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[MOD] FIFA Immersion Gameplay '14 by AndreaPirlo21

stuie2k

Youth Team
dan2690;3560464 said:
Could you please tell me what to do or edit to achive this many fouls. I am very dissapointed that they havent increased the fouls for fifa 14, It is a gamebreaker for me there are lots of fouls in real football, I have had many matches all finishing with no fouls from the ai

yep this, i believe this has been done purposely- fair play rubbish and all that
 
Fifamonkey2012;3560410 said:
Its good to see that you will be spreading & injecting you DB juice into other DB's .... sorry I just could not resist that post :)
Haha, yeah. Got the idea from enb injectors.
dan2690;3560464 said:
Could you please tell me what to do or edit to achive this many fouls. I am very dissapointed that they havent increased the fouls for fifa 14, It is a gamebreaker for me there are lots of fouls in real football, I have had many matches all finishing with no fouls from the ai

stuie2k;3560512 said:
yep this, i believe this has been done purposely- fair play rubbish and all that

The way to increase fouls is to have high player aggression (85+), high team aggression (99+), low tacking, low balance, and low strength for mids and attackers. FIFA 14's push-pull system isn't as strict as last year, so these db edits plus a product file edit to increase referee strictness will suffice. I did this last year and achieved 10+ fouls per game.
 

Fifamonkey2012

Reserve Team
The way to increase fouls is to have high player aggression (85+), high team aggression (99+), low tacking, low balance, and low strength for mids and attackers. FIFA 14's push-pull system isn't as strict as last year, so these db edits plus a product file edit to increase referee strictness will suffice. I did this last year and achieved 10+ fouls per game.

My only personal "niggle" with the push pull last year with mods was the stupid AI use of it in the box causing needless penalties. I dont think for 13 at least AI had the awareness to "chill out" once this aggression was set inside the box, so I would be a little concerned if it was ramped up and this started to happen again.
 
Fifamonkey2012;3560689 said:
My only personal "niggle" with the push pull last year with mods was the stupid AI use of it in the box causing needless penalties. I dont think for 13 at least AI had the awareness to "chill out" once this aggression was set inside the box, so I would be a little concerned if it was ramped up and this started to happen again.

I agree. Since I got FIFA 14 two days ago, I haven't even tested anything gameplay related yet, but I'll look into the shirt tugging soon.
 

Fifamonkey2012

Reserve Team
Well currently it doesn't seem to be a problem out the box vanilla. Although raising it Db wise for mod might show it up more, so I guess its just some balance of having more fouls via edits but not spilling over into 13 shirt-pulling-aggression-penalty-making-nightmare-fest :)
 

dan2690

Club Supporter
AndreaPirlo21;3560610 said:
Haha, yeah. Got the idea from enb injectors.




The way to increase fouls is to have high player aggression (85+), high team aggression (99+), low tacking, low balance, and low strength for mids and attackers. FIFA 14's push-pull system isn't as strict as last year, so these db edits plus a product file edit to increase referee strictness will suffice. I did this last year and achieved 10+ fouls per game.

Thanks andreapirlo will you also be doing these edits in your db this year for more fouls? and Im not sure how to do this for all players
 
dan2690;3560765 said:
Thanks andreapirlo will you also be doing these edits in your db this year for more fouls? and Im not sure how to do this for all players

I plan to, but overalls will change by 1-8 points more. Currently overalls change 1-10 without adding in those foul tweaks.
 

xPr0metheus

Reserve Team
AndreaPirlo21;3560782 said:
I plan to, but overalls will change by 1-8 points more. Currently overalls change 1-10 without adding in those foul tweaks.

The problem about fouls is (I think someone mentioned it already) that ai always tackles within the right time. they hardly never tackle to early or to late like me when I am playing :D
 
xPr0metheus;3560883 said:
The problem about fouls is (I think someone mentioned it already) that ai always tackles within the right time. they hardly never tackle to early or to late like me when I am playing :D

In FIFA12, but less so in FIFA 13, I had the AI missing a lot of tackles. My Futsal Patch had a special gameplay in which the AI defense showed human-like defensive reactions and were easier to beat with skillmoves. My method: Lower reactions for AI, but higher aggression through the DB and a product file. I won't go into detail right now because it's too much to explain. If you download my FIFA Futsal 13 product file, you'll see what I mean.
 
Okay, almost converted... Wow... I had an issue with Excel's nested if statement limit, so I was banging my head around for 2 hours before I found a solution. Good news is once all positions have styles, I can inject the gameplay into any db with 2-3 clicks.
 

regularcat

Manager
Moderator
AndreaPirlo21;3561216 said:
Okay, almost converted... Wow... I had an issue with Excel's nested if statement limit, so I was banging my head around for 2 hours before I found a solution. Good news is once all positions have styles, I can inject the gameplay into any db with 2-3 clicks.

very efficient.
 
regularcat;3561228 said:
very efficient.

Yep, one macro and over 500 columns of code. I'm going to have one with closer to default FIFA overalls and one for the slower feel of my FIFA 13 gameplay. If you need a db injected, let me know, RC.
 

Fifamonkey2012

Reserve Team
Wow that is some great news. It was getting messy last year, so many juicy DB's and ones that were more up to date than others it was quite hard to choose.

So Im guessing you would say keep an eye on Moddingway and other other Db's that extend it? Also maybe Dbs that come with large (decent) patches too?

IE would you start a section in your first post with ongoing DB updates for a select few DBs as they get updated you "inject and upload" so to speak?

Tell you what I was playing some games tonight both player & ai and be a pro and out the box with just sliders this matches last years game play mods, VERY happy about that. It means even if I stick to a vanilla DB to get EA updates the play isnt god awful. Let alone what will come with your "injection juice" :)
 
Fifamonkey2012;3561274 said:
Wow that is some great news. It was getting messy last year, so many juicy DB's and ones that were more up to date than others it was quite hard to choose.

So Im guessing you would say keep an eye on Moddingway and other other Db's that extend it? Also maybe Dbs that come with large (decent) patches too?

IE would you start a section in your first post with ongoing DB updates for a select few DBs as they get updated you "inject and upload" so to speak?

Tell you what I was playing some games tonight both player & ai and be a pro and out the box with just sliders this matches last years game play mods, VERY happy about that. It means even if I stick to a vanilla DB to get EA updates the play isnt god awful. Let alone what will come with your "injection juice" :)
Exactly, I am going to make an archive in the first post for injected dbs.
Mostly, it'll change player positioning, workrate, specialties, and tactical strengths, so sprint speed isn't lowered much for FIFA 14 full V1.
 

Fifamonkey2012

Reserve Team
As regards speed, after just messing with sliders and vanilla Db I dont personalty think much needs to be done, its does seem that EA at least got this right so it doesnt take such drastic measures on that side of things. Just behaviours and things that your touching on. Thats only my view of course, but I have to say I was used to what I wanted in 13 with mods and I cant tell much difference (overall speed and play) in my overly modded 13 and just slider set only 14.
 
So. Tested last night. Recognition is now very high 95+%. Although it didn't feel as good as the demo for some reason (less variance), I did leave out my cl.ini. More testing later today.
 
Check First Post For Styles

Got to test with my product file from the demo (rna.ini). Variance shot up, so I know pairing up these files gives the best experience. A few more things to perfect: Libero role, Anchor Man role, CAM longshot specialist, and some more.
All styles are listed in the first post.
 
Still doesn't feel quite as good as the demo... I plan to release a beta this week and then a moddingway version on the weekend, when Ariel fixes the mod's bugs.
 

Fifamonkey2012

Reserve Team
To respond so it doesn't look like your posting to yourself, sound great and cant wait to check it out. I guess its best to treat demo & release as two different games and just focus on full game than look back and compare ... probably will drive you mad in the end.

Lets face it if we want to play like the demo ... we have the demo :)
 
I found some new codes in memory last night. Will be looking into it today. Also my gameplay is almost ready, just needs a few tweaks. Keep in mind that I plan to improve my arrays throughout the editing season.
 


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