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as roma;3559766 said:You're making me nervous...
Responses in red.DrDoooMuk;3559851 said:Good Luck with this AndreaPirlo21.
I'm really looking forward to giving it a go !
Thanks, man.
Is it possible at all to stop the "Spinning" of CPU players when you try to tackle them? I hope you understand what I mean, I don't mind it now and then, but it happens way too often to be realistic.
I think this has to do with high agility and some emotional engine related strings in the exe. If possible, I can produce a quick beta product file along with the first full version release, but it will add to the ETA.
I also thing the game is a bit bugged if you play on SLOW. Animations don't complete properly sometimes and everything just feels "OFF". Normal speed seems ok.
The first release will be built on normal and default sliders
The last thing is CPU cheats on one on one's....80% of the time I will have the slight framed Christian Eriksen go up against a massive defender, yet my player is always the one to commit a foul !.............or maybe that's just my poor playing style !
Hmm... I'm re-balancing statistics to have smaller/thinner players rely more on their speed rather than strength and the opposite for big players, so you'll see small players fall and get a foul when being pulled on by big defenders.
AndreaPirlo21;3559894 said:Responses in red.
xPr0metheus;3559905 said:Only i don't like is that you build it on slow. Animations really look much better with speed normal.
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AndreaPirlo21;3559941 said:Oh, I'm sorry, I meant everything default. Normal speed and default sliders.
xPr0metheus;3559948 said:Perfect!
AndreaPirlo21;3559752 said: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. 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.
salpipatarecas;3559980 said:Wow this is great.
Do you find it easier to work with compared with fifa 13, or the game AI core is not much different?
Not yet, but I know exactly how to get more fouls -- same principle as last year. I've focused on getting the player types down pat first. After that's done, I'll add increased fouling before release.stuie2k;3560037 said:in your tests pirlo have you noticed any increased fouling by the AI?
4-14 days from today. I'm very busy with schoolwork and converting the algos from the demo to the full game.principino99;3560073 said:Andrea,When DO u think release a beta vertion to test your mod? I am impatience ty.
Sure, bro. I'll give you the files when done.Fifamonkey2012;3560163 said:Bit the bullet and got 14, so if you want a usual suspect tester mate then im game as normal
AndreaPirlo21;3559982 said:I didn't attempt this in FIFA 13, but this year, all things gameplay modding is easier -- less work to do and less faulty programming from attribute to attribute.
stuie2k;3560318 said:Thanks for the info pirlo ..I don't suppose you know anything about the camera settings? Using a cl mod but angles are slightly offset when zoomed in and seems like camera looses ball as in can't keep up (usually when you play back) I know its not your thing just thought you might of seen some code change
bangus;3555590 said:No problem, thanks. I just wanted to explain that it's possible to edit the db so that it works any way you want it to. When I first edited my FIFA 13 db, I was getting 25 CPU fouls, 5 yellows and 3 red cards a game -- way too much. So I actually had to REDUCE fouls. It's an ongoing process trying to get these things right.