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[MOD] FIFA Immersion Gameplay '14 by AndreaPirlo21

Fifamonkey2012

Reserve Team
Hi,

I just had time to test this using my imported slider table, really liking now how the build up play is much more coherent on teams. Ball in mid field gets passed around very well. Played 15 mins halves and only getting 1-0 2-2 scores so thats always good.

Not so much pass, pass, pass, fiddle on ball, pass, pass, ball hog (for not much reason) fumble, counter attack ... pass, pass attach lob. Now its build up and ball can stay mid field with pass backs for much more, also seems as if AI are "thinking" before reflex passing too. I played England V Germany and some parts of the marking (100) and the build up, the pass backs and steady mid field play acted very much like I saw on the recent England game. They were well marked and couldn't push forward so lots of 1-2 at half line (without getting trapped in that fifa13 triangular pass bullshit).

BTW these are my test sliders for AI V AI and player although player settings might want to be higher for some.

Full manual/15 min halves/highest difficulty

User & CPU

Sprint Speed - 35
Acceleration - 46
Shot Error - 53
Pass Error - 53
Shot Speed - 46
Pass Speed - 46
Injury Frequency - 55
Injury Severity - 52
Goalkeeper Ability - 100
Marking - 100
Run Frequency - 50
Line Height - 0
Line Length - 50
Line Width - 100
Fullback Positioning - 55
First touch - 48

power bar 35

EDIT: updated slider (in bold) after playing more.

This maybe more "playing mud" for some, but for me looking overal of player positions speed and running overall it much more lifelike, but may change.

The only things I would mention is some way to make AI use "protect the ball" more. So far both vanilla and here (not your mod but a request) when Ai get in close quarters with on another they normal foot plant or jostle and pass, but you never really see them turn back on opponent player and get around them. Strange that AI doesn't use this seeing as it as new feature. I guess its mainly a tool for player but its nice to play against AI and see them do this more.
 

regularcat

Manager
Moderator
Fifamonkey2012;3553064 said:
Strange that AI doesn't use this seeing as it as new feature. I guess its mainly a tool for player but its nice to play against AI and see them do this more.

hopefully the cpu will use it in the full without abusing it.

i remember when 12 was released and the cpu had the ability to use skill moves but rarely did.

as i play the demo i see cpu players using the ball rolls and feints but that is about it.
 

Fifamonkey2012

Reserve Team
Anyone else noticing the high amount of offsides being caused by strikers making bad timed runs, im getting lots. I dont think its just about this mod but I also saw it in vanilla.

BTW I updated my sliders in post previous to lower one touch (seems chesting from throwins was a give away too much & other touches) and raised pass speed with sprint to get more of less curve of speed to get to slower balls, now seems to work well & look good overall, loving it so far, plenty of getting back to tussles on ball, box action .. very much to how I was used to for 13 with god knows how many tweaks.

I also forgot to mention before that I am still using the CL.ini setting from here too with this database.
 
ed92;3553177 said:
hello ap, which is what the position x0 x1 corresond ect ... yo y1 ect ....

The code in the cl.ini? That's supposed to correspond to the GK and the RB, but it doesn't work in the demo.
 
Fifamonkey2012;3553218 said:
Anyone else noticing the high amount of offsides being caused by strikers making bad timed runs, im getting lots. I dont think its just about this mod but I also saw it in vanilla.

BTW I updated my sliders in post previous to lower one touch (seems chesting from throwins was a give away too much & other touches) and raised pass speed with sprint to get more of less curve of speed to get to slower balls, now seems to work well & look good overall, loving it so far, plenty of getting back to tussles on ball, box action .. very much to how I was used to for 13 with god knows how many tweaks.

I also forgot to mention before that I am still using the CL.ini setting from here too with this database.
Maybe we can find something in the exe once the full game is released.
 

Waldo1639

Senior Squad
Fifamonkey2012;3553218 said:
Anyone else noticing the high amount of offsides being caused by strikers making bad timed runs, im getting lots. I dont think its just about this mod but I also saw it in vanilla.
In vanilla, strikers and wingers will often stand on the edge, perfect timing is required, they usually signal you with hand. Yes, it's noticeable, but not that much.
 
Fifamonkey2012;3553517 said:
Im mainly referring to AI team side.

This is probably another instance of bad EA programming. I think reduced reactions causes mistimed AI runs. Next version should have PI and reactions raised.
 

bangus

Starting XI
Can't runs be reduced by simply lowering the run frequency slider? Seems like the first thing to test.
 

Fifamonkey2012

Reserve Team
Its not necessarily the frequency of the runs, but when a run happens the striker can be "darting out" from defending line in some silly situations. To me it seems coded for 14 to make them react more in those situations for chance creation, never had it like that in 13, mods or vanilla sliders set or not.

I got my defender back full as well. I will keep playing around, but it was something I noticed on vanilla from the get go.

Its not an utter killer and can be a bonus :) but it seems that in matches its happening far too often.
 

bangus

Starting XI
Fifamonkey2012;3553662 said:
Its not necessarily the frequency of the runs, but when a run happens the striker can be "darting out" from defending line in some silly situations. To me it seems coded for 14 to make them react more in those situations for chance creation, never had it like that in 13, mods or vanilla sliders set or not.
I see. Well they definitely changed the FW positional coding this year. I use a slider/formation setup in FIFA 13 where I force all my players to come back to help defend. When I use the same setup in the FIFA 14 demo, my FWs don't come back, they just stand at the midfield line. I still haven't figured out what's causing that or what's changed, but something has.

EDIT: Almost all team tactics in FIFA are set to offside trap. I reset that to cover last year, maybe try that.
 
Right now, there seems like 6-11 player types per position. I'm only at 12 done now, so a hundred or more to go. :D
I will make a list of them all once finished.
 

bangus

Starting XI
AndreaPirlo21;3554084 said:
Right now, there seems like 6-11 player types per position. I'm only at 12 done now, so a hundred or more to go. :D
I will make a list of them all once finished.
AP, using the specialties as a guide, there really are only a small handful of player types one can create that will even be noticeably different from each other. Plus so many of the ratings in FIFA are really pretty useless and have no affect on individual CPU player skill: passing, crossing, dribbling, etc. Why not start with a basic few player types, just to get things going?

I talked to thebaddie about this last year. His tool was taking forever because he wanted to add all these different functions to it. So I suggested he start with a simple and basic editing tool with just a couple of functions, just to get it released. But he decided otherwise, and now we're left with a half-finished editor that he's not going to continue with.

Just my opinion, not trying to rain on your parade.
 

vitalic

Club Supporter
Hi Andrea, is there any way to reduce the accuracy of AI crosses/and or their heading accuracy? The major problem I find with the game is that crosses are impossible to defend a lot of the time, because the AI only ever crosses when it's almost guaranteed their attacker will be able to head the ball.
 


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