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[MOD] FIFA Immersion Gameplay '14 by AndreaPirlo21

dazzer169

Club Supporter
AndreaPirlo,


I am going to ask you and the other gameplay modders if this can be fixed or not, but have you noticed that the CPU attempts Rainbow flicks this year, (both Simple Rainbow and Advanced Rainbow), but every single time they attempt it, it goes wrong with the same outcome, for Simple it hits the players ass, and for Advanced, the foot that is meant to flick it up and over the players head misses and the ball falls to the floor.

This I have witnessed about 9 times and each time either of the two situations above happens, so if its just me being unlucky and that you guys have witnessed an attempt at either Rainbow that has properly worked (!!), then this doesn't need fixing, but if you have seen the same as me, I am wondering if this is fixable within the .ini file modding, or whether, as I fear, its something EA have coded incorrectly and therefore needs fixing by them on a future update.

Please bear in mind I am looking purely at the CPU players attempting this, I know it works, and fails sometimes, if we try it ourselves.

Would love to hear what you have noticed, have you seen any of them come off when a CPU player has tried it against you?

(btw this happens similarly for the PC Demo and also for the XBOX360 full version)
 
Dazzer: I'll look into this for you when I get the full game's exe. Last year there was a way to make skillmoves perfectly executed every time, but you said you saw CPU AI perform rainbows incorrectly? That's different. I saw Lamela do a cr7 stand combo once, so maybe there is a better opportunity this year to increase skillmove frequency.
 
BTW, my newest method is being adapted for the full game and there seems to be better recognition now. More news later today or tomorrow evening.
 

dazzer169

Club Supporter
Andrea,

The CR7 stand combo (as we discussed a lot when you were producing the Futsal mod for '13) is now done by all the 5 star skill players, which i find fine, it means we witness the CPU attempting almost all the skills (that we can do ourselves, except most of the air based tricks, which is why I am excited that it almost can do Rainbows now.....), and with me being so into watching the CPU vs CPU now just simply to look out for them, I have had the time to look at them and their frequency (I've done the same for PES 2014 which as we know this year is a bit over the top for CPU trick frequency but it does have a good scope of them being carried off by the CPU, they have ball physics affecting them organically in PES too I notice so sometimes they fail due to the ball spinning away, I LOVE to see that).

Anyway...............I have created a detailed list of all skilll moves the CPU attempts in FIFA and PES, but FIFA Is very impressive this year in that it has the CPU doing the Rainbow and lots more that it never was coded for in older FIFA's. The frustrating Rainbow problem (where all 9 I have seen the CPU do have failed similarly), I thought at first it was great for the first few I noticed it attempting, the CPU attempts kept going wrong but I thought ''eventually they will complete one and pull it off, as maybe these are organically coded including the new ball physics this year'', but alas, every single attempt has done the same failure animation, well, two of them actually one for the Simple Rainbow and one for the Advanced Rainbow...

I am going to do a naked streak around the house if I ever witness one that completes!!

I will have a database of CPU skills attempted created soon, so we can hopefully have you modders work on trying to get those that fail to possibly come off, it may be though that EA simply need to code them to work. I notice when 'we' try it, we need to do a double 'up' with the right stick after doing a 'down', and so far, all 9 attempts by the CPU have ended up failing as if its not been coded to do the final 'up'........i am hoping though that EA have got trick failures in the CPU code for the harder to do tricks, and that soon I will see one come off, maybe they have coded it for them to come off 5-10% of the time purely for Rainbows because in fairness, when I try them myself it also ends up with the ball hitting my backside or the 2nd flick up being missed on a fair amount of occasions.
 
I'll look into it for you when I get FIFA 14. I remember last year there where a whole bunch of codes that involved skills, and because EA seems to have added better AI skillmove selection, maybe the exe will have new strings too.
 
So this is my plan for gameplay this year:
Getting the styles to correspond accurately up to 90+ percent of the time. There are styles right now that obscure a player's true type, so I will remove these. More importantly, I'll add age, height, and weight variables to each player. Older players have better mental attributes, but lower physical ones. Heavier and taller players have higher strength, slower speed etc. First full version will have all attackers and midfield done. I'm testing right now and until I buy fifa 14, on the demo with the full version db. From my testing last night, 80% have recognizable player individuality. It's really rewarding to know your player's fortes and weaknesses now. I plan to focus on CM after all player positions are done. Stay tuned.
 

xPr0metheus

Reserve Team
AndreaPirlo21;3557572 said:
So this is my plan for gameplay this year:
Getting the styles to correspond accurately up to 90+ percent of the time. There are styles right now that obscure a player's true type, so I will remove these. More importantly, I'll add age, height, and weight variables to each player. Older players have better mental attributes, but lower physical ones. Heavier and taller players have higher strength, slower speed etc. First full version will have all attackers and midfield done. I'm testing right now and until I buy fifa 14, on the demo with the full version db. From my testing last night, 80% have recognizable player individuality. It's really rewarding to know your player's forges and weaknesses now. I plan to focus on CM after all player positions are done. Stay tuned.

I can't wait =) I am really excited to test your gameplay this year.
 
xPr0metheus;3557574 said:
I can't wait =) I am really excited to test your gameplay this year.

I'm trying my utmost to get it accurate and add greater doses of variety. The problem is the eta for the first version is indefinite but could be 1 week to 1 month.
 

xPr0metheus

Reserve Team
AndreaPirlo21;3557579 said:
I'm trying my utmost to get it accurate and add greater doses of variety. The problem is the eta for the first version is indefinite but could be 1 week to 1 month.

take the time you need ;) within the next 12 month it should be ready :P
 

fifaCCitiu.com

Senior Squad
AndreaPirlo21;3557572 said:
So this is my plan for gameplay this year:
Getting the styles to correspond accurately up to 90+ percent of the time. There are styles right now that obscure a player's true type, so I will remove these. More importantly, I'll add age, height, and weight variables to each player. Older players have better mental attributes, but lower physical ones. Heavier and taller players have higher strength, slower speed etc. First full version will have all attackers and midfield done. I'm testing right now and until I buy fifa 14, on the demo with the full version db. From my testing last night, 80% have recognizable player individuality. It's really rewarding to know your player's fortes and weaknesses now. I plan to focus on CM after all player positions are done. Stay tuned.

Welcome into my world... i'm working on this from last year, and , believe me, is an hard hard hard work to find a formula that work for all players.
About age variables i've implemented a formula that follow playergrowth.ini curves for mental, physical and technical attributes (but ea has done something wrong about mental attributes)
About height and weight variables is not easy to have it work well for all players.
Here i go with some examples.
CR7 in fifa 13 was 186cmx84kg meanwhile Bale was 183cmx74kg. their physical stats are too different to have them run at top speed (over 90). Is not easy to find a formula that work for both.
 
fifaCCitiu.com;3557621 said:
Welcome into my world... i'm working on this from last year, and , believe me, is an hard hard hard work to find a formula that work for all players.
About age variables i've implemented a formula that follow playergrowth.ini curves for mental, physical and technical attributes (but ea has done something wrong about mental attributes)
About height and weight variables is not easy to have it work well for all players.
Here i go with some examples.
CR7 in fifa 13 was 186cmx84kg meanwhile Bale was 183cmx74kg. their physical stats are too different to have them run at top speed (over 90). Is not easy to find a formula that work for both.

True, bro. I respect your work, and maybe we could work together to find out some of these solutions. I was thinking a percentage of weight/height and the higher (over 50%) the lower the sprintspeed. Sometimes, we have to edit the well known players by hand due to their uniqueness.
Age seems to be simpler. So I'm thinking about CM, there shouldn't be a large degradation of physical stats, but mental attribs are more important to strengthen due to the player's experience over younger ones. My recognition formulas use correlation coefficients to find styles and they are far from fool-proof as of now. So it seems I need to restructure attributes first, then apply PI, for better recognition.
 

fifaCCitiu.com

Senior Squad
AndreaPirlo21;3557647 said:
True, bro. I respect your work, and maybe we could work together to find out some of these solutions. I was thinking a percentage of weight/height and the higher (over 50%) the lower the sprintspeed. Sometimes, we have to edit the well known players by hand due to their uniqueness.
Age seems to be simpler. So I'm thinking about CM, there shouldn't be a large degradation of physical stats, but mental attribs are more important to strengthen due to the player's experience over younger ones. My recognition formulas use correlation coefficients to find styles and they are far from fool-proof as of now. So it seems I need to restructure attributes first, then apply PI, for better recognition.

ABout the sprint speed i think you should use this type of formula...val = height - 100 - weight.
People that have an high val tend to have a great sprint speed, while people that have a low value tends to have a great acceleration.
 
fifaCCitiu.com;3558170 said:
ABout the sprint speed i think you should use this type of formula...val = height - 100 - weight.
People that have an high val tend to have a great sprint speed, while people that have a low value tends to have a great acceleration.

Thanks, bro, but I've laid down the foundation with these kinds of formulas, I'll attempt to explain it here as well as I can:
So first, I take all a player's attributes that are relevant to tactical styles. I paste it through a macro into another book with each attribute's column adjacent to the next. Then I add each row together and take the percentage from that sum for each attribute. Then I use correlation coefficients with premade style arrays to determine styles. All that left is to add each percentage of the sum array to simple addition or subtraction array then convert back into integers. I finished the age and height/weight variables last night and will post my method later. It's similar to the aforementioned. I have to convert the age and height/weight into a decimal, plus or minus with range from -0.01 to 0.01 and add to physical attributes.
 
Just had time to play 3 matches with the new recognition method and around 90% of the styles were right on. All three matches were very realistic in how each team uses their players. Barcelona used the whole midfield line in buildup and had over 60% possession. When I used Real Madrid, Isco became a nice shadow striker giving strong support for Benzema. The games were amazing to play and watch. Video coming this weekend to showcase these points.
 

Munross

Youth Team
AndreaPirlo21;3559220 said:
Just had time to play 3 matches with the new recognition method and around 90% of the styles were right on. All three matches were very realistic in how each team uses their players. Barcelona used all the whole midfield line in buildup and had over 60% possession. When I used Real Madrid, Isco became a nice shadow striker giving strong support for Benzema. The games were amazing to play and watch. Video coming this weekend to showcase these points.

Sounds very promising, thank you!(Y)
 

salpipatarecas

Youth Team
AndreaPirlo21;3559220 said:
Just had time to play 3 matches with the new recognition method and around 90% of the styles were right on. All three matches were very realistic in how each team uses their players. Barcelona used the whole midfield line in buildup and had over 60% possession. When I used Real Madrid, Isco became a nice shadow striker giving strong support for Benzema. The games were amazing to play and watch. Video coming this weekend to showcase these points.

Wow it seems nice :O
I'm anxious to try it in Ai vs Ai games :P
 
salpipatarecas;3559547 said:
Wow it seems nice :O
I'm anxious to try it in Ai vs Ai games :P

Yep, I'm excited about this gameplay as well, especially since I get a new and better idea every time I finish the previous one. :D Now, it seems over 90% have correctly assigned types and styles.

My method is using correlation, as illustrated below:


Let's say the blue line is the player's attributes. All the other lines are the style lines (all the lines are in the form of an array in Excel). The closest-correlating style array is chosen and the player's attribs added to another array, giving the output set of attributes.

I'm going to adapt it all to the full game during the rest of this week.
 


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