• This is a reminder of 3 IMPORTANT RULES:

    1- External self-promotion websites or apps are NOT allowed here, like Discord/Twitter/Patreon/etc.

    2- Do NOT post in other languages. English-only.

    3- Crack/Warez/Piracy talk is NOT allowed.

    Breaking any of the above rules will result in your messages being deleted and you will be banned upon repetition.

    Please, stop by this thread SoccerGaming Forum Rules And Guidelines and make sure you read and understand our policies.

    Thank you!

FIFA 16 Mobile Conversions

sebioL_cdz

Club Supporter
can you handle it?? i have got all fc24mobile Atrdb, shader, fifarna gameplay files, but all of them force close, except common cbac
If you're looking for graphical improvement, all those you mentioned work more with this field of the game, I don't particularly look for it, because Fifa 16 mobile has already reached the graphical levels I want (case you didn't know, it was a graphic revolution in cell for football), they're better than the 2017-19 mobile versions, that EA even reduced the quality, as it was too heavy and influenced the performance of cell phones at the time.. But continue your search for graphical updates by importing from FC 24. EA has even brought graphical improvements with it again.
Look for more modern PC version converters or compatible tools to try to incorporate them into F16, I really hope so. At the moment, I only care about gameplay, trying to achieve something that keeps GP stable, 100% the same between games and unalterablel all these insane boosts increases. I'm not looking at the "aesthetics" anymore.

Among these files of yours... The attribdb, even though it changes the entire graphical environment (light, shadow, tones, general colors), I think this one may also have some gameplay embedded in it, I notice certain differences between some, although reasonable .
 
Last edited:

KOTDTHECRZYONE

Club Supporter
I got a request to ask. In v10 will there be finally a practice arena/skills games with it's custom stadiums like FIFA 12's where it changes the scenery? I know it's a big ask, but I'm just really hyped up
 
Last edited:

Akira99

Club Supporter
yes absolutely at the beginning I did it via the ini files then I decided to do it via the lua files and it worked wonderfully to the point where I managed to perfectly reproduce the gameplay of fc 24 in m based on the real data found in the PC version via FIFA editor tool, however yesterday due to a handling error when I tried to correct the incisive runs of the players who intervened too early on the field I had to modify something thing that mixed up my gameplay since I'm trying to fix it I didn't have I didn't make a save.
 

renz1la

Club Supporter
yes absolutely at the beginning I did it via the ini files then I decided to do it via the lua files and it worked wonderfully to the point where I managed to perfectly reproduce the gameplay of fc 24 in m based on the real data found in the PC version via FIFA editor tool, however yesterday due to a handling error when I tried to correct the incisive runs of the players who intervened too early on the field I had to modify something thing that mixed up my gameplay since I'm trying to fix it I didn't have I didn't make a save.
can't wait for new gameplay
 

MissAsis9796

Club Supporter
Not bad for converting FIFA 2010 DB to FIFA 16 mobile
1705725788219.jpg
 

Attachments

  • 1705725806948.jpg
    1705725806948.jpg
    140 KB · Views: 52
  • 1705725816120.jpg
    1705725816120.jpg
    140.6 KB · Views: 44
  • 1705725821922.jpg
    1705725821922.jpg
    140 KB · Views: 40
  • 1705725827476.jpg
    1705725827476.jpg
    139.7 KB · Views: 41
  • 1705725832114.jpg
    1705725832114.jpg
    141.1 KB · Views: 44
  • 1705725834882.jpg
    1705725834882.jpg
    140.5 KB · Views: 51

urangsulingan

Club Supporter
If you're looking for graphical improvement, all those you mentioned work more with this field of the game, I don't particularly look for it, because Fifa 16 mobile has already reached the graphical levels I want (case you didn't know, it was a graphic revolution in cell for football), they're better than the 2017-19 mobile versions, that EA even reduced the quality, as it was too heavy and influenced the performance of cell phones at the time.. But continue your search for graphical updates by importing from FC 24. EA has even brought graphical improvements with it again.
Look for more modern PC version converters or compatible tools to try to incorporate them into F16, I really hope so. At the moment, I only care about gameplay, trying to achieve something that keeps GP stable, 100% the same between games and unalterablel all these insane boosts increases. I'm not looking at the "aesthetics" anymore.

Among these files of yours... The attribdb, even though it changes the entire graphical environment (light, shadow, tones, general colors), I think this one may also have some gameplay embedded in it, I notice certain differences between some, although reasonable .
will u share your gameplay the .ini file?
i played fifa 16 mobile on android box ram 2/16 chipset s905x4 os 11 without DB file (i meant use the original obb db). so far i enjoyed a lot playing this. thanks
 

Attachments

  • FB_IMG_17053256910580349.jpg
    FB_IMG_17053256910580349.jpg
    149.6 KB · Views: 42

sebioL_cdz

Club Supporter
Yes, unfortunately the textures file cannot be exported, or opened with FIFA File Explorer 14
Ok... FIFA File Explorer 14: This program is old and sometimes creates a lot of glitches with more modern computers.I do not recommend!
////// SOLUTION FOR TEXTURES FIFA 16 Mobile:
Use the FifaConverter tool (by Tokken), available here on this forum. Normally I import .DDS (type A8 R8 G8 B8) to create Kits with textures with jersey up to 1024x1024 (file name= kit_ID_0_0.jersey_cm.dds) and shorts with 512x512 (kit_ID_0_0.shorts_cm.dds), all in resolutions style HD. By creating a .RX3 in these formats, you can then easily edit your textures just with the Rx3Master tool, managing direct reimports of any .PNG into this new .RX3, without having bugs or Unknown type images in any of the Slots.

Example to create your kit in .Rx3 by importing all textures slots into it:

1706192072153.png



/////// PROBLEMS WITH COLORS TEXTURES:
The process is very simple to recolor your .DDS or .PNG images to the required standards fifa16, you can use the same Tokken tool (FifaConverter).
Or access a website suggested by Laosiji to convert your images: https://color.zwpyyds.top/

yes absolutely at the beginning I did it via the ini files then I decided to do it via the lua files and it worked...
I don't know how or through which program you can access/decrypt gameplay.lua, I've never managed to convert only in .txt, they always create Bugs. I envy you for that! Could you send me some scripts or specifications that deal with this is files in LUA?
But despite everything, have you already noticed that .INI scripts are almost placebo effects in all FIFA's since 2014. I think LUA is also nothing more than these same effects, but one thing I can say in all these gameplays that are said to have been modified by .lua, all the ones I've used just make it worse and create more insane CPUAI cheat boosts, yet! LoL
I've never been able to use any, because all the ones I've used have replaced my INIs, creating crazy scales and just ruining everything.

Hello Is it possible to
--Decrease gameplay speed and
Yes, this is possible and in a reasonably satisfactory (or almost definitive) way. But...
Friend, first of all, do you already know that EA has created such crappy gameplay over the years, capable of destroying your game the bigger the version of it is? the more recent it is, the worse it will be, they are always changing everything and sometimes even more randomly than you can imagine. Whenever you load your platform, the engine will create a new variable in every game, sometimes this crazy change only varies throughout the course of the match, it also depends a lot on the types of teams that will face each other.

Second point, are you familiar with gameplay modifications? If so, there are solutions, but they are laborious and require a lot of reading of the forum.
If your problem with GP is the speed, there's no point in looking for a special code for Cl.ini...
And also just give up on matches with OVR 99 superstars in high peformance all ratings, as long as you like robots playing like crazy. There are a series of variables that imply, perhaps speed is one of the biggest problems to achieve balance. Your long and hard attempts at .INI's may one day seem enough, but everything will be nothing more than an illusion, always after two editions you will be able to have two or three magnificent, smooth and very realistic games, then there will come anothers five frantically intense games as if the CPUAI was playing in the middle of a new outbreak: 2019 along with World War 3 in the middle of an alien attack. Do not waste your time!

I'll give you some steps on the path of stones: The script files can ONLY help to break a part of the Cheats and activate only some elements that reduce the pace of the game, and also, of course, to reduce general player activities and abilities , which also influence speed, which will help break down the insane increases (I suggest not relying so much on .ini's). But you will still need to modify the DB, reduce the teams' tactical parameters, their aggression, go to the Sliders settings to reduce the USER and CPU acceleration and speed, then break the SprintSpeed and Acceleration ratings of ALL players (only of teams you want to play for). Sometimes playing a match between "Rivals" clubs, and entering the Rival/Derby Aggression script to 51~70, can help to balance the confrontation more, and reduce the goals probabilities of CPUAI, which even at an intermediate level... like Ronaldo at his peak, attacks with great chances of scoring.
If it doesn't work reasonably, there is something more definitive: using new teams, playing with two clubs that have "created" IDs, the changes are more visible using fictitious ones, everything will be less intense and more faithful to what was modified, traditional clubs have many special scripts linked to them that are even unknown, but are embedded in the game and only EA knows about them, will always be affecting your gameplay in parallel. Facing a team from the same league, you use overall Ratings much lower than CPUAI, but with higher team prestiges domestic/internacional in .Db (Function for competitions CM mode, may or may not have an impact on GP), creates greater favoritism for you and contributes to reducing the impulses of the AI engine.
When everything is fine, save your files of scripts and a Replay0.bin (I'm not sure about that), always delete everything and paste your backup back into your Data, this can also help.

will u share your gameplay the .ini file?
i played fifa 16 mobile on android box ram 2/16 chipset s905x4 os 11 without DB file (i meant use the original obb db). so far i enjoyed a lot playing this. thanks
I always say here, it really depends on what you're looking for, each person has tastes that are completely antagonistic to the other. I enjoy a moderate, long game (6 minutes minimum, each half). Results of matches with lowers and realistic scores to South-american standards (1x0, 0x0, 2x1...), the user goalkeeper defending many balls just like the Cpuai goalkeeper defends: GK CPUAI is a superman (by CPU cheat engine to default PRO difficulty). I force almost all Cpuai players to have distance specialties with classifications that add up to longer lengths so that they can always risk shots from outside the area, no Cpuai touch by touch until enter and dribble the your goalkeeper before shooting, also no heavy defenders creating difficult and largely closed Cpuai bus zones, making it impossible for the entire game for Ronaldinho Gaúcho OVR 120 to advance into the penalty area... where you can only score with long shots, much less unrealistic boosts to have all games with goals scored by shots placed in the angle and 400 km/h.
I could share my MOD with all of you, but I don't think it will be interesting, maybe you won't like it because I try to break all the increases, besides I don't use just Cl.ini, I also modified my DB, I don't use realistic teams, I use leagues and even fictional players.
 
Last edited:

urangsulingan

Club Supporter
Ok... FIFA File Explorer 14: This program is old and sometimes creates a lot of glitches with more modern computers.I do not recommend!
////// SOLUTION FOR TEXTURES FIFA 16 Mobile:
Use the FifaConverter tool (by Tokken), available here on this forum. Normally I import .DDS (type A8 R8 G8 B8) to create Kits with textures with jersey up to 1024x1024 (file name= kit_ID_0_0.jersey_cm.dds) and shorts with 512x512 (kit_ID_0_0.shorts_cm.dds), all in resolutions style HD. By creating a .RX3 in these formats, you can then easily edit your textures just with the Rx3Master tool, managing direct reimports of any .PNG into this new .RX3, without having bugs or Unknown type images in any of the Slots.

Example to create your kit in .Rx3 by importing all textures slots into it:

View attachment 145460


/////// PROBLEMS WITH COLORS TEXTURES:
The process is very simple to recolor your .DDS or .PNG images to the required standards fifa16, you can use the same Tokken tool (FifaConverter).
Or access a website suggested by Laosiji to convert your images: https://color.zwpyyds.top/


I don't know how or through which program you can access/decrypt gameplay.lua, I've never managed to convert only in .txt, they always create Bugs. I envy you for that! Could you send me some scripts or specifications that deal with this is files in LUA?
But despite everything, have you already noticed that .INI scripts are almost placebo effects in all FIFA's since 2014. I think LUA is also nothing more than these same effects, but one thing I can say in all these gameplays that are said to have been modified by .lua, all the ones I've used just make it worse and create more insane CPUAI cheat boosts, yet! LoL
I've never been able to use any, because all the ones I've used have replaced my INIs, creating crazy scales and just ruining everything.


Yes, this is possible and in a reasonably satisfactory (or almost definitive) way. But...
Friend, first of all, do you already know that EA has created such crappy gameplay over the years, capable of destroying your game the bigger the version of it is? the more recent it is, the worse it will be, they are always changing everything and sometimes even more randomly than you can imagine. Whenever you load your platform, the engine will create a new variable in every game, sometimes this crazy change only varies throughout the course of the match, it also depends a lot on the types of teams that will face each other.

Second point, are you familiar with gameplay modifications? If so, there are solutions, but they are laborious and require a lot of reading of the forum.
If your problem with GP is the speed, there's no point in looking for a special code for Cl.ini...
And also just give up on matches with OVR 99 superstars in high peformance all ratings, as long as you like robots playing like crazy. There are a series of variables that imply, perhaps speed is one of the biggest problems to achieve balance. Your long and hard attempts at .INI's may one day seem enough, but everything will be nothing more than an illusion, always after two editions you will be able to have two or three magnificent, smooth and very realistic games, then there will come anothers five frantically intense games as if the CPUAI was playing in the middle of a new outbreak: 2019 along with World War 3 in the middle of an alien attack. Do not waste your time!

I'll give you some steps on the path of stones: The script files can ONLY help to break a part of the Cheats and activate only some elements that reduce the pace of the game, and also, of course, to reduce general player activities and abilities , which also influence speed, which will help break down the insane increases (I suggest not relying so much on .ini's). But you will still need to modify the DB, reduce the teams' tactical parameters, their aggression, go to the Sliders settings to reduce the USER and CPU acceleration and speed, then break the SprintSpeed and Acceleration ratings of ALL players (only of teams you want to play for). Sometimes playing a match between "Rivals" clubs, and entering the Rival/Derby Aggression script to 0, can help to balance the confrontation more.
If it doesn't work reasonably, there is something more definitive: using new teams, playing with two clubs that have "created" IDs, the changes are more visible using fictitious ones, everything will be less intense and more faithful to what was modified, traditional clubs have many special scripts linked to them that are even unknown, but are embedded in the game and only EA knows about them, will always be affecting your gameplay in parallel. Facing a team from the same league, with overall Ratings much lower than the CPUAI, but with prestige in the .Db much higher, creates greater favoritism for you and contributes to reducing the impulses of the AI engine.
When everything is fine, save your files of scripts and a Replay0.bin (I'm not sure about that), always delete everything and paste your backup back into your Data, this can also help.


I always say here, it really depends on what you're looking for, each person has tastes that are completely antagonistic to the other. I enjoy a moderate, long game (6 minutes minimum, each half). Results of matches with lowers and realistic scores to South-american standards (1x0, 0x0, 2x1...), the user goalkeeper defending many balls just like the Cpuai goalkeeper defends: GK CPUAI is a superman (by CPU cheat engine to default PRO difficulty). I force almost all Cpuai players to have distance specialties with classifications that add up to longer lengths so that they can always risk shots from outside the area, no Cpuai touch by touch until enter and dribble the your goalkeeper before shooting, also no heavy defenders creating difficult and largely closed Cpuai bus zones, making it impossible for the entire game for Ronaldinho Gaúcho OVR 120 to advance into the penalty area... where you can only score with long shots, much less unrealistic boosts to have all games with goals scored by shots placed in the angle and 400 km/h.
I could share my MOD with all of you, but I don't think it will be interesting, maybe you won't like it because I try to break all the increases, besides I don't use just Cl.ini, I also modified my DB, I don't use realistic teams, I use leagues and even fictional players.
yeah sure i'm also do like the result 0x0 0x1 1x0 than 6x5 4x4 u may also shre the DB modded.

so to edit this sliders is by modfying the DB not the .ini file, even i dont use DB file xD
 

Attachments

  • 37ciU4.png
    37ciU4.png
    204 KB · Views: 65

sebioL_cdz

Club Supporter
My game freeze after match end, can someone please suggest a fix for me. Thanks
There are a million possibilities for this to happen. Which Mod do you play? check what you modified or if you overlaid files from other mods with it, this may have been the cause.
Check that it wasn't a line in your scripts poorly edited. Make a backup of your .INI's, then delete them all (Product, Platform, Cl...). Play and if it doesn't fall again, it would be some inadvertent script.
yeah sure i'm also do like the result 0x0 0x1 1x0 than 6x5 4x4 u may also shre the DB modded.

so to edit this sliders is by modfying the DB not the .ini file, even i dont use DB file xD
No, you definitely won't be able to modify Sliders via Notepad.
Even if they are any of these:
[GAMEPLAY_CUSTOMIZATION]
SHOT_ERROR_USER=50
[ ]
GcShotErrorUser=80
[ ]
mCustomizationShotErrorUserMod=30//50//

I see a lot of people put different settings for them, but... All of the stuff they put in Mods out there is useless overload, they're just there to to fill sausage or due to a lack of knowledge on the part of gameplay editors. I heard somewhere that not even in the PC versions, your changes to Sliders via .ini would have functionality. Only "Injury Frequency" and "Injury Severity" say they have effects.
In fact I cannot confirm whether for Mobile versions it would be possible to have features for the sliders, but one thing is certain, they exist in the database and are in "fifaGameSettings".
1706297488548.png


I assume from my own experience, within everything I've tested, I don't really see any big differences, I still think they're placebos and they're only there because in console or PC versions they are extensively worked on, but it doesn't hurt to save your DB with your table edits of sliders. lol
 
Last edited:

renz1la

Club Supporter
There are a million possibilities for this to happen. Which Mod do you play? check what you modified or if you overlaid files from other mods with it, this may have been the cause.
Check that it wasn't a line in your scripts poorly edited. Make a backup of your .INI's, then delete them all (Product, Platform, Cl...). Play and if it doesn't fall again, it would be some inadvertent script.

No, you definitely won't be able to modify Sliders via Notepad.
Even if they are any of these:
[GAMEPLAY_CUSTOMIZATION]
SHOT_ERROR_USER=50
[ ]
GcShotErrorUser=80
[ ]
mCustomizationShotErrorUserMod=30//50//

I see a lot of people put different settings for them, but... All of the stuff they put in Mods out there is useless overload, they're just there to to fill sausage or due to a lack of knowledge on the part of gameplay editors. I heard somewhere that not even in the PC versions, your changes to Sliders via .ini would have functionality. Only "Injury Frequency" and "Injury Severity" say they have effects.
In fact I cannot confirm whether for Mobile versions it would be possible to have features for the sliders, but one thing is certain, they exist in the database and are in "fifaGameSettings".
View attachment 145564

I assume from my own experience, within everything I've tested, I don't really see any big differences, I still think they're placebos and they're only there because in console or PC versions they are extensively worked on, but it doesn't hurt to save your DB with your table edits of sliders. lol
do you have gameplay like fifa 23/ea fc for fifa 16 mobile?
 

Obong

Club Supporter
My game freeze after match end, can someone please suggest a fix for me. Thanks
My game is okay now...
But I have a new problem now.
Too many goals in a match.
Matches ends in 8 goals and above.
Please What proven line of code can add more shot and heading errors for cpu?
Thanks people.
I'm using Godwizard gameplay V2 from YouTube, I like the gameplay so much.
 

urangsulingan

Club Supporter
My game is okay now...
But I have a new problem now.
Too many goals in a match.
Matches ends in 8 goals and above.
Please What proven line of code can add more shot and heading errors for cpu?
Thanks people.
I'm using Godwizard gameplay V2 from YouTube, I like the gameplay so much.
try this Post in thread 'What gameplay mods are you using?' http://soccergaming.com/index.php?threads/what-gameplay-mods-are-you-using.6470557/post-6696142

folder gameplay 1 fifa 16 change value to
CPUAI_DEFENSE_DIFFICULTY=4
CPUAI_OFFENSE_DIFFICULTY=4
lower value easier
 

sebioL_cdz

Club Supporter
do you have gameplay like fifa 23/ea fc for fifa 16 mobile?
I don't think there's any way to change the engine, version 16 mobile is one of the biggest advances for cell phones in terms of graphics, but forget the engine. You will play these little dolls running, crashing, doing stupid things and always making mistakes as usual, within these limitations, the CPUAI performance of Fifa 2023 Switch or EAFC24 mobile, I don't believe it is achievable by any conversion due to the incompatibility of the technologies used.
All these mods out there will change labels for Fifa 2099, but in all of them I will always see that same old annoying brother-in-law, making the same jokes as last Christmas and getting drunk after the 5th or 6th beer. The trick is to adapt to this same inefficient, unrealistic and very cheating gameplay. We can use DB and some .ini codes to at least try to make it reasonably playable.
To this day, I haven't even seen conversion of player model animations to show different ways of running, falling to the ground, goalkeeper stretching or shooting... style recents versions, which could be more easily converted.
My game is okay now...
But I have a new problem now.
Too many goals in a match.
Matches ends in 8 goals and above. Please What proven line of code can add more shot and heading errors for cpu?
Thanks people. I'm using Godwizard gameplay V2 from YouTube, I like the gameplay so much.

Have you seen increases in scores since the start of the match or have there been more increases since the second half?
It is possible to have an excellent game in the 1st Half in 90% of cases, I managed to reduce the CPUAI impulses for this, but only a few times in the 2nd Half does the GP remain smooth. Unfortunately I noticed that 50% of the time it seems to be normal for this accumulation of goals to start happening in the final stage, I have been testing changes to resolve this, but it seems to be at the root of the game and impossible to solve, I still haven't been able to get CPUAI to stop cheating after the first half.

Have you also noticed that if you have an inferior team and play against a much superior CPUAI team, there tends to be a very balanced match? Especially in the first half. But I've noticed that the game can be tied or with just a single goal difference, the second half always has more Cheats.
Has anyone noticed this? You have players on an inferior field against a strong CPU, if you make a substitution in the 2nd Half and put a midfielder/striker on the field with a very high OVRL, the CPUAI starts to change the game, largely favoring it. Getting to the point that every attack they make, they score goals and this game that seemed to be a draw or at least easier for you in the 1st Half, ends 1x3 or 1x4 in favor of CPUAI.
They even force a game of general balance, they always create this automatically, no matter the players' individual ratings or specialties, you will often have a balanced 1st Half, with many good attacks and without many goals. The 2nd Half begins and at that moment there is a high chance that the match will be horribly unrealistic, when the CPUAI decides, they will push you back and there is nothing you can do when goals start coming out one after another.

If you are winning the first half 3-0 from CPUAI, situations that would be rare in real football, in FIFA 16 it is different, there is a great chance of this reverting to a 3x3 or much worse.
If you are losing a game 0x1 and reverts to you 2x1, most of the time you should try to close yourself off and never let the CPUAI shoot at the goal again, because at that moment it will always score the goal and believe me, from then on there will be a turnaround so big in which the game could reach numbers of 2x4 or 2x5, depending only on how many times she takes shots at the goal, cpuai will always score the goals in these circumstances.
The engine always favors CPUAI on the two highest difficulty levels and they are ridiculous on the lower ones, I always suggest playing on the penultimate one because there you won't concede so many absurd goals. Depending on your modifications, it is not that difficult to benefit the user more, removing CPUAI increases either through scripts or good .DB configurations. I can repeatedly have my 1st half good, but the second is a God help us, we rarely have a final stage without crazy increases!

There is an impeccable modification that you can achieve along with your edits through .DB, but know that everything you change will eventually be overwritten by the game engine and you will los.. I'm starting to think they created this on purpose to frustrate you whenever you have a good offline game against CPU (they never want you to play offline), after all, the CPU will always be severely boosted and will ruin any logic of what you modified in .INI or DB.
After many tests I assume that... Every 4 or 5 (or more) sequences of matchs, the engine creates a new performance based on your level of commitment with these last games played, perhaps a way to balance (relevel) players and teams with your quality of play, it doesn't matter much just the fractions or Difficulty values changed by your scripts. The CPUAI will be much more or much less cheating for the next sequence, apart from the boosts random that it will also apply to next matchs sequences. I saw a post about Profile Settings (to Pc version) in which you can always restore a little of what the GP old you liked would be. Maybe by Fidel, i don't remember where to find this post!

try this Post in thread 'What gameplay mods are you using?' http://soccergaming.com/index.php?threads/what-gameplay-mods-are-you-using.6470557/post-6696142

folder gameplay 1 fifa 16 change value to
CPUAI_DEFENSE_DIFFICULTY=4
CPUAI_OFFENSE_DIFFICULTY=4
lower value easier

There are known codes that greatly influence kicks, I remember some that I tested and helped to Nerf (but I believe that most of them apply to all players=User/CPU).
DB_FINISHING=50
DB_VOLLEYS =50
DB_SHOT_POWER=51 // be careful this can nerf a lot of long shots
DB_HEADING_ACCURACY = 48
SHOT_FACT=-3
//SKILLS_FINISHING=
//SHOT_ATTRIBUTE_FINISHING=-6
//SHOT_ATTRIBUTE_POWER_SHOT_ACCURACY=-4 //functional for Mobile, but if you nerf it, it will always break the overall quality of the Shots a lot//
FINESSE=
SHOT_FINESSE=
FEET_POWER=0.51
BALL_SPEED_LESS_THAN=-9000
LOTS_OF_GOALS = 0 //can help reduce scores
RANDOM_SCORE_CHANCE=-1.5//27
MATCH_IMPORTANCE=-1.9//-9.5//23// in negative, maybe helps break down accuracy and power of CPUAI shots and I notice that even players' overall running speed could be reduced-harmed//

Unfortunately there seem to be only 2 limits, values that make Cpuai make few mistakes shots and always aiming easily at the goal, scoring a lot of goals or values that create countless shots out, they really reduce the scores a lot, but it's horrible, I don't recommend it, because it doesn't It's good, , in addition to nerfing the Cpu's shots too much, you cause breaks to the User's shots, you can have 99 Finishing and ShotPower, but your player will shoot poorly like women's football in the 4th Division, until today I haven't found a middle ground within my applications. Only by editing DB and using methods that favor your team and not CPUAI's, can you see the AI not scoring easy goals, kicking out and the goalkeeper User defending more shots. Many people tend to remove it, but the only Cheat that I keep scripts active in my Product.ini is for emotion.ini (not the Laosiji one, preferably use the full version), learn how to use it to your advantage, working correctly with the .Db, you guys they will have better responses from player ratings and more differentiated control over boosts.

The scripts for CPUAI_DEFENSE_DIFFICULTY or OFFENSE I notice have effects in this version and can even help balance it out a bit, in addition to other edits. It is necessary to reduce and anule a lot of things to reduce the number of goals.
I'm not sure, but I think that for Fifa 16 mobile, many of these standard codes from the PC version that are distributed like herds in mods out there, have no effects.
Note: In this case I think you are mistaken, if memory serves, I think it would be increasing the value to make it weaker, lowering it to 3.0 or 2.5 makes it more difficult.
 
Last edited:


Top