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FIFA Renaissance 2015: Global Gameplay Package With Specific Addons

campeador

Reserve Team
Andrea, i have an idea, one set of variables changed after more than one second in the first half of the game (maybe in a high range) and another set for the second half (1 second like now) in a lower range. It is assumed that players are more tired and more prone to mistakes in the second half. Let`s say a script like above for a 6 minutes game/8 mintes/10 minutes. I mean, the first and second set in the same script. Could you make this?
 
campeador;3751422 said:
Andrea, i have an idea, one set of variables changed after more than one second in the first half of the game (maybe in a high range) and another set for the second half (1 second like now) in a lower range. It is assumed that players are more tired and more prone to mistakes in the second half. Let`s say a script like above for a 6 minutes game/8 mintes/10 minutes. I mean, the first and second set in the same script. Could you make this?

Yeah, this is possible. Might make it a pain to create user interface given my low skill level with Lua, but I'll try to implement this when I have time.

So like this then? Hypothetically:

First half:

Sprint: 15 - 40
Accel: 38 - 52 // Let me know what range would be proper for these two and I'll test it out to make sure it doesn't feel too sluggish.
Pass error: 60 - 99 /* The reason for this is that any lower for the AI and not much error is noticeable.*/
Pass speed: 35 - 95 // Reasonably biased toward the high end because players have more energy.
Marking : 35 - 99 // Once again, chance for mental errors early on but won't be as pronounced as in the late stages of the game.


Randomization every 2-3 seconds.
// I need to make sure this increment is suitable for a good amount of variety.

etc.

Second half:


Sprint : 5 - 35

Accel : 35-48
Pass error : 75 - 99 // For the AI when they get closer to the goal and attempt through passes.
Pass speed : 25 - 80 // Slower
Marking : 25-90 // Lower

Randomization every second or so.


etc.
 

campeador

Reserve Team
AndreaPirlo21;3751604 said:
Yeah, this is possible. Might make it a pain to create user interface given my low skill level with Lua, but I'll try to implement this when I have time.

So like this then? Hypothetically:

First half:

Sprint: 15 - 40
Accel: 38 - 52 // Let me know what range would be proper for these two and I'll test it out to make sure it doesn't feel too sluggish.
Pass error: 60 - 99 /* The reason for this is that any lower for the AI and not much error is noticeable.*/
Pass speed: 35 - 95 // Reasonably biased toward the high end because players have more energy.
Marking : 35 - 99 // Once again, chance for mental errors early on but won't be as pronounced as in the late stages of the game.


Randomization every 2-3 seconds.
// I need to make sure this increment is suitable for a good amount of variety.

etc.

Second half:


Sprint : 5 - 35

Accel : 35-48
Pass error : 75 - 99 // For the AI when they get closer to the goal and attempt through passes.
Pass speed : 25 - 80 // Slower
Marking : 25-90 // Lower

Randomization every second or so.


etc.

YES, you got the point, I guarantee you this will be awesome. ;)
 
campeador;3751611 said:
YES, you got the point, I guarantee you this will be awesome. ;)

Okay, but I don't have an ETA for the addition of this feature. Once I get some simple speed customization done, I think I'll add this as an addon or a separate config for those who wish to use it. By the end of today, I should have a list of what elements of the GUI will be included in the release and some details on the mechanisms of the first script (FIFARS 1.0a) so that you guys can give feedback on what needs changing or improvement in that area.
 

huhu

Club Supporter
Great mod! only 1 question. Is it normal that its really easy even on legendary? Im average player but beats the cpu like 10-0 every game with this mod :|
 
huhu;3751780 said:
Great mod! only 1 question. Is it normal that its really easy even on legendary? Im average player but beats the cpu like 10-0 every game with this mod :|

I don't think it should be that easy, but hey, this script dumbs down on EA's cheats that give the illusion of a fair difficulty. When the customization version comes out, users will be able to edit the game script to suit their ability levels. I'll assume that the AI defense was sluggish in your case? Increasing marking and accel will work then. Still seems weird that the AI would let in 10 goals on legendary. ;) Try out the other difficulties too, or use an ini in conjunction with this patch.
 

regularcat

Manager
Moderator
AndreaPirlo21;3751380 said:
Happy to hear it, RC. I'm working on the speed customization this week for sprint speed and accel, but team tactics editing will have to wait a bit more. I'm still uncertain over whether the current team tactics addresses actually have an effect or are just placebos. Regardless, editing the db through memory is one of my priorities once the first standalone version is completed.

sprint speed should be somewhere between 1 and 20, pass speed between 20 and 40.

acceleration between 40 and 48.

default sprint and pass speeds are too fast and because of them being so fast they speed up play and take away from build up play.

the slower the pace of players and passes makes the cpu play a smarter pass also leading to build up play.

with slower passes more interceptions will occur making more of a midfield type play possible as well player pace being slower to keep them from getting up pitch too quickly.

marking should be between 60 and 85, no less and no higher, too low and the defense becomes a mess, too tight players will just pass the ball around aimlessly because they don't have enough space to cross or shoot.

passing errors should be similar to what you had mentioned, especially at half pitch and the attacking 3rd.

we can get into line height, length and width later.

if i knew how to manipulate your script i would attempt it myself.
 
I'm working on creating a Settings.ini for customization purposes, so no worries there. I'll definitely adopt the speed range you listed and the marking range for the defensive fifth and the mid defensive fifth. Also, I'll lower the minimum for the pass speed range and maybe the upper boundary too, but for me atleast, it's nice to see a greater variety in pass speeds because of the need for urgency in some situations.

Here comes that sorta long-ish discussion over the specifics of the last version:

--> I have the field split into five pieces:

1. defending fifth
2. mid-defending fifth
3. mid fifth
4. mid-attacking fifth
5. attacking fifth

According to where the ball is on the field and who has possession, all the sliders randomize within different ranges. Some, as I mistakenly pointed out before, do not need to be randomized on defense because they have no impact -- pass error, pass speed, shot speed, shot error, etc.

The same can be said of some other sliders on offense -- gk ability, line width, line height, line length, marking, etc.

So, after I cut all that out and add in one more variable:

If the AI or User's marking, line height, line width sliders are polarized toward the min or max values, then the AI or user in possession receives a speed boost, accompanied by increased pass, shot, and first touch error. This was present in the first version, but may not have been tangible enough and I'm wondering if it should be removed or its effects amplified. Let me know.

There we have it. That's just a brief overview as the current script has 600 + lines or conditional code, and this is one reason why customization could be difficult to implement.

Didn't have time to actually start coding this stuff today, but I've gotten a plan down.

Quick GUI plan:

Main window (form):
• Enable/disable button •
• About button with instructions •
• Customize button, which:
opens up a new window with options pertaining to what sliders to enable randomization for and a button that leads to a new window for the customization of the slider ranges within each fifth of the field. (new window for each fifth.)
• Save button that saves all changes to the Settings.ini.
• Possibly other .ini's that have different schemes, such as Campeador's earlier suggestion.

Any suggestions for the GUI elements or arrangement ideas are welcomed.
 

regularcat

Manager
Moderator
AndreaPirlo21;3751815 said:
I'm working on creating a Settings.ini for customization purposes, so no worries there. I'll definitely adopt the speed range you listed and the marking range for the defensive fifth and the mid defensive fifth. Also, I'll lower the minimum for the pass speed range and maybe the upper boundary too, but for me atleast, it's nice to see a greater variety in pass speeds because of the need for urgency in some situations.

i can agree with you if you are talking the higher the speed the higher the error, which will be hard to achieve unless you can somehow work them in sync.

AndreaPirlo21;3751815 said:
Here comes that sorta long-ish discussion over the specifics of the last version:

--> I have the field split into five pieces:

1. defending fifth
2. mid-defending fifth
3. mid fifth
4. mid-attacking fifth
5. attacking fifth

According to where the ball is on the field and who has possession, all the sliders randomize within different ranges. Some, as I mistakenly pointed out before, do not need to be randomized on defense because they have no impact -- pass error, pass speed, shot speed, shot error, etc.

The same can be said of some other sliders on offense -- gk ability, line width, line height, line length, marking, etc.

So, after I cut all that out and add in one more variable:

If the AI or User's marking, line height, line width sliders are polarized toward the min or max values, then the AI or user in possession receives a speed boost, accompanied by increased pass, shot, and first touch error. This was present in the first version, but may not have been tangible enough and I'm wondering if it should be removed or its effects amplified. Let me know.


the 5th plan is fine and makes more sense, especially if you get into the database where aggression can be controlled.

what you say shouldn't be randomized should be randomized, you never know when you will lose possession for example, you want those sliders changing constantly rather then them changing after possession is gained.

you may intercept the ball and accidentally mash the shoot button, the ball may somehow make it on goal, with that change just before the turnover gk ability may have randomized to it's lowest value in the range and the ball may go in because the gk was sleeping which wouldn't happen otherwise.

the last variable is a good variable as long as the speed boost isn't too much as dribbling with better players is easy to do, and if you dribble into the goal those error sliders are useless.

AndreaPirlo21;3751815 said:
There we have it. That's just a brief overview as the current script has 600 + lines or conditional code, and this is one reason why customization could be difficult to implement.

Didn't have time to actually start coding this stuff today, but I've gotten a plan down.

Quick GUI plan:

Main window (form):
• Enable/disable button •
• About button with instructions •
• Customize button, which:
opens up a new window with options pertaining to what sliders to enable randomization for and a button that leads to a new window for the customization of the slider ranges within each fifth of the field. (new window for each fifth.)
• Save button that saves all changes to the Settings.ini.
• Possibly other .ini's that have different schemes, such as Campeador's earlier suggestion.

Any suggestions for the GUI elements or arrangement ideas is welcomed.

customization is good and very good if we can plug in our own value ranges.
 
regularcat;3751817 said:
i can agree with you if you are talking the higher the speed the higher the error, which will be hard to achieve unless you can somehow work them in sync.



the 5th plan is fine and makes more sense, especially if you get into the database where aggression can be controlled.

what you say shouldn't be randomized should be randomized, you never know when you will lose possession for example, you want those sliders changing constantly rather then them changing after possession is gained.

you may intercept the ball and accidentally mash the shoot button, the ball may somehow make it on goal, with that change just before the turnover gk ability may have randomized to it's lowest value in the range and the ball may go in because the gk was sleeping which wouldn't happen otherwise.

the last variable is a good variable as long as the speed boost isn't too much as dribbling with better players is easy to do, and if you dribble into the goal those error sliders are useless.



customization is good and very good if we can plug in our own value ranges.
See the thing is with possession changes in this game, the address that prints which team has possession in the form of a zero or a one can tell what team will end up with the ball around a second or so before the team actually obtains possession (Evidence of scripting? I dunno as of now), so if my script were checking every second or less, the old condition would change to the new one as appropriate, making randomization of those sliders useless except for maybe up to one second.
I can still do it, it would just make customization a bit harder.

For speed, I won't make the range maximum too high -- just a little above the defending team's sprint/accel (+-5). Now run frequency and other sliders relating to fast attacks will initialize upon this condition.

In addition, as I forgot to mention, if I fail to get a GUI with range input boxes working, those who wish to customize may have to resort to editing the Settings.ini manually, so I'll try to provide ample documentation and comments for each line in that ini file if it comes to this.
 

huhu

Club Supporter
I don't think it should be that easy, but hey, this script dumbs down on EA's cheats that give the illusion of a fair difficulty. When the customization version comes out, users will be able to edit the game script to suit their ability levels. I'll assume that the AI defense was sluggish in your case? Increasing marking and accel will work then. Still seems weird that the AI would let in 10 goals on legendary. Try out the other difficulties too, or use an ini in conjunction with this patch.

Damn, forgot i left a ini file with 0.50 difficulty after playing with a friend whos not so good on fifa, set it back to 1.00 now its much better.

Keep up the good job, cant imagine going back to vanilla anymore after couple games.
 
fifajoy;3751973 said:
what about camera settings .. combined with your mod will affect gameplay .. ?
Nope, as xPrometheus said.
huhu;3751919 said:
Damn, forgot i left a ini file with 0.50 difficulty after playing with a friend whos not so good on fifa, set it back to 1.00 now its much better.

Keep up the good job, cant imagine going back to vanilla anymore after couple games.
Ah, I was worried for a second there. :D Glad you're having a good experience with the patch.

So:
I'll have the customization options for the settings.ini ready today or tomorrow and I may release the standalone version with only the manual (through the settings.ini, much like editing a FIFA .ini file :)) customization feature first because I don't have any estimate on when I'll finish the GUI, which may have over 6 windows with 50 options each... Tell me if you would like to try out this "manual customization" version in the near future ... -or- ... wait for the full GUI version, one that may take weeks for completion because of my limited time in the coming weeks.
 

massimuccio63

Youth Team
AndreaPirlo21;3752408 said:
So:
I'll have the customization options for the settings.ini ready today or tomorrow and I may release the standalone version with only the manual (through the settings.ini, much like editing a FIFA .ini file :)) customization feature first because I don't have any estimate on when I'll finish the GUI, which may have over 6 windows with 50 options each... Tell me if you would like to try out this "manual customization" version in the near future ... -or- ... wait for the full GUI version, one that may take weeks for completion because of my limited time in the coming weeks.

too hard waiting for weeks. ;)
I'm really curious to try the "manual customization" (Y)
 
massimuccio63;3752418 said:
too hard waiting for weeks. ;)
I'm really curious to try the "manual customization" (Y)

Had the first test with values read from the Settings.ini and everything is working fine. Needs a few tweaks here and there and I have yet to implement the ability for the user to enable/disable sliders, but I will start creating this feature when I edit the GUI. For now, if you wish to disable the randomization of certain sliders, edit both min and max of the slider you wish to freeze to be the same value, whatever that may be.

I'm prioritizing on a few more tweaks, looking into player ratings and team tactics, and main form GUI edits before releasing this weekend.
 
dazzer169;3752971 said:
..good luck with the update Andrea Pirlo, there are lots of us behind you on this, keep up the great work!!

Thanks, so far, I have only two options on the edit panel: Load the settings.ini for user editing, and "Refresh" (save and apply) the settings that the user changes to the script in runtime, so if you had the game open and the script running and you changed the ini, you wouldn't have to back out, edit, and save before testing.

Tomorrow, I'll probably add the option to enable/disable certain sliders, and make some final tweaks before release. Oh, and I increased the timer interval to 3 secs -- better result (might allow the user to set the interval too. :)).

Hoping to post a solid base release tomorrow. Stay tuned.
 
Sorry, had no time today and yesterday :( , but I will for the remainder of the week, so I'll add the final two features and release when it's ready.

Those two features are of course:

- Campeador's suggestion.
- Massimuccio63's suggestion for the ability to toggle sliders.

The rest needs to be tweaked a bit because the defense is a bit shabby as of now.
 

Mick-S

Youth Team
must say although this is probably the best Fifa ever, your script has made it even better, so thanks for all your hard work, much appreciated.
 


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