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[FIFA Immersion Gameplay '13]

bangus

Starting XI
MichaelCorleone;3346569 said:
Why is the db change not showing in my game?. I've replaced the older db with IG one and then regenerated. The stats of the players are still the same. 90 acceleration and all that.

It should be working but isn't. Any suggestions? THis is the first time I'm facing something like this. I've tried both i68 and FHL bh editor.
Changing the db does not require regenerating. Delete any previous squads saves in your Documents / FIFA 13 folder, that's probably the issue.
 

vitalic

Club Supporter
bangus;3346530 said:
I've read this feedback before on this thread and Fidel's I believe. This is not an issue with AP's edits. This is an issue with the game programming itself, and it's been an issue with the FIFA series for years. The CPU attack AI in this game is poorly coded and one-dimensional, bottomline. It's why the devs have always had to resort to cheat coding AI rating boosts into the game. They've never figured out how to properly program the game in such a way that the CPU will carry out intelligent, varied and realistic attacks and counter-attacks.

They instead code the game so the CPU will perform a few sterile and pointless passes for show, in order that FIFA "kinda sorta looks like football." This problem is more obvious this year than I ever remember it. It seems with FIFA 13 that the devs have tweaked the programming to have the CPU perform a bunch of useless ping-pong passes in its own end every time it gains possession. My guess is this was their attempt at a quick fix for the ongoing issue sim gamers have had with this game for years: that the CPU attack buildup is too quick and too straight upfield.

Have definitely noticed that, the strange thing is that ping-pong in defence never happened on the demo, and I felt the CPU attacking was more varied and more dangerous in the demo, I don't know what the hell they did but the overall experience of playing versus the CPU was royally fecked up.
 
Waldo1639;3346503 said:
IG Semi Final v3.0 Feedback.


Buil up play is transfered more up to front, which is good, of course. I think you did great job with that. But... You see, problem with attacker being too defensively positioned is still here. I experimented with that problem a lot. I always attacked the AI player who have the ball with my CF, any every time I manually switched to another player, that CF will immediately return in the midfield as its being his natural position... and then again I end with one-two of my midfield players being at the front.

You get this kinda formation when AI have the ball:
__CMF_CMF
__CF_CMF
__CMF_CMF
LB_CB_CB_RB

Also, this affect when you turn from defense to attack... It took too much for my CF to get up front where he need to be.

What amazes me is pace and strength. The difference between fast players is absolutely fantastic. Same for strength. I once took a ball with Vučinić, and Fabregas was on his side, trying to push him over, and Vučinić is struggling but Fabregas simply cant push him over. But then Sanchez rammed in to Vučinić and took the ball XD... There are lots of examples I just took this particular one. Fantastic!

Weaker teams will play more long balls, which is good, and stronger teams will play more technically. BUT... Attack is still sterile and too much without idea. AI can play lots of short passes, but that's it... they will keep the ball and have 65 and more % of possession, but final performance is just passing. All that is good, but noneffective.

It would be also good to see more long range attempts and more long passes in terms of switch sides and early crossings or such.

About defense... I simply can't complain. (Y)

It's much better then first semi-final and I think it need only a little bit to make this mod "perfect".

Thank you, Waldo. I haven't attempted to fix the center forward/lone striker issue, but I do know exactly what to do(formations table). I'll send it to you when finished.
Hmm... switches... I don't think there is a code/column that controls this. The buspassing table in the DB only controls the types of passes which team will play. There is no value that is a perfect medium for short passes/long ball ratio. Early crosses have a direct string for tweaking in the .exe.
Again, I will see what I can do.

bangus;3346530 said:
I've read this feedback before on this thread and Fidel's I believe. This is not an issue with AP's edits. This is an issue with the game programming itself, and it's been an issue with the FIFA series for years. The CPU attack AI in this game is poorly coded and one-dimensional, bottomline. It's why the devs have always had to resort to cheat coding AI rating boosts into the game. They've never figured out how to properly program the game in such a way that the CPU will carry out intelligent, varied and realistic attacks and counter-attacks.

They instead code the game so the CPU will perform a few sterile and pointless passes for show, in order that FIFA "kinda sorta looks like football." This problem is more obvious this year than I ever remember it. It seems with FIFA 13 that the devs have tweaked the programming to have the CPU perform a bunch of useless ping-pong passes in its own end every time it gains possession. My guess is this was their attempt at a quick fix for the ongoing issue sim gamers have had with this game for years: that the CPU attack buildup is too quick and too straight upfield.

Definitely true. Not much you can do about this; there is no sweetspot difference between dribbling and short passing which will make this issue disappear.

MichaelCorleone;3346531 said:
Hi Andre, should I start career mode with the present DB you've given or should I wait?. I usually don't play anywhere except career mode. That's why I am asking.

When is the next release coming? ( you said it will be the best ever. I'm excited)

I think you should wait. The new one will have most of the problems fixed in Waldo's feed. (see above)

vitalic;3346613 said:
Have definitely noticed that, the strange thing is that ping-pong in defence never happened on the demo, and I felt the CPU attacking was more varied and more dangerous in the demo, I don't know what the hell they did but the overall experience of playing versus the CPU was royally fecked up.

Actually, now that you mention it, maybe if I were to increase clearance frequency, the pinball passing will vanish. In the demo, there were more clearances, at least from my experience.:innocent_smile_1:
 

bangus

Starting XI
AndreaPirlo21;3346832 said:
Definitely true. Not much you can do about this; there is no sweetspot difference between dribbling and short passing which will make this issue disappear.
That's what I'm seeing as well, which is why I think it's maybe hard-coded into the game this year. The ping-pong passes by the CPU in its own end can be reduced but they still happen regardless of passing/dribbling edits. It's a weird issue because as someone mentioned, the CPU suddenly stops passing like that after it hits midfield or so. I'm thinking of running tests to see if it's related to team tactics passing settings.
 
bangus;3346852 said:
That's what I'm seeing as well, which is why I think it's maybe hard-coded into the game this year. The ping-pong passes by the CPU in its own end can be reduced but they still happen regardless of passing/dribbling edits. It's a weird issue.

Anyway, I think if the AI is pinned back that far when in possession, they should clear the ball, unless they are Barca.
 

C.Mihai

Youth Team
...

Yo AP. When you gonna release a final beta or something like this? Im not playing fifa atm because i want to play with your mod/gameplay. I want to start a career with your mod enabled. Thanks
 

bangus

Starting XI
AndreaPirlo21;3346854 said:
Anyway, I think if the AI is pinned back that far when in possession, they should clear the ball, unless they are Barca.
I don't think there's any way to program teams to play that way unless you take the time to set individual players' dribbling and passing ratings to match their team's playing style. I'm hoping thebaddie's editor will have a global editing feature that allows for editing individual teams, just like some of the PES editors I've used. You can then take one team, raise all players' long pass ratings, and lower all short pass and dribbling ratings. A team that's set up that way should then clear the ball in the way you're talking about.
 

C.Mihai

Youth Team
...

AndreaPirlo21;3346870 said:
Yeah, mate, but I am currently working on it...
Edit: I'll send you Semifinal 3.0

Dont worry my friend. Want to see how much fifa got changed after installing your patch. I want to take a taste of what will be in future :) If you got what i mean. Thanks
 
C.Mihai;3346874 said:
Dont worry my friend. Want to see how much fifa got changed after installing your patch. I want to take a taste of what will be in future :) If you got what i mean. Thanks

I do mate.
To Waldo1639: It seems that the CF problem was harder than I thought... Might have to make a new formations table.
 
Okay everyone,

On second thought, I will release the semifinal 3.0 for the time being and work on the final later. Stay tuned for a DL link in a few minutes.(Y)
 
vitalic;3347383 said:
Will give this a shot soon.

By the way, is there any way to tone down AI pressure?

Why tone down the pressure when it is low by default? If you do want to, all you can do is set all aggression codes low and set all pressure codes to 1 in my product file.
 
vitalic;3347392 said:
I prefer the lower pressure of default, I know it's less realistic but high pressure = faster game overall

Okay, hopefully when thebaddie's tool comes out, there will be a function for global edits for teams' tactics.
 

miketheslummy

Youth Team
Great job Andrea. It seems like there are still some problems on transfers in career mode as Michael Corleone said. :)
The gameplay is really nice now.
But do you still suggest to wait the final version? What changes are you going to do in the next version?
I'm just waiting to start the FINAL career...
 


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