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[MOD] FIFA Immersion Gameplay '14 by AndreaPirlo21

bangus;3554212 said:
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.
That is true, but there can be discernible player styles without the help of specialties, and quite a lot if you think about all the different combinations. My main problem with specialties is only good players can have more than one.
An example is high crossing versus longshots causes a player to dribble toward the wing more. Same with assigning different preferred positions. This causes players to position differently. You can try this by playing a player out of position during a game. If it's a defender in a strikers position, he'll stay further back and defend, due to incomplete adaption to his new assignment. I'll add all essential styles first, so it won't take too long. Thanks for the advice.
 
vitalic;3554260 said:
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.

You could decrease crossing ratings and use product file changes to increase crossing rate, but that would require the full game.
 

bangus

Starting XI
AndreaPirlo21;3554286 said:
Same with assigning different preferred positions. This causes players to position differently. You can try this by playing a player out of position during a game. If it's a defender in a strikers position, he'll stay further back and defend, due to incomplete adaption to his new assignment.
Hey, that's good to know, thanks. I wondered about this but have never tested it myself.

In FIFA 13, I assigned higher dribble and cross ratings to RBs, LBs, RMs and LMs because I figured they were more suited to play that way. Whereas CBs and CMs play more of a short and long pass style of game. If that's the sort of thing you're doing, I understand what you mean then.
 
bangus;3554297 said:
Hey, that's good to know, thanks. I wondered about this but have never tested it myself.

In FIFA 13, I assigned higher dribble and cross ratings to RBs, LBs, RMs and LMs because I figured they were more suited to play that way. Whereas CBs and CMs play more of a short and long pass style of game. If that's the sort of thing you're doing, I understand what you mean then.

Yeah, that summarizes half of what I'm attempting. Ratings gaps, player workrates to match, and new preferred positions. Hopefully lower level players will also have identity.
 

bangus

Starting XI
vitalic;3554260 said:
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.
Every year I kill the CPU's ability to hit perfect crosses by lowering vision ratings WAY down. IMO it's the worst CPU cheat rating in the game apart from movement ratings. And heading seems way overpowered this year. I'm running a test db and I lowered heading to 15 for all players. Seems about right as the base heading rating for average players (Legendary difficulty); better headers can be rated higher of course.
 

Fifamonkey2012

Reserve Team
Hi,

Is it possible you could adapt the most recent release DB edits to the new moddingway DB as a quick (ish) "port" so to speak so at least it has that level for it? If thats just more annoying then I understand and ignore :)
 
Fifamonkey2012;3554315 said:
Hi,

Is it possible you could adapt the most recent release DB edits to the new moddingway DB as a quick (ish) "port" so to speak so at least it has that level for it? If thats just more annoying then I understand and ignore :)

2.5? Yes I could, but when I finish PI, there might be a newer version out, so I think I'll inject PTP and PI (when it is finished) into the newest db available then.
 

fifaCCitiu.com

Senior Squad
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.

aren't they so much? i'm based on 5 different style for position.
 
fifaCCitiu.com;3554440 said:
aren't they so much? i'm based on 5 different style for position.

Nope, but I had the input method wrong. I'm now implementing PI with PTP in one table for better player type recognition. Some attackers had the wrong style yesterday when I tested.
 

vitalic

Club Supporter
bangus;3554300 said:
Every year I kill the CPU's ability to hit perfect crosses by lowering vision ratings WAY down. IMO it's the worst CPU cheat rating in the game apart from movement ratings. And heading seems way overpowered this year. I'm running a test db and I lowered heading to 15 for all players. Seems about right as the base heading rating for average players (Legendary difficulty); better headers can be rated higher of course.

Does this not have an adverse effect on your own ability to score headers though? I don't feel I score too many headers when playing against the AI, in fact I feel it's about right, so reducing heading stats across the board seems like a nuclear option.

The vision stat sounds interesting, does this have any impact on human controlled players?
 

bangus

Starting XI
vitalic;3554559 said:
Does this not have an adverse effect on your own ability to score headers though?

The vision stat sounds interesting, does this have any impact on human controlled players?
Vision impacts CPU ability only, like pass, cross and dribble ratings. I should add though that I play with all manual controls, so those stats may impact User ability when using assisted controls, IDK. If you can, use DBM 12 and globally lower all vision and heading ratings to 25 or even 15... takes about 2-3 minutes. You can then use CS to edit your team's heading ratings to whatever you want. Then play some games over the next couple of days and see if you notice a difference. But again, it all depends on the difficulty level you play on. I play on Legendary so I have to make these sort of drastic edits in order to balance out the gameplay.
 

bangus

Starting XI
AP, have you noticed the pass, cross and dribble ratings in the demo seem to have no effect on CPU player behavior when it comes to ball movement? I'm testing team ball movement styles, so I set up a team with these ratings:

Short passing 95
Long passing 5
Crossing 5
Dribbling 5

With those player rating settings in FIFA 13, the CPU would be frantically ping-ponging the ball back and forth. But I saw no difference in team playing style between those settings and the game's default settings. All players were holding on to the ball and dribbling up the pitch, and sending mostly long passes forward to teammates. I didn't see any CPU ball movement that resembled short passes between teammates. It seems to me one of three things is going on here:

-1. Pass, cross and dribble coding has been completely reworked for FIFA 14. But that doesn't make sense given I saw no difference between default and edited ratings.
-2. Those player ratings are not actually active in the demo, and what we're seeing is one pre-set style of CPU gameplay for all teams, done specifically to showcase the demo.
-3. Worst case scenario: EA is in the process of recoding the game and those ratings actually don't even work or matter any more.
 

fifaCCitiu.com

Senior Squad
bangus;3554771 said:
AP, have you noticed the pass, cross and dribble ratings in the demo seem to have no effect on CPU player behavior when it comes to ball movement? I'm testing team ball movement styles, so I set up a team with these ratings:

Short passing 95
Long passing 5
Crossing 5
Dribbling 5

With those player rating settings in FIFA 13, the CPU would be frantically ping-ponging the ball back and forth. But I saw no difference in team playing style between those settings and the game's default settings. All players were holding on to the ball and dribbling up the pitch, and sending mostly long passes forward to teammates. I didn't see any CPU ball movement that resembled short passes between teammates. It seems to me one of three things is going on here:

-1. Pass, cross and dribble coding has been completely reworked for FIFA 14. But that doesn't make sense given I saw no difference between default and edited ratings.
-2. Those player ratings are not actually active in the demo, and what we're seeing is one pre-set style of CPU gameplay for all teams, done specifically to showcase the demo.
-3. Worst case scenario: EA is in the process of recoding the game and those ratings actually don't even work or matter any more.

Maybe the game evaluate the team styles, so if you set buspassing or ccpassing into teams able to minimum we can see the infamuos ping pong passing.
 

bangus

Starting XI
fifaCCitiu.com;3554790 said:
Maybe the game evaluate the team styles, so if you set buspassing or ccpassing into teams able to minimum we can see the infamuos ping pong passing.
I've been trying different team tactic settings, yes. Last year on default 50 for all team tactics, the CPU would still ping pong the ball around if short pass ratings were even 20-30 points higher than the other ratings. It honestly doesn't seem to make any difference this year.

You said in your thread that your mod is delayed because after doing your gameplay tweaks, "playing with it doesn't give me the right feeling." Maybe this is one reason why the game doesn't seem to be responding to your edits in the way it did last year.
 
bangus;3554792 said:
I've been trying different team tactic settings, yes. Last year on default 50 for all team tactics, the CPU would still ping pong the ball around if short pass ratings were even 20-30 points higher than the other ratings. It honestly doesn't seem to make any difference this year.

You said in your thread that your mod is delayed because after doing your gameplay tweaks, "playing with it doesn't give me the right feeling." Maybe this is one reason why the game doesn't seem to be responding to your edits in the way it did last year.

They have a new column in the teams table this year called busdribbling. This controls the amount of dribbling now, not the gap between short passing and dribbling. I also think pingpong passing is fixed this time around. The other new column is team traits.
 

bangus

Starting XI
AndreaPirlo21;3554837 said:
They have a new column in the teams table this year called busdribbling. This controls the amount of dribbling now, not the gallery between short passing and dribbling. The other new column is team traits.
Thanks for the info! But that's going backwards and now the game is even less customizable, isn't it? So now dribbling is only determined by 1 generic team rating, instead of 11 different player ratings and abilities. That makes no sense if the goal is to create more team and player individuality and realism.
 
bangus;3554840 said:
Thanks for the info! But that's going backwards and now the game is even less customizable, isn't it? So now dribbling is only determined by 1 team ability rating, instead of 11 different player dribbling abilities. That makes no sense if the goal is to create more team and player individuality and realism.

Seems like it. I haven't had much time to test this yet. At least pingpong passing isn't determined by that ratings gap any longer, or there would have to be a set difference if you lowered both ratings substantially. It actually makes it a tad easier to edit dribbling and short passing without worrying about that gap. Now, these ratings effect ability, not frequency.
 

bangus

Starting XI
AndreaPirlo21;3554837 said:
They have a new column in the teams table this year called busdribbling.
Interesting value AP. Default is 70; I lowered it to 10 and the game played much more direct and realistic. At 70 players stop and stand and spin-dribble in circles; lowering it eliminates all that. Thanks for sharing that bit of info, it really helped improve the gameplay.
 
bangus;3554863 said:
Interesting value AP. Default is 70; I lowered it to 10 and the game played much more direct and realistic. At 70 players stop and stand and spin-dribble in circles; lowering it eliminates all that. Thanks for sharing that bit of info, it really helped improve the gameplay.

Haha, no problem. I haven't had time to test busdribbling, so I'm glad you did.
 


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