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Improving simulation results and league tables

Gonira

Club Supporter
UPDATED: 3 NOV 2016


this is some heavy editing i made to simsettings.ini so simulated results would get more realistically varied. it probably took me at least 200 simulated seasons to get to this point. it's hard, because some values influence the results in misterious ways.

features of these tweaks:

- goals per game average increased from 2.5 to 2.7 goals, to better reflect top european leagues.

- widened range of possible scores. in vanilla game, there's an exaggerated predominance of "average" scores, like 1-1, 2-1, 2-0... this is because vanilla simsettings has a narrow range of possible scoring chances for each team. i slightly increased the ammount of chances to make the average score a bit higher and i drastically increased the gap between minimum and maximum chances. you'll still get an overwhelmingly higher frequency of "normal" low scores, but, as in real life, there will be (rare but) eventual funny scores like 5-3, 6-2, 7-1, and a reasonable ammount of 4-1, 4-0, 3-2.

- significantly lower home advantage. simulating an away game in vanilla fifa is pretty much the same as losing a game, because home advantage is too exaggerated. i was able to bring this down to realistic levels (this only affects home advantage in simulated games, it has nothing to do with gameplay).

- realistic point distribution in league tables. fifa was set in a way that makes reaching european spots harder than it should, and also being relegated "harder" than it should, because table points are too much spread towards the extremes (too big of a gap between strong and weak teams). with my settings, in a 38-round league, it's usually 80-90 points for winning the league, some 70 points to ucl, some 60 to europa league and mid to high 30's to avoid relegation. very close to the usual setup of these leagues irl.


here is how to have all of these things:

1. see if there's a simsettings.ini file into your FIFAxx\Game\dlc\dlc_FootbalCompEng\dlc\FootballCompEng\data folder. if there isn't, you have to extract it from data1.big


2. save these values into the "score" section of simsettings:
[SCORE]
NUM_SCALES = 8 // Number of different scales between teams to use, max is currently 10
SCALE_1 = 1.0 // Scale of quality values.
SCALE_2 = 2.0
SCALE_3 = 3.0
SCALE_4 = 4.0
SCALE_5 = 5.0
SCALE_6 = 6.0
SCALE_7 = 10.0
SCALE_8 = 100.0 // Final value is stupidly high to capture any hangover

MIN_CHANCES_STRONG_1 = 0
MIN_CHANCES_STRONG_2 = 0
MIN_CHANCES_STRONG_3 = 1
MIN_CHANCES_STRONG_4 = 1
MIN_CHANCES_STRONG_5 = 1
MIN_CHANCES_STRONG_6 = 1
MIN_CHANCES_STRONG_7 = 1
MIN_CHANCES_STRONG_8 = 1

MAX_CHANCES_STRONG_1 = 7
MAX_CHANCES_STRONG_2 = 7
MAX_CHANCES_STRONG_3 = 7
MAX_CHANCES_STRONG_4 = 7
MAX_CHANCES_STRONG_5 = 8
MAX_CHANCES_STRONG_6 = 8
MAX_CHANCES_STRONG_7 = 9
MAX_CHANCES_STRONG_8 = 9

MIN_CHANCES_WEAK_1 = 0
MIN_CHANCES_WEAK_2 = 0
MIN_CHANCES_WEAK_3 = 0
MIN_CHANCES_WEAK_4 = 0
MIN_CHANCES_WEAK_5 = 0
MIN_CHANCES_WEAK_6 = 0
MIN_CHANCES_WEAK_7 = 0
MIN_CHANCES_WEAK_8 = 0

MAX_CHANCES_WEAK_1 = 6
MAX_CHANCES_WEAK_2 = 5
MAX_CHANCES_WEAK_3 = 5
MAX_CHANCES_WEAK_4 = 4
MAX_CHANCES_WEAK_5 = 4
MAX_CHANCES_WEAK_6 = 3
MAX_CHANCES_WEAK_7 = 3
MAX_CHANCES_WEAK_8 = 2

this is the table that determines possible scoring chances for the favourites and underdogs in several degrees. with the way i widened the gap between minimum and maximum chances, we now have at the same time the introduction of the eventual funny scores that would just never happen before, and also an added randomness that helps with tightening the gap in results of strong vs weak teams.


3. now save these values into the "influence" section of simsettings:

[INFLUENCE] // How much the data affects the outcome
RATING = 73 // The Team Rating
HOMEADV = 6 // Home Advantage
FOG = 0 // Funny Old Game Factor - The 'OMG, I don't believe that happened' factor
COMPETITION = 13 // The comparison of a team verus the competition quality
ENERGY = 0 // The players energy levels affect on match day overall
MATCHIMPORTANCE = 2 // How important is the game affects commitment level
DOMESTICPRESTIGE = 6 // How domestic prestige affects the match overall

PRESTIGEMULTIPLER = 6 // Multiply by 5 to get it out of 100 instead

this is the table that dictates what criteria the game will use to determine the relative strenght of the teams in each match. what i did in these values was mostly toning down the extreme randomness created by the widening of the score table. this was a pain to set, because not every value does what you'd expect them to do and in some cases they even work backwards. these changes alone would have adverse effects in a default score table, the two work in conjunction (this is why, for example, i have homeadv set to 6 while it's 4 in vanilla, but the end result is still a much weaker home field advantage).


4. regenerate.


5. keep an open mind for possible upsets/unusual results. with scorelines more open to chance, just like in real life, they WILL happen, especially in cups. i simulated several seasons with these settings to sanity-check the results and it's working quite well. barça is still barça, juve is still juve, but you know our funny sport...


as i just said, these tweaks can be applied to ongoing careers, with immediate effects. if you try them, please express your feelings!
you're welcome! =)
 
Last edited:

rique

Senior Squad
Gonira;3964637 said:
hi. i know this comes very late in fifa 14's life, but better late than never.

i did some tweaks to improve the simulated results and spread league table points more realistically. i tried regularcat's, fidel's and fifaccitu's approaches on their edits, but i found some options to improve it further.


main problems with vanilla game:

- too big of a gap between good and bad teams. in real life, europa league classification zone is usually on the 60's-point area and you should need something between 30 and 40 points to avoid relegation (considering a 38-round league). in fifa 14, these number are a bit more towards the extremes, which induces us to finish mid-table in our careers more often than we should.

- domestic prestige has too much influence over the results. you'll always see the same 6 teams at the top 6 of the premier league. you'll always see the very same teams at the ucl's late stages. the promoted and relegated teams in any league will almost always be the same.

- home advantage is exaggerated. if you simulate an away game, you're screwed.


this tweak fixes most of these issues. here's what you should do:

- see if there's a simsettings.ini file into your FIFA14\Game\dlc\dlc_FootbalCompEng\dlc\FootballCompEng\data folder. if there isn't, you should extract it from data1.big

- copy these values to the "influence" tab of simsettings:



you may need to regenerate after that.


what this does:

- cuts domestic prestige influence by half. i had to go cautious on this, because if i went too far, some teams like barcelona and bayern would start to get mid-table results on their leagues, but these values here are safe.

- makes home advantage more realistic (tones it down).

- puts emphasis on energy levels of the teams when determining the result of a match. this randomizes things a bit so weaker teams get more wins. i tried this with f.o.g. but it didn't work so well (it's too mild). the same problems of domestic prestige too low appear if energy is too high. 6 is safe. 7 is alright but can make some funny things start to happen. i tried 8 and borussia moenchengladbach won the champions league oO

you're welcome!

Great to have you here Gonira. I'm on Operation Sports as well. I've just released a beta of the 2016-17 season patch. Check it out. The full upload with new kits, balls adboards and previews is 3gb and will be available for upload this weekend.
 

Gonira

Club Supporter
hey man! saw your post there, thanks for your work! i usually go with moddingway's, but i can give yours a try, why not? is there a thread already?

i saw your mp about transfers and coaching stints but i believe i don't have the knowledge i'd need to help you with that, i'm sorry.
 

rique

Senior Squad
Gonira;3964991 said:
hey man! saw your post there, thanks for your work! i usually go with moddingway's, but i can give yours a try, why not? is there a thread already?

i saw your mp about transfers and coaching stints but i believe i don't have the knowledge i'd need to help you with that, i'm sorry.
OK. No prob. No need to aplogize. Its not a competition. You can use either. Its 14-17 patch. HeHerehttp://www.soccergaming.com/forums/showthread.php?t=194821&page=14
 

Gonira

Club Supporter
i'm glad you appreciate it, man =)

i have some other tweaks, but i shared them in the o.s. thread dedicated to my fifa 14 sliders. partly because some of them are specific for the set and partly because the thread was my most accessed internet intervention ever, so even though it's all quite dead there right now, i think it's likely more people would see it if it's there.

http://www.operationsports.com/foru...4-old-gen-sliders-manual-legendary-15min.html

check the first post if you wish, there might be something new that you find useful. i explained what i changed and what the changes do.
 

rique

Senior Squad
Gonira;3965140 said:
i'm glad you appreciate it, man =)

i have some other tweaks, but i shared them in the o.s. thread dedicated to my fifa 14 sliders. partly because some of them are specific for the set and partly because the thread was my most accessed internet intervention ever, so even though it's all quite dead there right now, i think it's likely more people would see it if it's there.

http://www.operationsports.com/foru...4-old-gen-sliders-manual-legendary-15min.html

check the first post if you wish, there might be something new that you find useful. i explained what i changed and what the changes do.

Hey, man. Can the patch files for 16-17 season be uploaded to that site?
 

Gonira

Club Supporter
hello! i totally revamped the settings, with even better results. changes and explanation are in the op.
 

rique

Senior Squad
Gonira;3966683 said:
hello! i totally revamped the settings, with even better results. changes and explanation are in the op.

Great work Gonira. I'll test it soon as well.
 

Gonira

Club Supporter
thank you, rique!

the results are much more realistic with these tweaks. there is still some limitations with scoring, though. i compared a league season with real life data and i'm getting too many 2-1, 2-0 and 3-1 and too few 0-0. and no team is scoring more than 4 goals in any game. i think that if i keep the balance in the score table but increase the difference between minimum and maximum chances, i can fix this. i'm looking into it now.

you can already use it as it is though. this file can be changed in the middle of a season and it only affects the games simulated after the changes are applied.
 

rique

Senior Squad
Gonira;3966706 said:
thank you, rique!

the results are much more realistic with these tweaks. there is still some limitations with scoring, though. i compared a league season with real life data and i'm getting too many 2-1, 2-0 and 3-1 and too few 0-0. and no team is scoring more than 4 goals in any game. i think that if i keep the balance in the score table but increase the difference between minimum and maximum chances, i can fix this. i'm looking into it now.

you can already use it as it is though. this file can be changed in the middle of a season and it only affects the games simulated after the changes are applied.

I will definitately be grabbing it.
 

Gonira

Club Supporter
it works. i'm seeing a range and frequency of different scores that reflect real life much better, it will make for a much more immersive career mode. i'll have to find a sweet spot yet where draws are still as frequent as they should though. and i'll probably have to reconfigure the influence section again, the bigger range of possible scores randomizes results by itself, closing the gap between strong and weak teams.
 

Gonira

Club Supporter
damn! it was hard! i widened the gap in scoring chances and it worked wonders, now i see every kind of result in a realistic frequency. but this totally broke my previous influence settings, so i had to start all over again, from scratch. huge trial and error effort. but it's done. final settings updated in the op.
 

Gonira

Club Supporter
i just updated some very slight changes to the "score" table. the intention was reducing the frequency of 4-0 and 4-1 scores and increasing the 1-1's and 2-2's a bit, for more realism on the scoreline distribution (before, i overdid it a little) and to mantain a healthy ammount of draws. the frequency of upsets was also reduced, but the change is slight.


this is the scorelines frequency i got from a simulated premier league with these settings. if you compare this to real life in some site like fcstats.com or something, you'll probably be surprised:

0-0 (27x)
1-0 (69x)
1-1 (36x)

2-0 (62x)
2-1 (49x)
2-2 (16x)

3-0 (31x)
3-1 (21x)
3-2 (17x)
3-3 (3x)

4-0 (11x)
4-1 (7x)
4-2 (10x)
4-3 (1x)

5-0 (8x)
5-1 (3x)
5-2 (1x)
5-3 (3x)

6-0 (1x)
6-2 (1x)
6-4 (1x)


if you're wondering why this adds to 378 games, it's because i suck at counting =D
 

Gonira

Club Supporter
uomomagnetico;3969268 said:
could you upload your simsettings.ini file or how ectravt it?

Inviato dal mio LG-H635 utilizzando Tapatalk

hi. open notepad, copy this text and save it as simsettings.ini in fifa14\game\dlc\dlc_footballcompeng\dlc\footballcompeng\data


[SIM_SETTINGS]
NUMPLAYERSONPITCH = 11 // Number of players on the pitch
REGULARTIME = 90 // In regular time, number of minutes to simulate to
EXTRATIME = 30 // In extra time, number of minutes to simulate to
NUMPENS = 5 // Number of penalties for each team before sudden death

[ASSERTS]
WEIRDSCORE = 0 // 0 - Don't assert on weird scores, 1 - do assert on weird scores
WEIRDSCOREOVR = 5 // Classifies as a weird score if overall difference is greater than this and lost
WEIRDMATCHRATING = 0 // 0 - Don't assert on weird match ratings, 1 - do assert on weird match ratings
WEIRDMATCHRATINGVAL= 30 // Classifies as a weird match overall if it is less than this value

[SCORE]
NUM_SCALES = 8 // Number of different scales between teams to use, max is currently 10
SCALE_1 = 1.0 // Scale of quality values.
SCALE_2 = 2.0
SCALE_3 = 3.0
SCALE_4 = 4.0
SCALE_5 = 5.0
SCALE_6 = 6.0
SCALE_7 = 10.0
SCALE_8 = 100.0 // Final value is stupidly high to capture any hangover

MIN_CHANCES_STRONG_1 = 0
MIN_CHANCES_STRONG_2 = 0
MIN_CHANCES_STRONG_3 = 1
MIN_CHANCES_STRONG_4 = 1
MIN_CHANCES_STRONG_5 = 1
MIN_CHANCES_STRONG_6 = 1
MIN_CHANCES_STRONG_7 = 1
MIN_CHANCES_STRONG_8 = 1

MAX_CHANCES_STRONG_1 = 7
MAX_CHANCES_STRONG_2 = 7
MAX_CHANCES_STRONG_3 = 7
MAX_CHANCES_STRONG_4 = 7
MAX_CHANCES_STRONG_5 = 8
MAX_CHANCES_STRONG_6 = 8
MAX_CHANCES_STRONG_7 = 9
MAX_CHANCES_STRONG_8 = 9

MIN_CHANCES_WEAK_1 = 0
MIN_CHANCES_WEAK_2 = 0
MIN_CHANCES_WEAK_3 = 0
MIN_CHANCES_WEAK_4 = 0
MIN_CHANCES_WEAK_5 = 0
MIN_CHANCES_WEAK_6 = 0
MIN_CHANCES_WEAK_7 = 0
MIN_CHANCES_WEAK_8 = 0

MAX_CHANCES_WEAK_1 = 6
MAX_CHANCES_WEAK_2 = 5
MAX_CHANCES_WEAK_3 = 5
MAX_CHANCES_WEAK_4 = 4
MAX_CHANCES_WEAK_5 = 4
MAX_CHANCES_WEAK_6 = 3
MAX_CHANCES_WEAK_7 = 3
MAX_CHANCES_WEAK_8 = 2

[CARD]
MAX_CARDS = 4 // Max number of cards in a game
PERC_CHANCE = 75 // Chance of a yellow card in the game
PERC_DROP = 18 // Chance drop for every subsequent yellow card
CHANCEOF_RED = 4 // Percentage chance of a red card being brandished
CHANCEOF_TWOREDS = 1 // Percentage chance of receiving two reds in a game

[SUB]
BELOWPAR = 2 // How much below the average a player should be considered for a sub
MAKESUBPERC_GK = 1 // How likely the sub is to be made if the decisions are matched for a GK
MAKESUBPERC_DEF = 45 // - a defender
MAKESUBPERC_MID = 95 // - a midfielder
MAKESUBPERC_ATT = 90 // - an attacker

[INJURY]
MAX_INJURIES = 2 // Possible maximum number of injuries in a game
PERC_CHANCE = 16 // Percentage chance of an injury in a game
PERC_DROP = 15 // Percentage drop change of injury. So first injury = PERC_CHANCE, after that PERC_CHANCE - ( PERC_INJDROP * injury count)
PERC_LIGHT = 80 // Percentage chance of injury being LIGHT severity ( LIGHT+MEDIUM+SEVERE should add up to 100 )
PERC_MEDIUM = 15 // Percentage chance of injury being MEDIUM severity ( LIGHT+MEDIUM+SEVERE should add up to 100 )
PERC_SEVERE = 5 // Percentage change of injury being SEVERE severity ( LIGHT+MEDIUM+SEVERE should add up to 100 )
ENGYDRP_LIGHT_MIN = 10 // Minimum amount of energy drop for a light injury
ENGYDRP_LIGHT_MAX = 30 // Maximum amount of energy drop for a light injury
ENGYDRP_MEDIUM_MIN = 35 // Minimum amount of energy drop for a medium injury
ENGYDRP_MEDIUM_MAX = 55 // Maximum amount of energy drop for a medium injury
ENGYDRP_SEVERE_MIN = 60 // Maximum amount of energy drop for a severe injury
ENGYDRP_SEVERE_MAX = 90 // Maximum amount of energy drop for a severe injury

[FATIGUE] // How the players get tired
MAXENERGY = 100 // Maximum energy a player can have
GKADJUST = 75 // Adjustment to energy for a GK
STAMINAINF = 100 // Percentage influece stamina has
FATIGUEBASE = 21 // The base value of stamina lost per game.

[INFLUENCE] // How much the data affects the outcome
RATING = 73 // The Team Rating
HOMEADV = 6 // Home Advantage
FOG = 0 // Funny Old Game Factor - The 'OMG, I don't believe that happened' factor
COMPETITION = 13 // The comparison of a team verus the competition quality
ENERGY = 0 // The players energy levels affect on match day overall
MATCHIMPORTANCE = 2 // How important is the game affects commitment level
DOMESTICPRESTIGE = 6 // How domestic prestige affects the match overall

PRESTIGEMULTIPLER = 6 // Multiply by 5 to get it out of 100 instead

[FOG]
RANGE = 5 // Difference between the two teams before the FOG factor is applied

[INCIDENTS]
MAX = 40 // Max number of goal/card/injury incidents to be created
SQUADSIZE = 20 // If available squad size is this value, then try to avoid injuring players

[MATCH_RATINGS]
MAXRATING = 100
SENDINGOFF = -10
TEAMWIN = 8 // Amount they gain for team winning, if it says 2 it means 0.2
TEAMLOSS = -5 // Amount they lose for team losing, if it says 2 it means 0.2
PERCMINSPLAYED = 90
RANDOMINC = 6

BASE_DEF = 61
BASE_MID = 60
BASE_ATT = 60
BASE_GK = 62

GOAL_DEF = 10
GOAL_MID = 9
GOAL_ATT = 10
GOAL_GK = 9

ASSIST_DEF = 10
ASSIST_MID = 9
ASSIST_ATT = 9
ASSIST_GK = 9

CONCEDED_DEF = -3
CONCEDED_MID = -3
CONCEDED_ATT = 0
CONCEDED_GK = -4

CLEANSHEET_DEF = 5
CLEANSHEET_MID = 4
CLEANSHEET_ATT = 0
CLEANSHEET_GK = 6

// ID Values for Attributes
// ------------------------
// 0 = PLAYER_ATTRIBUTE_ACCELERATION,
// 1 = PLAYER_ATTRIBUTE_SPRINT_SPEED,
// 2 = PLAYER_ATTRIBUTE_AGILITY,
// 3 = PLAYER_ATTRIBUTE_BALANCE,
// 4 = PLAYER_ATTRIBUTE_JUMPING,
// 5 = PLAYER_ATTRIBUTE_STAMINA,
// 6 = PLAYER_ATTRIBUTE_STRENGTH,
// 7 = PLAYER_ATTRIBUTE_REACTIONS,
// 8 = PLAYER_ATTRIBUTE_AGGRESSION,
// 9 = PLAYER_ATTRIBUTE_TACTICAL_AWARENESS,
// 10 = PLAYER_ATTRIBUTE_POSITIONING,
// 11 = PLAYER_ATTRIBUTE_VISION,
// 12 = PLAYER_ATTRIBUTE_BALL_CONTROL,
// 13 = PLAYER_ATTRIBUTE_CROSSING,
// 14 = PLAYER_ATTRIBUTE_DRIBBLING,
// 15 = PLAYER_ATTRIBUTE_FINISHING,
// 16 = PLAYER_ATTRIBUTE_FREE_KICK_ACCURACY,
// 17 = PLAYER_ATTRIBUTE_HEADING_ACCURACY,
// 18 = PLAYER_ATTRIBUTE_LONG_PASSING,
// 19 = PLAYER_ATTRIBUTE_SHORT_PASSING,
// 20 = PLAYER_ATTRIBUTE_MARKING,
// 21 = PLAYER_ATTRIBUTE_SHOT_POWER,
// 22 = PLAYER_ATTRIBUTE_POWER_SHOT_ACCURACY, // long shots
// 23 = PLAYER_ATTRIBUTE_STANDING_TACKLE,
// 24 = PLAYER_ATTRIBUTE_SLIDING_TACKLE,
// 25 = PLAYER_ATTRIBUTE_VOLLEYS,
// 26 = PLAYER_ATTRIBUTE_CURVE,
// 27 = PLAYER_ATTRIBUTE_PENALTIES,
// 28 = PLAYER_ATTRIBUTE_GK_DIVING,
// 29 = PLAYER_ATTRIBUTE_GK_HANDLING,
// 30 = PLAYER_ATTRIBUTE_GK_KICKING,
// 31 = PLAYER_ATTRIBUTE_GK_REFLEXES,
// 32 = PLAYER_ATTRIBUTE_GK_POSITIONING,
//
// Career Mode Values
// 100 = FORM

[SHOOTING_ATTRIBS]
NUMATTRIBS = 5 // Number of attributes
ATTRIB_1 = 17 // 17 = Heading
ATTRIB_2 = 15 // 15 = Finishing
ATTRIB_3 = 9 // 9 = Tac Awareness
ATTRIB_4 = 22 // 22 = Long Shots
ATTRIB_5 = 100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause )

VALUE_0 = 5 // Value 0 is the influence of position
VALUE_1 = 5 // Heading influence on shooting
VALUE_2 = 66 // Finishing influence on shooting
VALUE_3 = -10 // Tactical Awareness influence on shooting
VALUE_4 = 9 // Long Shots
ENERGY = -5 // Influence energy has on shooting

POS_1 = 2 // Pos settings, is the bias towards positions for incidents
POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
POS_3 = 0
POS_4 = -1

[ASSIST_ATTRIBS]
CHANCEOFASSIST = 65 // How likely a goal is to have an assister
NUMATTRIBS = 5 // Number of attributes
ATTRIB_1 = 11 // 11 = Vision
ATTRIB_2 = 13 // 13 = Crossing
ATTRIB_3 = 19 // 19 = Short Passing
ATTRIB_4 = 8 // 8 = Aggression
ATTRIB_5 = 100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause )

VALUE_0 = 5 // Value 0 is the influence of position
VALUE_1 = 47 // Vision influence on assisting
VALUE_2 = 7 // Crossing influence on assisting
VALUE_3 = 21 // Short Passing influence on assisting
VALUE_4 = -15 // Aggression influence on assisting
ENERGY = -5 // Influence energy has on assisting

POS_1 = 1 // Pos settings, is the bias towards positions for incidents
POS_2 = 2 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
POS_3 = 0
POS_4 = 3

[CARDING_ATTRIBS]
NUMATTRIBS = 6 // Number of attributes
ATTRIB_1 = 8 // 8 = Aggression
ATTRIB_2 = 2 // 2 = Agility
ATTRIB_3 = 5 // 5 = Stamina
ATTRIB_4 = 23 // 23 = Standing Tackle
ATTRIB_5 = 24 // 24 = Sliding Tackle
ATTRIB_6 = -100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause )

VALUE_0 = 5 // Value 0 is the influence of position
VALUE_1 = 45 // Aggression infuence on carding
VALUE_2 = -5 // Agility influence on carding (negative means low attribute = more influence)
VALUE_3 = -10 // Stamina influence on carding
VALUE_4 = 10 // Standing Tackle influence on carding (negative means low attribute = more influence)
VALUE_5 = 20 // Sliding Tackle influence on carding (negative means low attribute = more influence)
ENERGY = -5 // Influence energy has on carding

POS_1 = 0 // Pos settings, is the bias towards positions for incidents
POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
POS_3 = 2
POS_4 = -1

[INJURY_ATTRIBS]
NUMATTRIBS = 7 // Number of attributes
ATTRIB_1 = 8 // 8 = Aggression
ATTRIB_2 = 2 // 2 = Agility
ATTRIB_3 = 3 // 3 = Balance
ATTRIB_4 = 7 // 7 = Reactions
ATTRIB_5 = 5 // 5 = Stamina
ATTRIB_6 = 6 // 6 = Strength
ATTRIB_7 = 24 // 24 = Sliding Tackle

VALUE_0 = 5 // Value 0 is the influence of position
VALUE_1 = 10 // Aggression influence on carding
VALUE_2 = -10 // Agility influence on carding (negative means low attribute = more influence)
VALUE_3 = -10 // Balance influence on carding (negative means low attribute = more influence)
VALUE_4 = -5 // Reactions influence on carding (negative means low attribute = more influence)
VALUE_5 = -25 // Stamina influence on carding (negative means low attribute = more influence)
VALUE_6 = -10 // Strength influence on carding (negative means low attribute = more influence)
VALUE_7 = -5 // Slide Tackle influence on carding (negative means low attribute = more influence)
ENERGY = -20 // Influence energy has on carding

POS_1 = 1 // Pos settings, is the bias towards positions for incidents
POS_2 = 2 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
POS_3 = 0
POS_4 = 3

[PENALTY_ATTRIBS]
NUMATTRIBS = 2 // Number of attributes
ATTRIB_1 = 27 // 27 = Penalties
ATTRIB_2 = 15 // 15 = Finishing

VALUE_0 = 0 // Value 0 is the influence on position
VALUE_1 = 75 // Penalties influence on penalty ability
VALUE_2 = 25 // Finishing influence on penalty ability
ENERGY = 0 // Influence energy has on penalty ability

POS_1 = 2 // Pos settings, is the bias towards positions for incidents
POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3
POS_3 = 0
POS_4 = 3

[SCORER_WEIGHT]
WEIGHT_1 = 0 // Weighting setting for Scorers
WEIGHT_2 = 1
WEIGHT_3 = 3
WEIGHT_4 = 5
WEIGHT_5 = 9
WEIGHT_6 = 12
WEIGHT_7 = 19
WEIGHT_8 = 29
WEIGHT_9 = 48
WEIGHT_10 = 71
WEIGHT_11 = 100

[ASSIST_WEIGHT]
WEIGHT_1 = 0 // Weighting setting for Assist
WEIGHT_2 = 1
WEIGHT_3 = 3
WEIGHT_4 = 5
WEIGHT_5 = 7
WEIGHT_6 = 12
WEIGHT_7 = 21
WEIGHT_8 = 32
WEIGHT_9 = 50
WEIGHT_10 = 70
WEIGHT_11 = 100

[CARD_WEIGHT]
WEIGHT_1 = 0 // Weighting setting for Cards
WEIGHT_2 = 1
WEIGHT_3 = 3
WEIGHT_4 = 7
WEIGHT_5 = 15
WEIGHT_6 = 25
WEIGHT_7 = 40
WEIGHT_8 = 55
WEIGHT_9 = 70
WEIGHT_10 = 85
WEIGHT_11 = 100

[INJURY_WEIGHT]
WEIGHT_1 = 0 // Weighting setting for Injuries
WEIGHT_2 = 1
WEIGHT_3 = 5
WEIGHT_4 = 12
WEIGHT_5 = 21
WEIGHT_6 = 30
WEIGHT_7 = 40
WEIGHT_8 = 55
WEIGHT_9 = 70
WEIGHT_10 = 85
WEIGHT_11 = 100

[PENALTY_WEIGHT]
WEIGHT_1 = 0 // Weighting setting for Penalties
WEIGHT_2 = 1
WEIGHT_3 = 3
WEIGHT_4 = 5
WEIGHT_5 = 10
WEIGHT_6 = 15
WEIGHT_7 = 25
WEIGHT_8 = 35
WEIGHT_9 = 50
WEIGHT_10 = 70
WEIGHT_11 = 100

regenerate after this.
 

Gonira

Club Supporter
Just gotta say I tested these tweaks in FIFA 18 and even though simsettings has the same vanilla parameters as FIFA 14, it didn't work well at all, things got messy and even worse than vanilla.

It looks like there's some hard coded stuff in simulation logic which makes titles different from one another.

This also seems to be the case with older current-gen titles. So, opposed to what I said in the OP (which I've edited now), no, these settings don't work for FIFA 15/16, they're exclusive to old-gen.

Sorry for the bump. Anyway, I think the thread deserves it. Settings still hold up pretty well. Points needed to win leagues might be a bit lower than current reality (some 85 points for top leagues on average), but all the rest is perfect and much more realistic than vanilla.
 


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