• This is a reminder of 3 IMPORTANT RULES:

    1- External self-promotion websites or apps are NOT allowed here, like Discord/Twitter/Patreon/etc.

    2- Do NOT post in other languages. English-only.

    3- Crack/Warez/Piracy talk is NOT allowed.

    Breaking any of the above rules will result in your messages being deleted and you will be banned upon repetition.

    Please, stop by this thread SoccerGaming Forum Rules And Guidelines and make sure you read and understand our policies.

    Thank you!

Immersion Gameplay: Football for Real

fifaCCitiu.com;3302019 said:
Let me tell you some things about gameplay.
In exe there a very few codes that working in original game. Using a disassembler some of them are function call, some other costant declaration, and very few other are parameter good for the real game (I remember one parameter for keeper position near post, useful to help the keeper to cover better the post near him).
So to change really the gameplay of this game you have to edit the database for every player.
Example, you need to lower tackling and marking skill for forward,wings and midfielder, in order to have more fouls because in original database they have high values, then you have to increase shot power to the offensive player to have more longshots, then you have to raise crosses over dribbling attributes to see the players crossing the ball in the box.
Then, there are some traits in the DB that should be activated for more player, even in lower division, and last of these, you have to edit the teamstyles in the teams table in your DB.
After you do that you can say that you really changed the gameplay.
Why this? Because FIFA is an ATTRIBUTE BASED game. So the player style depends exclusivemently by his attributes.

I have found some DB codes in the .exe that tweak slide tackling. I lowered these pretty far, but I think all tackling codes have to coincide with one another perfectly to achieve fouls from the AI.
BTW, just a few things that I have learned from editing:

Increasing tackle values not only ups how many tackles the AI attempts, but it also ups the tackling ability of the AI. Thus, you get either less tackles (ex. 4, but 2 fouls) or more tackles (ex. 14, but 1 foul) FIFA tacking AI is by default very close to perfect.
I'm still going to tweak these to find the best results.
 

fifacana

Club Supporter
AndreaPirlo21;3302110 said:
I have found some DB codes in the .exe that tweak slide tackling. I lowered these pretty far, but I think all tackling codes have to coincide with one another perfectly to achieve fouls from the AI.
BTW, just a few things that I have learned from editing:

Increasing tackle values not only ups how many tackles the AI attempts, but it also ups the tackling ability of the AI. Thus, you get either less tackles (ex. 4, but 2 fouls) or more tackles (ex. 14, but 1 foul) FIFA tacking AI is by default very close to perfect.
I'm still going to tweak these to find the best results.

I'm trying your better defense version. so far very very good. fouls are becoming balanced now.

I will test more matches later today and report back. thanks. :dance:
 

regularcat

Manager
Moderator
fifaCCitiu.com;3302019 said:
Let me tell you some things about gameplay.
In exe there a very few codes that working in original game. Using a disassembler some of them are function call, some other costant declaration, and very few other are parameter good for the real game (I remember one parameter for keeper position near post, useful to help the keeper to cover better the post near him).
So to change really the gameplay of this game you have to edit the database for every player.
Example, you need to lower tackling and marking skill for forward,wings and midfielder, in order to have more fouls because in original database they have high values, then you have to increase shot power to the offensive player to have more longshots, then you have to raise crosses over dribbling attributes to see the players crossing the ball in the box.
Then, there are some traits in the DB that should be activated for more player, even in lower division, and last of these, you have to edit the teamstyles in the teams table in your DB.
After you do that you can say that you really changed the gameplay.
Why this? Because FIFA is an ATTRIBUTE BASED game. So the player style depends exclusivemently by his attributes.

this is very true, which is why for 11 you seen my patches databases consisted of the best player (messi) being a 50 overall & everyone fell in line behind him, i didnt do this this year because everyone was unhappy w/ the lower ratings eventhough it made the gameplay true to life.

the lines about the exe & disassembling are also very true as this is what i have been doing, i have codes i know work & some that dont just so i know who is using my data when they create a patch (just lets me know who is using my patch as a base for their own).

truthfully the only codes that really work in the ini files are the codes in all uppercase structure, the lowercase doesnt work, but people swear they do when i know they dont (i know because i will clear out the entire ini of all codes except lower case & see no changes in gameplay).

lowering tackling does work, but it doesnt create more fouls, the foul system is bugged, i have been trying all year to get decent foul counts & the file im currently working on i cant get the cpu to foul no less then 3x & foul no more than 8x a match regardless of the clubs playing.

gameplay patches must be a total balance of all values which is hard to do, when you change 1 another must be changed too.

good luck to all those creating gameplay patches, now that we have 2 new editors plus fidel i cant finally retire & not have to deal w/ the pressure of providing a file that can suit everyones taste & simply focus on my own for myself.
 

Ivsa

Youth Team
RC respects for your db and gameplay patch's, i used them as long as i could and i personally think they ware the best, of course your db was needed for full effect, and i loved it, but then came the transfers, so i transferd to different db, and gameplay patch, as your did not work very well with different db, all mayor team played the same, and it was not right, so for everyone that ****ted on your DB, kick their ass, and just continue with your brilliant work!?

PS: I personally would like very much that you make your db and gameplay patch for FIFA 13, as it seems that the structure and editing will be same as in FIFA12, i hope for your stats edited db in FIFA13!?
 
Ivsa;3302200 said:
RC respects for your db and gameplay patch's, i used them as long as i could and i personally think they ware the best, of course your db was needed for full effect, and i loved it, but then came the transfers, so i transferd to different db, and gameplay patch, as your did not work very well with different db, all mayor team played the same, and it was not right, so for everyone that ****ted on your DB, kick their ass, and just continue with your brilliant work!?

PS: I personally would like very much that you make your db and gameplay patch for FIFA 13, as it seems that the structure and editing will be same as in FIFA12, i hope for your stats edited db in FIFA13!?

I also liked Regularcat's DB. It made the game feel real in terms of speed and tackling. Keep it up RC(Y)
BTW, I will make a GP for 13, if I get it.
 

Ivsa

Youth Team
Here is my opinion, and things to address in next updates:

So far gameplay seems very nice, i like it, players pass around, short & long passes, wrong passes, etc, its nice, but there are few things to address:

1. The thing that annoy me the most is that "right analog flick" has far to much effect, i play with CPU marking on 100 and even so its annoying, in 95% situations the correct flick will get you around the defender and in goal scoring opportunity, i think that you need to correct this ASAP, its ruining pretty good gameplay patch

2. CPU and my AI controlled defenders have a few issues, first, they do not mark, they stand near the player but not on him (they stand few meters from opponent, but its like they do not care if he will receive the ball, and then when he receive it, then they move on him), i hope that you are getting what am i saying, if the defenders ware a bit more aggressive before the opponent receive the ball, it would be nice, also when opponent is leading an attack with 2-3 players that are playing short double passes, my players like beserk on player that is leading the ball, 2-3 of my players attack him, instead they should play "zone", one attack, and the other cover the opponents without the ball
(dont get me wrong, there are situations like above when CPU plays my defenders outh with passes, and etc, butt to many times is by stupidity of my player that are like flies on a light)

3. CPU player tend to have "burst of speed" when the ball is played to them especially if its a trough pass, my defender is 3-4 meter away from ball, opponent is maybe 8-10 and he gets it easily, i know that in some situations opponent striker is in full speed and my defender is caught off balance with the pass and then he gets the ball, but this "burst of speed" tend to happen pretty often, i feel like the computer is cheating obviously

4. Goalkeeper changes are very nice, but i thing its to much in some situations, few times i kicked a ball with volley from 12-15 meter form goal, and the keeper just deflects them (i know that its possible for keeper to make a save, but 5 out of 6 is to much), personally i think that changes are to exaggerated for away strong shots/volley's, etc, keeper tend to deflect them to easily.
The changes on one on one actions, and trough balls and similar stuff are very nice, and i like them very much.
But, there is also one pretty much annoying thing, the lob passes, its like the keeper dont see them, ball falls about a meter and a half from keeper, he does nothing and the opponent players just smashes the ball in goal (also this is very possible in real life, but in situations very opponent is running on flank without the pressure from the defenders and then crosses strong mid-low/mid-high ball that is to fast for keeper to react, and then the striker just smashes the ball in goal), but its annoying when C. Ronaldo plays the lob pass from half of my side of the pitch from flank, ball fly 5-6 seconds then falls 1 meter from keeper and then someone smashes the ball in goal, and my keeper looks like he is staring in the sun

Overall the gameplay is very nice, but there are a few thing that bugs it, fix the over exaggerated effect for "right analog flick", and the keepers reactions on lob passes and it will be perfect.

PS: I hope that im not bugging you, i just want to help you make this gameplay patch better!?
 
Ivsa;3302380 said:
Here is my opinion, and things to address in next updates:

So far gameplay seems very nice, i like it, players pass around, short & long passes, wrong passes, etc, its nice, but there are few things to address:

1. The thing that annoy me the most is that "right analog flick" has far to much effect, i play with CPU marking on 100 and even so its annoying, in 95% situations the correct flick will get you around the defender and in goal scoring opportunity, i think that you need to correct this ASAP, its ruining pretty good gameplay patch

2. CPU and my AI controlled defenders have a few issues, first, they do not mark, they stand near the player but not on him (they stand few meters from opponent, but its like they do not care if he will receive the ball, and then when he receive it, then they move on him), i hope that you are getting what am i saying, if the defenders ware a bit more aggressive before the opponent receive the ball, it would be nice, also when opponent is leading an attack with 2-3 players that are playing short double passes, my players like beserk on player that is leading the ball, 2-3 of my players attack him, instead they should play "zone", one attack, and the other cover the opponents without the ball
(dont get me wrong, there are situations like above when CPU plays my defenders outh with passes, and etc, butt to many times is by stupidity of my player that are like flies on a light)

3. CPU player tend to have "burst of speed" when the ball is played to them especially if its a trough pass, my defender is 3-4 meter away from ball, opponent is maybe 8-10 and he gets it easily, i know that in some situations opponent striker is in full speed and my defender is caught off balance with the pass and then he gets the ball, but this "burst of speed" tend to happen pretty often, i feel like the computer is cheating obviously

4. Goalkeeper changes are very nice, but i thing its to much in some situations, few times i kicked a ball with volley from 12-15 meter form goal, and the keeper just deflects them (i know that its possible for keeper to make a save, but 5 out of 6 is to much), personally i think that changes are to exaggerated for away strong shots/volley's, etc, keeper tend to deflect them to easily.
The changes on one on one actions, and trough balls and similar stuff are very nice, and i like them very much.
But, there is also one pretty much annoying thing, the lob passes, its like the keeper dont see them, ball falls about a meter and a half from keeper, he does nothing and the opponent players just smashes the ball in goal (also this is very possible in real life, but in situations very opponent is running on flank without the pressure from the defenders and then crosses strong mid-low/mid-high ball that is to fast for keeper to react, and then the striker just smashes the ball in goal), but its annoying when C. Ronaldo plays the lob pass from half of my side of the pitch from flank, ball fly 5-6 seconds then falls 1 meter from keeper and then someone smashes the ball in goal, and my keeper looks like he is staring in the sun

Overall the gameplay is very nice, but there are a few thing that bugs it, fix the over exaggerated effect for "right analog flick", and the keepers reactions on lob passes and it will be perfect.

PS: I hope that im not bugging you, i just want to help you make this gameplay patch better!?

Thanks for the feed Ivsa:) I will fix these in my spare time. I haven't experience the problem you have with the goalkeeper. Even without calling the goalkeeper out, he will automatically attempt to intercept the long-ball. I know how to fix the right analog problem. As for speed burst, I think that is just a matter of decreasing AI acceleration to 47 with the in-game sliders.
What version of my Gameplay are you using? The latest version with better defense is the best imo.
 

paulv2k4

Youth Team
AndreaPirlo21;3302540 said:
As for speed burst, I think that is just a matter of decreasing AI acceleration to 47 with the in-game sliders.

No. This is because you have put the difficulty to +100 for every team (ability wise) therefore giving the opposition an advantage in every situation.
 
paulv2k4;3302687 said:
No. This is because you have put the difficulty to +100 for every team (ability wise) therefore giving the opposition an advantage in every situation.

I haven't changed any team's difficulty. The problem is that EA's default, encrypted codes cause the legendary level AI to have a speed burst. All my physical attributes are lower than the default. Furthermore, there are no Team skill sliders.
 
Soon, I will be making a completely new beta gameplay from scratch. Hopefully, this one can address more problems correctly and provide a different feel to FIFA 12.
 

regularcat

Manager
Moderator
hey bro, how much of this patch is using my values for the parameters ?

i ask because i have fixed some of the issues some of your testers are speaking of.
 
regularcat;3302820 said:
hey bro, how much of this patch is using my values for the parameters ?

i ask because i have fixed some of the issues some of your testers are speaking of.

Basically no codes have your values. You can download, and see for yourself.
 
Here are things I will fix in the next update:

GK comes out automatically.
Slower AI build-up.
Speed-burst and knock-on problem.
 

bangus

Starting XI
AndreaPirlo21;3302710 said:
The problem is that EA's default, encrypted codes cause the legendary level AI to have a speed burst. All my physical attributes are lower than the default. Furthermore, there are no Team skill sliders.
Just set Mentality Change, Morale Change, Emotion Change and Home And Away effects all to 0. Completely eliminates CPU boosts/cheats on all difficulty levels.
 

bangus

Starting XI
AndreaPirlo21;3303090 said:
Slower AI build-up.
That's one of the biggest issues with this series every year, the game plays like end-to-end football ping-pong. I'll be interested in seeing what you do with the product file to accomplish that. The only way I've found to do that is to edit the db and mass edit all teams' buildup speed tactics.
 
bangus;3303654 said:
Just set Mentality Change, Morale Change, Emotion Change and Home And Away effects all to 0. Completely eliminates CPU boosts/cheats on all difficulty levels.

Yes, but it also won't be as realistic as far as mentality is concerned. Players will be numb to different situations.
This speed-burst problem can be fixed by lowering AI's acceleration to 47 with the in-game sliders. As far as I know, it only happens on legendary.
 


Top