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FIFA Renaissance 2015: Global Gameplay Package With Specific Addons

Ivsa

Youth Team
As i see it, this year the game is not bad but there is still the 45 and 90 minute, still rain of goals in that period!?
 

bangus

Starting XI
Ivsa;3736858 said:
As i see it, this year the game is not bad but there is still the 45 and 90 minute, still rain of goals in that period!?
Yes I've seen that too, and after a decade of it did we really expect it NOT to be in the game again?
 
Database News

Cheats have always been there, and it's one of my priorities year in and year out to remove them as best I can.

News:
Haven't gotten around to exploring the db in memory today and probably won't because I've almost finished converting my database excel workbooks to this year's game. Probably going in for a test tomorrow and will post the results here if I'm able to test on Saturday.
The test will only include styles for the forwards and midfielders as I haven't gotten around to creating styles for the defenders or GKs yet.
 

bangus

Starting XI
AP, EA changed the positioning logic this year. I went to edit default back 4 roles and positioning, and it doesn't work as it does in previous years. Doing so alters the positioning logic of the opposing team's attacking players for some odd reason, it's very strange.

Just wondering if you would mind giving me a quick overview on editing default player positioning in the formation table by adjusting x y points. I can and will figure it out eventually, but you've already done it and you can save me a lot of testing and re-testing time, lol.
 

aurion17

Senior Squad
Andrea, wonderful news :D

also, if it is possible, could you try and edit the tempo of the game if, say, I wanted to play 45 minute halves in game, with that fantastic code you gave us in the demo thread, this would require the AI passing back and sideways, not just linear attacking and going forward all the time. Finding space for a shot, so instead of finishing a game with 50 shots each (due to the simulation lasting 45 minutes each half), shots could be harder to take because of pressing of the AI and secondary defending as well...

Anyways, I'm very much looking forward to your mod ;)

aurion17
 
bangus;3737652 said:
AP, EA changed the positioning logic this year. I went to edit default back 4 roles and positioning, and it doesn't work as it does in previous years. Doing so alters the positioning logic of the opposing team's attacking players for some odd reason, it's very strange.

Just wondering if you would mind giving me a quick overview on editing default player positioning in the formation table by adjusting x y points. I can and will figure it out eventually, but you've already done it and you can save me a lot of testing and re-testing time, lol.
You mean in the demo, correct? I've yet to edit the positioning values and roles in the formations table because I've been converting player styles, but I'll definitely be playing around with the values to see if there's a sweetspot. That's a weird effect that you mentioned, and I'll be sure to see how to fix it if I can and pm you my findings. Maybe they reversed the position id assignments this year, meaning that 0 is the LS and so on? In FIFA 14 the values and their assignments corresponded like this:

In a generic 4-4-2 formation:
0 = GK
1 = RB
2 = RCB
3 = LCB
4 = LB
5 = LM
6 = LCM
7 = RCM
8 = RM
9 = RS
10 = LS

Could be a demo bug too. Again, I'll take a look and do what /i can.


aurion17;3737769 said:
Andrea, wonderful news :D

also, if it is possible, could you try and edit the tempo of the game if, say, I wanted to play 45 minute halves in game, with that fantastic code you gave us in the demo thread, this would require the AI passing back and sideways, not just linear attacking and going forward all the time. Finding space for a shot, so instead of finishing a game with 50 shots each (due to the simulation lasting 45 minutes each half), shots could be harder to take because of pressing of the AI and secondary defending as well...

Anyways, I'm very much looking forward to your mod ;)

aurion17
Yes, with db editing, the tempo of the game can be slowed to a certain degree, so maybe game speed and buildup can be toned down for 45 minute halves. Right now, I'm slowing everything down for 10 minute halves or so, but I thinking about slowing it down further if possible to accommodate 45 minute halves. I'll let you know if everything works out on that front.

I'm finishing up the db base today before testing. This is on the demo, not the full game, so I'll have to adapt it regardless.
 

bangus

Starting XI
AndreaPirlo21;3737852 said:
That's a weird effect that you mentioned, and I'll be sure to see how to fix it if I can and pm you my findings.
Here's the issue: By default, teams with a 4-back system have roles assigned as RB RCB LCB LB. The problem with that is all CBs in the game - CB RCB LCB - are programmed to never move beyond midfield when their team is in the attacking zone (screen 1 below). They stand at midfield and never join in on the attack, even when their attacking roles and work rates are set on high.

I have fixed this every year by editing and re-assigning back line roles as RWB RB LB LWB. This alters the attack logic and allows these players to join in on the attack. I made my customary edits to the formations and teamplayerlinks tables in the demo, but something has apparently changed. Now my CPU-controlled players appear to "read" that the CPU back line is capable of attacking, so they press up the pitch and stand at midfield themselves, preventing the CPU back line from moving in to attack (screen 2).

Note that in both instances I have my team set at max defend (park the bus tactics). You can see my tactics are working in screen 1 but have no effect at all in screen 2.

 

bangus

Starting XI
aurion17;3737769 said:
also, if it is possible, could you try and edit the tempo of the game if, say, I wanted to play 45 minute halves in game, with that fantastic code you gave us in the demo thread, this would require the AI passing back and sideways, not just linear attacking and going forward all the time. Finding space for a shot, so instead of finishing a game with 50 shots each (due to the simulation lasting 45 minutes each half), shots could be harder to take because of pressing of the AI and secondary defending as well..
Legendary difficulty, 15 minute halfs: at half time 1 shot for the CPU vs 0 for me. I already spent a couple hours of my time explaining to you how to edit your game to accomplish this. Did you even try my suggestions?

 

aurion17

Senior Squad
bangus;3738076 said:
Legendary difficulty, 15 minute halfs: at half time 1 shot for the CPU vs 0 for me. I already spent a couple hours of my time explaining to you how to edit your game to accomplish this. Did you even try my suggestions?


Yeah I did, but didn't see much of a difference :(

I'm still having way too many shots, and far too many tackles, I ended the last game with 21 shots and 15 on target, and 45 tackles and I customised the time to be 17 minute halves, cos it's my lucky number ;)
 
bangus;3738000 said:
Here's the issue: By default, teams with a 4-back system have roles assigned as RB RCB LCB LB. The problem with that is all CBs in the game - CB RCB LCB - are programmed to never move beyond midfield when their team is in the attacking zone (screen 1 below). They stand at midfield and never join in on the attack, even when their attacking roles and work rates are set on high.

I have fixed this every year by editing and re-assigning back line roles as RWB RB LB LWB. This alters the attack logic and allows these players to join in on the attack. I made my customary edits to the formations and teamplayerlinks tables in the demo, but something has apparently changed. Now my CPU-controlled players appear to "read" that the CPU back line is capable of attacking, so they press up the pitch and stand at midfield themselves, preventing the CPU back line from moving in to attack (screen 2).

Note that in both instances I have my team set at max defend (park the bus tactics). You can see my tactics are working in screen 1 but have no effect at all in screen 2.


Could be a demo bug, or it's just a new implementation of the old code by the EA gameplay team. They may have changed the mentality settings this year. Maybe setting attackers to CAM will help, but the downside to that is having strikers position too close to the midfield when a quick counter is needed.

I'll be editing the demo db until I get my copy of FIFA 15; then, I'm going to attempt to convert the slider script and get ready for a dual release of DB and script. Will take a few weeks though, as I'm still pretty busy.
 
Tested out my db mod on the demo today with full player position styles -- all positions are accounted for -- and I can't wait to add this injection to the full game. :D Players passed back a lot when contained, the AI made mistakes, although the pass accuracy was too high (needs to be used in conjunction with the slider script), and most importantly, at least in my book, each player felt like an individual -- not a scripted clone of the next player.

So what I'm looking to improve when I find a good deal on FIFA 15 and port it over:

• Tighten up the defense a bit more -- marking was a bit shabby at times for me, but not for the AI. That might be my playstyle, though, so I dunno.
• Raise the overall of the center backs and GKs a bit.
• Fix a few issues with the INI file I paired with my newly-completed db during the two games I tested it on.

Notables:
• Longshot goal by AI in first game from 35 m or so.
• Many slide tackles from particular players -- Kompany had around 5 slides in the first game I played. Players with the Tackler style will attempt to ground you with tackles when in a desperate situation, such as a potential fastbreak.
• Back passing -- not as much as some would like, yes I know xPr0metheus, this is an easy tweak to make and I'll make it ASAP for the full game release.
Nonetheless, there was a lot more methodical play from the AI. Good dribbler cut around the field before passing, passers frequently received the ball. Some strikers played a False 9 role to perfection, although I don't think Immobile has that playing style, still was nice to witness.

• Attackers get back to defend at times. I saw Aubameyang come all the way back on the wing to defend -- uncharacteristic but this just shows that attackers will now backtrack.
• PES-ish feel to some of the passing from both me and the AI. Again, need to lower the pass accuracy of the AI with my script to balance out the game.

[Stats for the two games I played on WC:]
Liverpool (me) v Man City:
Poss. : 47 to 53
Pass: 83 to 96 (yikes for now ;))
Shots : 15 to 10

Score:
Too many goals for 10 minute halves, but my players and the AI's players got tired.
3-5

Second match:
PSG (me) v Borussia Dortmund
Poss. : 43 to 57
Pass. : 81 to 93
Shots : 18 to 22

Score:
3-2
Got up by 3 early off poor finishing by Dortmund, but they came back to nearly take a draw late.
The defending wasn't too tight, but otherwise a very well fought game with over 70 percent possession in the midfield third of the pitch. That's a stat I want to see because it indicates slow buildup.

There we go. Just a little of what's to expect. Oh, overalls are 10-20 points lower, but the numbers themselves are meaningless. What's important is to look carefully at the player bios and in particular the attributes and traits. This is for Career mode players, and I might include some CM tweaks with the db release.
 

sky

Club Supporter
I really like the idea of randomization. I don't care too much about the other features, because when i play offline career long term, sometimes it gets boring especially when you've built a good team. I like the idea of fate throwing a couple of curveballs at me.

I actually think the CPU AI defending is pretty good on world class, but CPU attacking needs some work. In vanilla game, there are way too many occasions of the CPU attacker just running diagonally on the pitch and just wasting time. If you can tone down the CPU "ball retention" and force the AI to take risks, do more dribbles (even if they fail), and more long range shots that would be great. Tired of spending half the match just chasing the AI around while they run in circles.
 
sky;3740860 said:
I really like the idea of randomization. I don't care too much about the other features, because when i play offline career long term, sometimes it gets boring especially when you've built a good team. I like the idea of fate throwing a couple of curveballs at me.

I actually think the CPU AI defending is pretty good on world class, but CPU attacking needs some work. In vanilla game, there are way too many occasions of the CPU attacker just running diagonally on the pitch and just wasting time. If you can tone down the CPU "ball retention" and force the AI to take risks, do more dribbles (even if they fail), and more long range shots that would be great. Tired of spending half the match just chasing the AI around while they run in circles.
Glad you're into the idea. My db mod will increase the number of longshots (for certain players especially), increase skill moves -- this depends on how the full version implements the strings in the inis, and as a side note, I've been successful in increasing the number of tackles.
Again, once I've got FIFA 15, I'll begin to convert the script and tweak the db, but until then, the project will be on hold. Keep posting ideas that you have in this thread though.
pesfifa76;3739728 said:
yess i whant Futsal Mod
Right now that's last on my list. It may or may not be completed and I'll definitely need some support from graphics modders, etc.
xPr0metheus;3739708 said:
I can't wait to try your mod :-) hopefully with updated rosters. For a good deal look at this page:
http://www.gamekeyfinder.de/games/FIFA_Soccer_15.html
I bought the game for 35 Euro which is an awesome price :-)

Backpassing cheerio :-D

Sent from my SM-G900W8 using Tapatalk

Should be done 1-2 weeks after I get the game but hopefully sooner.
 

x119

Youth Team
AndreaPirlo21, from what I know (and tested with demo) Cheat Engine does not work with Fifa15.
I used it for the speedhack tool inside, but unfortunately it made game crash.
 
x119;3741440 said:
AndreaPirlo21, from what I know (and tested with demo) Cheat Engine does not work with Fifa15.
I used it for the speedhack tool inside, but unfortunately it made game crash.

The debugger didn't attach in the demo? Have you tested CE with the full game?

I'll test the demo sometime this week to make sure script injection works.
 
Good news. I'll have my copy of FIFA 15 at the latest by Wednesday next week.

I've finished the db conversion and now only have to wait to convert the script (if CE works with FIFA 15). Yesterday I spent time working on an ini file so that I can release the db, ini, and script package all at once.
Seems like a lot of lowercase codes have effect this year.
 


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