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[FIFA Immersion Gameplay '13]

bangus

Starting XI
colindegreat;3433578 said:
I remember using one of I think Fidels gameplay and DB and there was a problem with corners been both straight high and wide, it was fixed by changing something in the product.ini, a certain line or a value from 1 to 0, i cant remember what but it fixed the problem with corners and long freekicks, maybe its the same thing!!

AndreaPirlo21;3433685 said:
Yep, NEW_PASS_SEARCH = 0.
Tested it: that value doesn't fix the issue, the CPU still takes short corners almost every time. The really frustrating part is the game programming doesn't allow you to move your players closer to the corner as the second CPU player comes running up to take the short pass. There's an invisible wall that prevents you from running side-by-side with the second CPU player. You hit the wall, then the programming auto-moves your player backwards, allowing the CPU corner-taker to easily pass it off to his teammate.

EDIT: As a test, I raised the CPU's team crossing tactic to 99. It helped somewhat: the CPU only took 6 out of 10 short corners. Not really a viable option though as it obviously makes CPU teams too cross-happy.

One possible fix (?) might be to locate and edit the value that defines the parameters of the invisible wall. Reducing that value would allow you to move closer to the CPU corner taker. I've seen it happen a couple of times that once the second CPU player realizes he can't get close to his corner-taker teammate without you standing there with him, he backs off, after which the corner-taker takes a normal corner.
 

Fifamonkey2012

Reserve Team
1. When I am close to the box and I am trying to find my way through dribbling around slowly ( not sprinting) the AI will always tug at my shirt relentlessly and he ends up usually with a yellow. Because my playing style includes slowly dribbling around the box (to try make the def move and create gap for passes), AI usually ends up with lots of yellows and a few reds every match.

I posted previous and agree this is a little too much and annoying at times, I had 2 penalties in a single match becuase of it. Vanilla seems to be the most balanced as they will tug but only for a short period, when they start tugging at the moment its as if the AI cant help itself but never stop until they slam player to the floor and get the card.

EDIT: As a test, I raised the CPU's team crossing tactic to 99. It helped somewhat: the CPU only took 6 out of 10 short corners. Not really a viable option though as it obviously makes CPU teams too cross-happy.


It might be worth looking at I think the lasted 4.3 (4.2 ?) fidel and the product ini edit that was supplied in the fidel thread here: http://www.soccergaming.com/forums/showpost.php?p=3396799&postcount=982

I almost always get long corners from a corner 2nds player pass. EDIT: sorry I miss read the problem, so this might not help actually.

BTW I use the above (while testing this version for the thread im posting in) and I always use a custom tactic for less crossing for pass play.

Sorry off topic.
 

bangus

Starting XI
Fifamonkey2012;3442632 said:
It might be worth looking at I think the lasted 4.3 (4.2 ?) fidel and the product ini edit that was supplied in the fidel thread here: http://www.soccergaming.com/forums/showpost.php?p=3396799&postcount=982

I almost always get long corners from a corner 2nds player pass.
Okay, I just downloaded and tested Fidel's v1.0 and v4.2. Results:

v1.0: 6 out of 10 short corners
v4.2: 10 out of 10 short corners

Not the answer apparently.
 

bangus

Starting XI
Fifamonkey2012;3441733 said:
you start to see the "never want to pass" effect. It does seem to be just the strikers or forwards
This is what I was seeing as well. So this morning I thought I'd try a test. I lowered all FWs dribbling to 15 and raised short passing to 95. I figured it would be okay to raise short passing that high because the ping-pong passing bug only happens with CBs when the CPU has the ball in its end.

Sure enough, that fixed the issue of the FWs who never want to pass. So it's not simply a matter of lowering short passing ratings 20 points lower than dribbling ratings for all players. It means each position -- FW, MF and CB -- needs its own specific formula for determining passing vs dribbling ratings, in order to maximize CPU on-the-ball behaviour.
 
bangus;3442575 said:
Tested it: that value doesn't fix the issue, the CPU still takes short corners almost every time. The really frustrating part is the game programming doesn't allow you to move your players closer to the corner as the second CPU player comes running up to take the short pass. There's an invisible wall that prevents you from running side-by-side with the second CPU player. You hit the wall, then the programming auto-moves your player backwards, allowing the CPU corner-taker to easily pass it off to his teammate.

EDIT: As a test, I raised the CPU's team crossing tactic to 99. It helped somewhat: the CPU only took 6 out of 10 short corners. Not really a viable option though as it obviously makes CPU teams too cross-happy.

One possible fix (?) might be to locate and edit the value that defines the parameters of the invisible wall. Reducing that value would allow you to move closer to the CPU corner taker. I've seen it happen a couple of times that once the second CPU player realizes he can't get close to his corner-taker teammate without you standing there with him, he backs off, after which the corner-taker takes a normal corner.

NEW_PASS_SEARCH does not affect short corners. The issue is in the players and teams tables, but screwing with that messes up the gameplay as a whole.
 
fedeX;3442122 said:
Hi AP, this has nothing to do with your post (i hope it doesnt bother you) but i was wondering. Do you know if there`s any way of modify the referee movement? i mean, a way to make him stay further away of the player with the ball.. cause im tired of keep running onto him >.< annoying!


Thanks!!

(waiting for the full release!!)

You can freeze him using CE, but it isn't very practical.
 

bangus

Starting XI
Fifamonkey2012;3444668 said:
How does the new algos tackle the ball hogging elements, does it lessen that at all?
Very difficult to find a balance that's going to work for all players on all teams. I've been testing this for two days. We know dribbling, passing, and crossing ratings have a particular affect on CPU on-the-ball movement and behaviour. But then so do team tactics (passing and crossing settings).

You can lock in player ratings and team tactics so that players don't hog the ball as you say, and you can create a very balanced and even CPU team playing style. But the moment you change either one of those variables (ratings vs tactics), players start hogging the ball and ping-pong passing again. You pretty much have to set ratings and tactics on a team-by-team basis, otherwise you're going to end up with teams and players that move the ball realistically, and others teams that don't.

Each position on the pitch requires a different set of ratings variables. And those variables need to change depending on the team tactics that are used. FWs dribble more than they pass, that's how the game programming works. So to eliminate FWs hogging the ball, I raised their short passing rating 60 points higher than dribbling. And CBs are programmed to pass more than they dribble, that's why the default game has that awful ping-pong passing bug. I was able to fix all that with rating edits and with team tactics set at a particular level. But the moment I changed team tactics settings, that same CPU team started ping-passing passing again, and the gameplay switched from balanced and realistic to frantic and arcade.

Guess what I'm saying is this is an issue with the core game engine. I doubt any general fix or mass edit is going to eliminate the problem for a lot of teams and players.
 

Fifamonkey2012

Reserve Team
Yes its like a layer within a layer, move one and the other shifts.

Thanks for the description as it puts a better "picture" on it. If this is still the case then I will play as one of those players in Pro (that's the ultimate fix!) or call the ball if they act like fools :) I guess the trade of for this moment vs the overall change so its nothing like Vanilla is a good one no matter what way you look at it.

I will post no more on that subject :)
 
Fifamonkey2012;3444668 said:
Yes indeed, waiting patiently for this update.

How does the new algos tackle the ball hogging elements, does it lessen that at all?
Right now, I have the difference between the dribbling and short passing ratings at 15-22 max. I don't see much ball hogging, but there are some more 1 touch passes than the last version.
SEPAKBOLA;3444280 said:
Sounds very good, AP. Cannot wait. Means I will have to wait to start another CM - but it's well worth it!
It should be, though it's a pain to go through every table again and reedit all the columns to almost match the pre-release version (because of the different base dbs)
I have a few new ideas I'm going to try. Hopefully I can get in all your suggestions.
bangus;3444684 said:
Very difficult to find a balance that's going to work for all players on all teams. I've been testing this for two days. We know dribbling, passing, and crossing ratings have a particular affect on CPU on-the-ball movement and behaviour. But then so do team tactics (passing and crossing settings).

You can lock in player ratings and team tactics so that players don't hog the ball as you say, and you can create a very balanced and even CPU team playing style. But the moment you change either one of those variables (ratings vs tactics), players start hogging the ball and ping-pong passing again. You pretty much have to set ratings and tactics on a team-by-team basis, otherwise you're going to end up with teams and players that move the ball realistically, and others teams that don't.

Each position on the pitch requires a different set of ratings variables. And those variables need to change depending on the team tactics that are used. FWs dribble more than they pass, that's how the game programming works. So to eliminate FWs hogging the ball, I raised their short passing rating 60 points higher than dribbling. And CBs are programmed to pass more than they dribble, that's why the default game has that awful ping-pong passing bug. I was able to fix all that with rating edits and with team tactics set at a particular level. But the moment I changed team tactics settings, that same CPU team started ping-passing passing again, and the gameplay switched from balanced and realistic to frantic and arcade.

Guess what I'm saying is this is an issue with the core game engine. I doubt any general fix or mass edit is going to eliminate the problem for a lot of teams and players.
Very true. EA's programming in this respect is horrible. To get rid of issues, all defenders must have great dribbling and bad short passing, which screws up the realism. I tried to minimize this, but the gap of 15-22 still makes good dribblers good passers and vice versa.
Gh0stm;3444699 said:
AP21 when you will release the final product.ini?
With the next update.
 


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