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[FIFA Immersion Gameplay '13]

masiete09

Club Supporter
Hey AP.. thanks for the db u gave me and the product.ini.. The gameplay now looks more realistic.. I did what u told me regarding the tables i edited.. Thanks a lot mate..
 
fanoflinoa;3478210 said:
Hi AndreaPirlo and thanks again for your great work.

Just a few questions:

-What are the sliders you recommend for your 2.0 Ai and Db?

-How long should the matchs be according to the Gp rhytm(10min halves, 15)?

-I installed your Ai an Db and the Moddingway 1.8, then regenerated, and then i choosed in the MW menu the 4.0 data base, but when lanching the game, the player stats were normal, i guess i made a mistake somewhere.

So in what order do i need to do the things, and what dtabase to choose in the MW menu (or should i let it defaut with no transferts)?


Thanks again for your great work and for your help, have a nice day.

Sliders I would recommend (You can adjust the marking and line sliders to match your tastes.):
0 sprint
48 accel
75 marking
line length 55
10+ minute halves.

Place my db into the db folder and rename it to 4.db, then select it with the MW selector.
danny b;3478245 said:
Use the AP's fifa_ng_db and rename it to any DB you want to replace in MW Selector.

For instance, db 2.0. rename the AP's database to 2.db and replace the MW 2.db in data/db/moddingway (Make a backup of original)

At least that's how i did it
Fifamonkey2012;3478305 said:
In bold will simply overwrite this DB you just installed with moddingways which will simply put it back to normal stats again. Dont choose any DB options in moddingway launcher and simply copy over the current DB file manualy with this one again.

This is based on moddingway but changed an added too for stats and so on.



Damn it I was just about to settle into a new career with 2.0! ... I will wait just a little longer :)
Yep, those are 2 correct ways to do it. You can rename it 2.db or 4.db or just install MW1.8.0 first and replace the MW dbs with mine.

@Fifamonkey2012: Sorry about the confusion. I just found a faster way to update my db, so I thought I would base it on the 1.8.4 update.
masiete09;3478319 said:
Hey AP.. thanks for the db u gave me and the product.ini.. The gameplay now looks more realistic.. I did what u told me regarding the tables i edited.. Thanks a lot mate..

You're welcome, man.
 
Fifamonkey2012;3478492 said:
No need to be sorry mate, I cant wait, any updates are a bonus. ;)

Yeah, I'm releasing the coming version 2.5 as a public testing because there are some new things which are unproven yet.
 

Loki11

Club Supporter
AP, for Michael Corleone's CM files in the OP, where do we put the .ini files? And how do we import the two tables into the DB? Also, I see he released those before 2.0 came out, are they out of date now/superseded by your own changes?
 
Loki11;3478869 said:
AP, for Michael Corleone's CM files in the OP, where do we put the .ini files? And how do we import the two tables into the DB? Also, I see he released those before 2.0 came out, are they out of date now/superseded by your own changes?

ini files in this directory: Game/dlc/dlc_FootballCompEng/dlc/FootballCompEng/data
Use DBM12 to import the tables. His tweak may be slightly off for the 2.0 db, but pretty accurate nonetheless. You can use my playervalues and playerwages with the rest of his other inis, though.
 
Sorry for the delay, but I have the user attackingworkrate fixed it seems. Just a few more things to be tweaked tonight then hopefully a release tomorrow. If anyone has any ideas, send me a pm, it is always appreciated.:biggrinx:
 

fifaCCitiu.com

Senior Squad
AndreaPirlo21;3478137 said:
News on 1.8.4: One more added feature: Attributes are more varied. I based one attrib after a few others. EX. Weight^2 + height <paste into another formula> = strength.
Short passing + vision^2 <paste into another formula> = Long passing . Then, I run into a +- formula to add to the longpassing. Can you guys give me other related attribute clusters? For example, Agility = ballcontrol + dribbling^2. Everything is more realistic and varied after I applied this.

Shot power should be a combination of strength and "coordination".
Agility is pretty physical it can't be a combination of technical attributes, if so, the lower league players will have a low agility.
You should tune technical attributes basing it on a player position.
 

bangus

Starting XI
fifaCCitiu.com;3479179 said:
Shot power should be a combination of strength and "coordination".
There is no coordination rating in the game. Shot power is one of several bizarre ratings EA has programmed into the game. Shot power also detemines pass speed. And because EA by default gives low shot power ratings to most players in the lower leagues, playing a game with lower league teams feels like passing the ball around with 7 year-old pee-wee players, it's ridiculous.

Shot power ratings for all players in the game should be a minimum of 60. And because there's no way to objectively assign shot power ratings to lower league players, that rating should be based primarily on players' size and strength. And maybe even balance and agility.
 

bangus

Starting XI
fifaCCitiu.com;3479179 said:
if so, the lower league players will have a low agility.
They already do: EA's way of "intelligently assigning" player ratings is make all players on top tier teams good in every rating catagory, and all players on lower tier teams lousy in every rating catagory. It's a joke really.
 

StraightFlushin

Club Supporter
fifaCCitiu.com;3479179 said:
Shot power should be a combination of strength and "coordination".
No, that's not at all how it works in real life. Leg strength obviously has something to do with it, but how well you can strike a ball is mostly good technique.
Nobody would say Gerrard is the strongest player on the pitch, but his technique is so good that he can hit one as hard as anybody.
 
StraightFlushin;3479257 said:
No, that's not at all how it works in real life. Leg strength obviously has something to do with it, but how well you can strike a ball is mostly good technique.
Nobody would say Gerrard is the strongest player on the pitch, but his technique is so good that he can hit one as hard as anybody.
Yes, this is one of those attributes that is almost, if not completely, independent. Some others such as Agility can be Reactions + dribbling^2
bangus;3479214 said:
They already do: EA's way of "intelligently assigning" player ratings is make all players on top tier teams good in every rating catagory, and all players on lower tier teams lousy in every rating catagory. It's a joke really.
Yep. Lower league teams should still have relatively good physical stats. Technical attribs are the real difference.
bangus;3479212 said:
There is no coordination rating in the game. Shot power is one of several bizarre ratings EA has programmed into the game. Shot power also detemines pass speed. And because EA by default gives low shot power ratings to most players in the lower leagues, playing a game with lower league teams feels like passing the ball around with 7 year-old pee-wee players, it's ridiculous.

Shot power ratings for all players in the game should be a minimum of 60. And because there's no way to objectively assign shot power ratings to lower league players, that rating should be based primarily on players' size and strength. And maybe even balance and agility.

fifaCCitiu.com;3479179 said:
Shot power should be a combination of strength and "coordination".
Agility is pretty physical it can't be a combination of technical attributes, if so, the lower league players will have a low agility.
You should tune technical attributes basing it on a player position.
Thanks for the ideas, guys.
bangus;3479160 said:
What did you edit to fix that AP?
Attackingworkrates and a new formation table. But here's the problem: Teams force the ball too much now. I think I know how to fix it, so I'll report back if I can. This is the last thing that needs to be done.
 

bangus

Starting XI
AndreaPirlo21;3479265 said:
a new formation table.
Are you saying you're changing individual players' positioning values for each formation in the formations table? I'm asking because this is something I'm interested in testing myself and even helping you with. IMO it's the #1 issue with the default gameplay. It would be a major breakthru if fixed.
 
bangus;3479269 said:
Are you saying you're changing individual players' positioning values for each formation in the formations table? I'm asking because this is something I'm interested in testing myself and even helping you with. IMO it's the #1 issue with the default gameplay. It would be a major breakthru if fixed.

I moved all midfielders in every formation back and edited their attackingdirection, defendingdirection, and roles to 3.
 

bangus

Starting XI
AndreaPirlo21;3479270 said:
I moved all midfielders in every formation back and edited their attackingdirection, defendingdirection, and roles to 3.
I guess I don't understand why you would move them back, I though the problem was that they don't move forward far enough and join the attack when switching to ultra-attacking.

Question: Have you come across the values that keep players' stuck in their assigned attacking/defending areas? Example: MFs never come back into the box to help defend; even DMFs barely ever come back further than the top of their own goal box.
 
bangus;3479273 said:
I guess I don't understand why you would move them back, I though the problem was that they don't move forward far enough and join the attack when switching to ultra-attacking.

Question: Have you come across the values that keep players' stuck in their assigned attacking/defending areas? Example: MFs never come back into the box to help defend; even DMFs barely ever come back further than the top of their own goal box.

I need to move them back to keep the defensive scheme there... but not too far. 0.45 seems to keep a mid fielder at midfield the whole game. Default FIFA has the best examples of low defending workrate and up-the-pitch defensive positioning.
 

bangus

Starting XI
AP, question regarding fieldpositionboundingboxes table. When I created my bounding box table in order to be able to move players anywhere on the pitch, I edited the x0, x2, y0 and y2 values. But there are 4 more values in that table which I never tested (x1, x3, y1 and y3). Do you know what those values do and what they're for? Is it possible they determine how far up/down the pitch each position will move? I can test that myself but I thought I'd first ask if you know, might save me some time.
 

realchelsea

Club Supporter
You should also lower goalkeeper abilities. In real life there are not as big differences between top goalkeepers and goalkeepers playing in worse leagues as they are in Fifa
 


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