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[MOD] FIFA Immersion Gameplay '14 by AndreaPirlo21

Okay, I will be working on the ball physics CE tool today and through the weekend.
I'll update if all this is possible here, so stay tuned in.
 

Chopsticks

Club Supporter
Does this gameplay file help with the following,

a.) Crosses & Heading problem, ie to easy to score headers?
b.) Compatible with Modding way patch?
c.) Compatible On-Line? or do we have to remove the files 1st?

Thanks in advance
 

campeador

Reserve Team
Chopsticks;3584827 said:
Does this gameplay file help with the following,

a.) Crosses & Heading problem, ie to easy to score headers?
b.) Compatible with Modding way patch?
c.) Compatible On-Line? or do we have to remove the files 1st?

Thanks in advance

a) headers are still there..
b)yes
c)yes
 

johncmcleod

Youth Team
Two questions...

I didn't read all 33 pages of the thread but I searched for the word 'regen' and 'develop' and couldn't find anything. I'm trying to pick between this patch and gameplayzer's (or unmodded) and my concern is that when you play a career mode the regens will be very different from the original players and incompatible with the patch's gameplay, and that this might happen to the original players, too, as they develop. Has anyone tested this deep into career mode?

My other question is that I will add a few new players that weren't in the database for some reason. From my understanding, you have to have a clean moddingway database (a version prior to 1.0, which has a new database) to install this patch (or is that incorrect?), so I'd have to create the new players afterwards. Can I send their stats to you and have you calculate them according to your mod (or add them in the game and send you the database if that's easier)?

Thanks so much and this looks like a terrific patch with a lot of work put into it.

One more question: if we have the newest moddingway (version 1.01), would this mod work? My guess is that it wouldn't because the newest moddingway has a new DB (4.0) but I just wanted to make sure.
 
johncmcleod;3585035 said:
Two questions...

I didn't read all 33 pages of the thread but I searched for the word 'regen' and 'develop' and couldn't find anything. I'm trying to pick between this patch and gameplayzer's (or unmodded) and my concern is that when you play a career mode the regens will be very different from the original players and incompatible with the patch's gameplay, and that this might happen to the original players, too, as they develop. Has anyone tested this deep into career mode?
You could use gameplazer's career files with this. I haven't prioritized on CM yet, but plan to later on.
My other question is that I will add a few new players that weren't in the database for some reason. From my understanding, you have to have a clean moddingway database (a version prior to 1.0, which has a new database) to install this patch (or is that incorrect?), so I'd have to create the new players afterwards. Can I send their stats to you and have you calculate them according to your mod (or add them in the game and send you the database if that's easier)?
Sure, but I'm not creating a new db for another 2-3 weeks tops.


Thanks so much and this looks like a terrific patch with a lot of work put into it.

One more question: if we have the newest moddingway (version 1.01), would this mod work? My guess is that it wouldn't because the newest moddingway has a new DB (4.0) but I just wanted to make sure. It would not be fully compatible: no new transfers, and missing graphics so I wouldn't recommend this. I believe my last db was based on a moddingway base db >= version 0.8.
I've got other projects which I want to continue with first, and just to note on the ball physics trainer: I found some ball physics addresses in CE, but didn't see my intended effect after changing them. It seems that all is possible though.
Responses in red.
 
I'm going to take a break from all this editing. For one, it's getting really busy in my life, and for the other, I haven't been able to accomplish what I intended this year yet. It's been a little frustrating that my spare time isn't producing good results, so see you guys soon hopefully. Thanks for the support.
 
Making a comeback soon. Hope all is well with everyone. I'll be editing in my spare time, so don't expect me to respond promptly to all questions. If anything has changed since I left, can someone fill me in? Thanks.
 
Waldo1639;3675507 said:
I'll fill you with news... Arsenal won a trophy (H)

hehe, good to see you back.

Haha, yeah. Congrats to the Gunners! I've been thinking up a fresh way to get FIFA players to match their real life counterparts. It worked in NBA 2k14, so hopefully I can recreate that sort of gameplay through db editing in FIFA. I'm actually more excited to edit the attribdb files and create CE trainers again. Have any FIFA updates since last winter changed the gameplay noticeably?
 

Robalex

Youth Team
andreapirlo21;3675523 said:
haha, yeah. Congrats to the gunners! I've been thinking up a fresh way to get fifa players to match their real life counterparts. It worked in nba 2k14, so hopefully i can recreate that sort of gameplay through db editing in fifa. I'm actually more excited to edit the attribdb files and create ce trainers again. Have any fifa updates since last winter changed the gameplay noticeably?

glad to have you back!!
 
Waldo1639;3675867 said:
About updates, no, no updates changed the gameplay noticeably. Problems that were, still exists.
Cool, that means EA has just sat back on a mound of cash and smoked a pipe the whole winter. If you guys want, post me a list of what you want fixed -- specific issues. I've got a wonderful project that I'm cooking up today. Will report back here if all is possible. I think it'll release the game from some of its scripting and create more fluid and random situations.
Robalex;3675818 said:
glad to have you back!!

Thanks, bro. Hopefully some of my new ideas work out this time.
 

Waldo1639

Senior Squad
Have you saw World Premier League? It's gameplay is pretty close to "that something". I guess players want more fouls, long shots and balls with more variety of situations from AI.

hehe, sounds simply. It's not. I know.

Sliders can make difference though, but they are limited in many ways. If you change the db, that would pull all Career tweaks, which is another load of work.
 
Waldo1639;3676067 said:
Have you saw World Premier League? It's gameplay is pretty close to "that something". I guess players want more fouls, long shots and balls with more variety of situations from AI.

hehe, sounds simply. It's not. I know.

Sliders can make difference though, but they are limited in many ways. If you change the db, that would pull all Career tweaks, which is another load of work.

My idea actually revolves around manipulating sliders -- but -- dynamically. I've found the addresses for sliders in CE and I hope to somehow write a script that inputs random numbers in a certain range for user and cpu sliders during the game. Also, maybe a script that changes defensive and offensive shape and workrates depending on the ball position. Counters would be more venomous and fluid, and more players will make runs the further you advance the ball towards the opponent's goal. I know how to balance variety with user control, so there won't be anger inducing moments, if you know what I mean. The CPU should have a great amount of variety in its play, but less so for the player. The player should have full control over the game with only a tinge of machine-induced error here and there. Today, I'm going to also attempt to change CPU Team Tactics, like build-up, ccpassing, buspassing, etc., dynamically (Through that menu in team management), so teams will attack slowly at times and bomb it down field at others, all within the team styles already established, of course. I'm sure that if all of this works, and I make a nice complementary database/product.ini combo, we'll have something very special. No game will be the same, no situation will be the same.
 

Robalex

Youth Team
The way you've described your ideas looks fantastico :innocent_smile_1:

Me, like some others, like to see only how CPU develops when playing other CPU teams (CPU vs CPU). I think we are a statistic/probabilistic kind of guys I guess.

So that's why I'm still using your rna.ini file with some lines adjustments taken from paulv2k4 mainly to provide home team a little "plus" over visiting team (CPU AI home/away difficulty 0.57 vs 0.69 as an example) to provide final "real results" when playing at home or away.

Any changes you can do or achieve to make gameplay more real we'll appreciate a lot. Bare in mind above and please keep players movement soft, some times I found them too "electric" with or without the ball
 
Robalex;3676229 said:
The way you've described your ideas looks fantastico :innocent_smile_1:

Me, like some others, like to see only how CPU develops when playing other CPU teams (CPU vs CPU). I think we are a statistic/probabilistic kind of guys I guess.

So that's why I'm still using your rna.ini file with some lines adjustments taken from paulv2k4 mainly to provide home team a little "plus" over visiting team (CPU AI home/away difficulty 0.57 vs 0.69 as an example) to provide final "real results" when playing at home or away.

Any changes you can do or achieve to make gameplay more real we'll appreciate a lot. Bare in mind above and please keep players movement soft, some times I found them too "electric" with or without the ball

Thanks for your comment, Rob. Now I haven't gotten conclusive evidence that this will work yet, and mainly because I'm not a programmer, learning how to edit the CE trainer that will randomize sliders within a range may not be possible in the short run.
I'm going to test the team traits and ratings part soon, and am starting on a new db and rna/product/cl .ini method.

If there is anything else in particular that you would like to see, let me know.
 

MrRonald2796

Youth Team
Welcome back!

I think the lack of fouls by the CPU, the way the CPU executes the corners (always thrown to the penalty area, never passing to the nearest player ) and the percentage of fouls made by the user that hit the AI players (rarely in game) are the things that I find wrong, aside of the ones already mentioned
 
MrRonald2796;3676250 said:
Welcome back!

I think the lack of fouls by the CPU, the way the CPU executes the corners (always thrown to the penalty area, never passing to the nearest player ) and the percentage of fouls made by the user that hit the AI players (rarely in game) are the things that I find wrong, aside of the ones already mentioned

Thanks, Ronald. Fouls have been a headache for every gameplay maker for some time, so I don't think there's much you can do. Ideally, lunging tackles and slide tackle fouls should be abundant, but the most you can basically do is raise aggression, lower tackling, and hope for push-pull fouls by shielding the ball from the opponent and watching them wrestle you with their hands. User fouls are just as bad. FIFA seems to make tackle success unrealistically high so there won't be fouls every 30 seconds -- interruptions from the flow of the game that some players may not enjoy.

The corner kick problem you mentioned is tied to busbuildupspeed in the teams table. Low values = large amount of short corners and the converse for many long corners. If the dynamic sliders and team tactics method I am trying out works, there might be a possibility for diverse pass distribution from corners, but try setting all teams' buildupspeeds to somewhere around 40 or 50 in the teams table in the database for now. You should see a variety of different corner kicks -- a good balance of short or long.
 

Robalex

Youth Team
Thanks bro, yes, I'd like to see players moving softly as paulv2k4's rna.ini achieved, I'd like to see those soft movements, passing, runs but with the rest of what you have inside your file!. But sadly I couldn't make it, I do not know exactly what was it inside his file, maybe ACCELERATION and SPRINTSPEED=0... or PHYSICAL_AGILITY=-200 or probably the "[CPUAI] AWAY_DIFFICULTY=0.001; HOME_DIFFICULTY=0.001" :willis: couldn't figured out.

Another problem comes when I install the other files of yours: "attribdbgameplay" and "attribdb" the game speed turns too fast, not nice to watch
 


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