if it is possible to get the players to ask for an extension with more money? Has anyone seen this in the player e-mail pop-ups?
 

Adil_7

Senior Squad
Good idea mate.players morale is an amazing idea.try tweaking the morale system in such a way that after many seasons we would be able to build a large squad like man city.
 

The Immortal

Club Supporter
KaseyKeller;3137775 said:
From my standpoint a bunch of testing of growth curves and transfer budgets.

So guys, I reduced all the Y values in player_growth by 20% and simmed a full season with Chelsea. The growth is much more realistic, players like Ramires and Luiz got +2 without really high increases in stats. Drogba and Terry got -1 with slight reductions in stats, which never happened when I simmed the first season with the default growth.

Hope I helped.

EDIT: If anyone wants to test it themselves - http://www.mediafire.com/?hlj5ghr73wdqecq
 

SgarbaX

Club Supporter
would like to see more realistic results.
I remember in fifamanager there was a file to adjust called liveticker
 

x119

Youth Team
The Immortal;3137863 said:
So guys, I reduced all the Y values in player_growth by 20% and simmed a full season with Chelsea. The growth is much more realistic, players like Ramires and Luiz got +2 without really high increases in stats. Drogba and Terry got -1 with slight reductions in stats, which never happened when I simmed the first season with the default growth.

Hope I helped.

EDIT: If anyone wants to test it themselves - http://www.mediafire.com/?hlj5ghr73wdqecq

Thanks, but with default growth how would it be like? Just an ideal comparison..

@Exocyst is possible to take your curves and reduce the Y values as The_immortal did, or it will mess all your fixes and so it's better to take as base the default file?
 

Exocyst

Youth Team
The Immortal;3137863 said:
So guys, I reduced all the Y values in player_growth by 20% and simmed a full season with Chelsea. The growth is much more realistic, players like Ramires and Luiz got +2 without really high increases in stats. Drogba and Terry got -1 with slight reductions in stats, which never happened when I simmed the first season with the default growth.

Hope I helped.

EDIT: If anyone wants to test it themselves - http://www.mediafire.com/?hlj5ghr73wdqecq

First, I am not sure I understand the problem with player growth. Are you guys seeing players over-shoot their potential rating as listed in the players table of the database? As long as players are below their age-adjusted value, the game will try to grow them.

The growth curves are meant to define when the players occupy their maximum potential values. I think attempting to slow player growth by shrinking the growth curves is a losing battle. The game is desperately trying to get players up to their potential value. Please look at this table the game uses for when to apply growth points:

ratingcurvetable.txt
// Top row "Curve" = Average Match rating at point of growth
// Three curve groups = 1. Player is currently growing based on his potential, 2. Constant and 3. Declining
// For each cruve group you use "_under" if a Players current rating for a particular skill is UNDER where he should be based on his Potential, _const if a player is exactly where he is supposed to be and _over if his attributes are ABOVE where he is supposed to be

Code:
// -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//                    |------------- MATCH RATINGS -------------|
//  CURVE,             0,  1,  2,  3,  4,  5,  6,  7,  8,  9, 10
// -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    CURVE_GROW_UNDER, -1, -1, -1, -1,  0,  1,  1,  2,  2,  3,  3
    CURVE_GROW_CONST, -1, -1, -1, -1,  0,  0,  1,  1,  2,  2,  3
    CURVE_GROW_OVER,  -1, -1, -1, -1, -1,  0,  0,  0,  1,  1,  1
// -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    CURVE_CNST_UNDER, -1, -1, -1, -1, -1,  0,  1,  1,  1,  2,  2
    CURVE_CNST_CONST, -2, -2, -2, -1, -1,  0,  0,  0,  1,  1,  1
    CURVE_CNST_OVER,  -2, -2, -2, -2, -1,  0,  0,  0,  0,  0,  0
// -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    CURVE_DROP_UNDER, -2, -2, -2, -2, -2, -1, -1, -1,  0,  0,  0
    CURVE_DROP_CONST, -3, -3, -2, -2, -2, -2, -2, -1, -1,  0,  0
    CURVE_DROP_OVER,  -3, -3, -3, -2, -2, -2, -2, -2, -1, -1, -1

Growth curves are meant to define the shape of their ratings as plotted over time. If you want to reduce an individuals potential, then I suggest you edit the players table in the database. If you want to slow player growth a bit then tweaking the above table might work, but you may make it impossible for players to reach their potential. If you want to make it more difficult for players to grow (so that only some players reach their potential), then try tweaking the playergrowth.ini files. I suggest you start by raising the minimum experience points needed to be acquired to enter player growth. At default, it is set to zero.

EXPERIENCE_MIN = 0

Considering the minimum points a reserve can get during a match is:
MATCHEXPERIENCEPOINTS_MIN * MATCHEXPERIENCE_RESERVES_FACTOR
8 * 0.69 = 5.52

Then players who don't play might still grow, which I don't think there is anything wrong with that. Players do improve in the reserves. Raising this value might break reserve growth.

If you guys are more specific about what is wrong with player growth, I think it might be easier to fix.

1st and foremost: do you want ALL, MOST, or FEW players to reach their max potential?
 

x119

Youth Team
1) Players who do not play shouldn't growth, so how must I modify EXPERIENCE_MIN ? Do I have to increase that?

2) In a year only few should improve as much as their possibility and not too much, 1-2points at max balanced with others who see their stats decreased..

3) I think that is impossible to do but some players such as Pato are way too strong as they are nowadays so if their curve will continue to grow they'll probably become too powerful and It would be unrealistic to see their ovr to 99 for example..so it would be better to limit the growth of same players who are already strong today. But this is my idea of the game..maybe someone else do love to play with players with 99 of ovr..I have always opted for a hard mode game...
 

jeffboon97

Reserve Team
Btw,Just Wanted To Ask.Do Yo Guys Have A Problem After You Finished A Season So Players Disappear From Your Squad Without Telling You And You Can't Search Them In The Transfer Centre.Is This Editable? It's Very Frustrating.I Lost Some Young Talent...
 

Exocyst

Youth Team
x119;3138054 said:
1) Players who do not play shouldn't growth, so how must I modify EXPERIENCE_MIN ? Do I have to increase that?

Try increasing this value to 10 - 20, and see if it works. This may only affect the USER's players and not the CPU teams. I'm not sure if the game tallies experience points for CPU players. I don't think it does because when I buy players mid season there is a bit of a delay for their ratings growth to start. I would start here and see if this affects CPU-team players or just the USER's players before making any changes to the growth curves or ratingcurvetable.txt.

x119;3138054 said:
2) In a year only few should improve as much as their possibility and not too much, 1-2points at max balanced with others who see their stats decreased..

The problem with this is: players will move to their potential rating. Maybe you can slow player growth by editing ratingcurvetable.txt, but my guess is players will always be moving towards their potential. All players outside your league in CPU-CPU games are given a match rating of 6. So, if you look at ratingcurvetable.txt, you will see that they all grow every game when they are in the young part of their career and middle of their career and they all decline when they reach the declining part of their career. A cautionary warning, though, slowing player growth will likely destroy the impact of the yet-to-develop young players and youth players in career mode, because these players desperately need to grow a lot during the first 3-5 years to be remotely useful at fairly big club.

x119;3138054 said:
3) I think that is impossible to do but some players such as Pato are way too strong as they are nowadays so if their curve will continue to grow they'll probably become too powerful and It would be unrealistic to see their ovr to 99 for example..so it would be better to limit the growth of same players who are already strong today. But this is my idea of the game..maybe someone else do love to play with players with 99 of ovr..I have always opted for a hard mode game...

My suggestion is that for special cases like Pato, you need to reduce their potential a few points in the players table of the database, which should prevent them from becoming as good as 99.
 

Exocyst

Youth Team
jeffboon97;3138064 said:
Btw,Just Wanted To Ask.Do Yo Guys Have A Problem After You Finished A Season So Players Disappear From Your Squad Without Telling You And You Can't Search Them In The Transfer Centre.Is This Editable? It's Very Frustrating.I Lost Some Young Talent...

Did their contract run out? You usually get an e-mail list in April telling you need to re-sign some players. They may have dropped to the free agent list, or they may be retired by the game if their ratings are too low.
 

KaseyKeller

Youth Team
The only things I wanted to see change in terms of player growth are:

1) Have physical attributes peak earlier and start to decline earlier (which you did in your update growth curves)

2) Reduce the number of players with elite physical attributes. I've heard a lot of complaints that physical growth is out of control but I'm 99% certain this is going to be best accomplished with DB edits vs growth curve edits.

Here are some stats from the first season of CM:

Overall: Number of players
90+: 6
85+: 70
80-85: 150+

Attributes: (95+/90+)

Acceleration: 5/246
Agility: 4/218
Balance: 12/197
Jumping: 4/219
Reactions: 1/6
Sprint Speed: 5/241
Stamina: 0/205
Strength: 7/248

Aggression: 1/33
Att Position: 0/9
Interceptions: 0/5
Vision: 1/13

Ball Control: 3/20
Crossing: 0/0
Curve: 0/7
Dribbling: 1/13
Finishing: 0/14
FK Acc: 0/4
Heading Acc: 0/17
Long Pass: 0/7
Long Shots: 0/5
Marking: 0/3
Penalties: 0/10
Short Pass: 2/6
Shot Power: 1/23
Slide Tackle: 0/5
Stand Tackle: 0/8
Volleys: 0/5

As you can see there is an extremely large number of players with physical attributes in the 90+ range. A lot of these players still have room to grow so it makes sense that their physical attributes are getting up into the high 90's. This is also why we don't see it with non physical attributes. There just aren't as many players starting with elite skills.
 

jeffboon97

Reserve Team
Exocyst;3138103 said:
Did their contract run out? You usually get an e-mail list in April telling you need to re-sign some players. They may have dropped to the free agent list, or they may be retired by the game if their ratings are too low.

Nope..I Always Check Their Contract After 5-6 Games Played.+ I Use All The Players In My Team(22-23) So Their Ratings Shouldn't Be Too Low. Only Ryan Giggs Retired..

EDIT:Got a question + to bring this thread back to top again.can we increase the stamina of players so they won't so tired after game?i need rooney to play for every match so i need him to be more strong with better stamina :D
 

cubby

Youth Team
So I looked at budgets one more time. I probably need to keep my sim going to see what happens 4 or 5 years down the road, but I think I am satisfied. I think what others have mentioned in this thread can help anyone find a starting point to work with as we all may have different opinions on how it should be setup.

Setting all team budgets in the database is a good first step. I kept the big rich clubs higher :

City 50M, Barca 57M, Madrid 59M, United 35M, Munich 33M, Chelsea 35M, Liverpool 31M, etc.

Everyone else I kept at or below 30M,. Being a Milan fan and following Serie A, I kept this as the budgets for :

Inter 30M, Milan 28M, Juve 27M, Roma 25M, everyone else the same.

Italy just doesn't have the money that the other countries do for a variety of reasons, mostly due to the awful laws that govern stadia and tax laws for the country.

Financial Fair Play will come into effect soon, but there are many loop holes so the clubs will still spend and keep their rich rosters in tact for the most part. That being said, reducing budgets in some way combined with all of the edits other members have described in this thread are key.

In my last sim with all of the changes that were mentioned throughout this thread (higher wages, lower EOS bonuses), here is what I found.

Munich set with a budget of 33.5 to start.

German League Cup (sorry can't remember the name) 4K earnings lost in second round - or second round in which Munich played
Champions League Round of 16 victory = 4M (roughly, give or take)
Won League = 21M
Expiring Wages after season = 15M
Super Season bonus EOS = 15M - I think super is the highest bonus, set this at 12.5 per Kasey Keller. If it is the bonus below, that is at 10% per KK.

So my budget for the new year is 88M. That is high, but I signed no one, and let all players expire. The bottom line is that if you succeed, you earn for doing so. I like that concept. You obviously have to neuter the EOS budget or else you will gain tons. I have no idea why the had the default values so high. It's comical and the developers aren't idiots, so I wonder if it was to promote more movement and spending knowing some clubs would have alot of money?

There is now IMO good movement in the transfer market. I even saw Liverpool buy Benzema for 43M in the winter which was kind of cool. Never saw a winter buy of that nature.

The only aspect I may look at in more detail is what happens down the line. Hopefully there is still activity in 4 or 5 years. :) As time permits, I will do my best to test this out and report back.
 

x119

Youth Team
Good investigation as usually..In these incomings for the budget of your clud, did you understand what was the effect of the LEAGUE_BUDGET_MIN ?
 

cubby

Youth Team
x119, I haven't tried to edit that as of yet. I am not sure what it does? I have been meaning to test it, but haven't had the time. I'll try to do that.....

One aspect that may need attention is simulated stats. When simming with a La Liga team, Messi and CR7 had low goal totals, maybe 15 tops. Not sure if there are any types of files that help to generate these results. Perhaps editing the way the teams play can help a bit.
 

SgarbaX

Club Supporter
cubby;3139072 said:
x119, I haven't tried to edit that as of yet. I am not sure what it does? I have been meaning to test it, but haven't had the time. I'll try to do that.....

One aspect that may need attention is simulated stats. When simming with a La Liga team, Messi and CR7 had low goal totals, maybe 15 tops. Not sure if there are any types of files that help to generate these results. Perhaps editing the way the teams play can help a bit.

Try to look in simsettings.ini
 


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