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Sepakbola/Matt10's Slider Thread

adi9527

Club Supporter
BetaV3.1 tested .
Configuration:
Legendary Half length 10 mins , SLOW SPEED

Sprint Speed ??50/50
Acceleration 55/55
Shot Error 53/51
Pass Error 53/57
Shot Speed ??51/51
Pass Speed ??60/60
Injury Freq 65/70
Injury Severity 45/65
GK Ability 65/65
Marking 60/60
Run Freq 40/40
Height 60/60
Length 60/60
Width 100/100
FB Positioning 55/55
Power User Bar 50
FT Control Error 70/70


First game :

Second game :


BetaV3.1 :
Pros:
+ Good pace
+ No lobs
+ Works well judge
+ / - Fouls (but not to the end , there is no more )
+ / - Shots ( could have been a more , those from afar . A close-up is good. Improve away .

cons:

Improve fouls and shots. Najpardziej here in terms of fouls which is not enough. Players CPU trying to foul . Pull the shirt but not enough to make a foul . They need more foul . No more problems .

What I could improve on the slides ?

Sorry for my english .
 

Zarze

Club Supporter
adi9527;3627397 said:
BetaV3.1 tested .
Configuration:
Legendary Half length 10 mins , SLOW SPEED

Sprint Speed ??50/50
Acceleration 55/55
Shot Error 53/51
Pass Error 53/57
Shot Speed ??51/51
Pass Speed ??60/60
Injury Freq 65/70
Injury Severity 45/65
GK Ability 65/65
Marking 60/60
Run Freq 40/40
Height 60/60
Length 60/60
Width 100/100
FB Positioning 55/55
Power User Bar 50
FT Control Error 70/70

BetaV3.1 :
Pros:
+ Good pace
+ No lobs
+ Works well judge
+ / - Fouls (but not to the end , there is no more )
+ / - Shots ( could have been a more , those from afar . A close-up is good. Improve away .

cons:

Improve fouls and shots. Most here in terms of fouls: which is not enough. Players CPU trying to foul . Pull the shirt but not enough to make a foul . They need more foul . No more problems .

What I could improve on the slider ?

Sorry for my english .

Thanx for the feedback.
I havent worked on fouls yet.
About the shots, The thing is that i dont want to mess to much with cpu decisions because it would make every team play the same.
So here i influenced a bit the decisions to make a long shot, volley or first time shot.Still, if there is a BETTER option , the cpu is not dumb and will try that instead xD
If you noticed, if you are wining a match and the game is close to end, they will start shooting more and taking "not so sure" shots.

I believe that the amounts of shots now is a lot better , or more realistic than in vanilla.But if i keep increasing that , it affects other build up plays like crossing, dribbling , through passes, etc.
My point is , you cant increase shooting decision without lowering every other.

About fouls, i know the way of increasing tackles, the problem is the referee wont call most of them :S
Ill work on that this weekend.

Again , thanx for the feedback, and keep it up!
 

adi9527

Club Supporter
Zarze;3627423 said:
Thanx for the feedback.
I havent worked on fouls yet.
About the shots, The thing is that i dont want to mess to much with cpu decisions because it would make every team play the same.
So here i influenced a bit the decisions to make a long shot, volley or first time shot.Still, if there is a BETTER option , the cpu is not dumb and will try that instead xD
If you noticed, if you are wining a match and the game is close to end, they will start shooting more and taking "not so sure" shots.

I believe that the amounts of shots now is a lot better , or more realistic than in vanilla.But if i keep increasing that , it affects other build up plays like crossing, dribbling , through passes, etc.
My point is , you cant increase shooting decision without lowering every other.

About fouls, i know the way of increasing tackles, the problem is the referee wont call most of them :S
Ill work on that this weekend.

Again , thanx for the feedback, and keep it up!

A total of shots are good. I moved more matches and is well. Now just work on fouls. The rest seems good. Players CPU trying to foul. Judge andnot whistles. Sometimes the CPU fouls but does not touch the player.

Thank you for your work on this project. The game is now better.
 

Zarze

Club Supporter
adi9527;3627431 said:
A total of shots are good. I moved more matches and is well. Now just work on fouls. The rest seems good. Players CPU trying to foul. Judge andnot whistles. Sometimes the CPU fouls but does not touch the player.

Thank you for your work on this project. The game is now better.

TY.

That is the problem , referee is blind :)

Right now im working on values.It will take a long time because i have to check lots of them but ill get there.
If there arent any seriously bad feedback about gameplay itself , ill leave it as it is for now , is great imo.
Thanx again for taking the time to reply and help make the game better.
 

regularcat

Manager
Moderator
i can't help but notice a bunch of made up code in these ini files and wonder how you guys expect the game to use them when the exe has no reference to them in it.

i can tell you if you do not find it in the exe it cannot be used.
 

Zarze

Club Supporter
regularcat;3627512 said:
i can't help but notice a bunch of made up code in these ini files and wonder how you guys expect the game to use them when the exe has no reference to them in it.

i can tell you if you do not find it in the exe it cannot be used.

I appreciate your opinion. In this case, there is indeed code that is not used , but since is a beta , i didnt mind erasing it.
Also , there has been a lot of discussion, some going on for years in this forums as well as other , where opinions differ in that matter.
Lastly, i am not looking for help nor assistance , just providing what I believe works in order to make the game better for people that choose to use my file.
In no way i want this to sound rude or polite, but if you arent planning to use the file, please leave the comments for those using it and providing constructive feedback.
 

regularcat

Manager
Moderator
Zarze;3627530 said:
I appreciate your opinion. In this case, there is indeed code that is not used , but since is a beta , i didnt mind erasing it.
Also , there has been a lot of discussion, some going on for years in this forums as well as other , where opinions differ in that matter.
Lastly, i am not looking for help nor assistance , just providing what I believe works in order to make the game better for people that choose to use my file.
In no way i want this to sound rude or polite, but if you arent planning to use the file, please leave the comments for those using it and providing constructive feedback.

i left a comment for you and regardless of the discussions on any forums over the years the fact still remains that if a code is not in the exe then the game will not comprehend it, period.

if this wasn't the case i would use the code below.

FIFA_PLAY_LIKE_REAL_FOOTBALL_SHOULD = 1

then we wouldn't be having these topics about game play editing.

don't know what you know about me and my knowledge about game play but i have been editing it here longer than most members most likely.

i can most definitely tell you codes like these do not work and will not work.

PLAYER_ATTRIBUTE_TRAIT1

etc, etc, etc do not exist in the exe.

no disrespect to fidel as some of these codes come from his files, they are purely made up by taking 2 codes similar and trying to create one from it by merging them.

so as far as i am concerned this is constructive feedback, keeping you and other from wasting your time assigning them values.
 

Zarze

Club Supporter
regularcat;3627534 said:
i left a comment for you and regardless of the discussions on any forums over the years the fact still remains that if a code is not in the exe then the game will not comprehend it, period.

if this wasn't the case i would use the code below.

FIFA_PLAY_LIKE_REAL_FOOTBALL_SHOULD = 1

then we wouldn't be having these topics about game play editing.

don't know what you know about me and my knowledge about game play but i have been editing it here longer than most members most likely.

i can most definitely tell you codes like these do not work and will not work.

PLAYER_ATTRIBUTE_TRAIT1

etc, etc, etc do not exist in the exe.

no disrespect to fidel as some of these codes come from his files, they are purely made up by taking 2 codes similar and trying to create one from it by merging them.

so as far as i am concerned this is constructive feedback, keeping you and other from wasting your time assigning them values.
I understand.Hope you didnt take my comment too personal.
I understand and know how exe works.I also know how to look into an exe, hex editors, etc.
Those att codes are left there because im moving to Physical_balance, Mental_XX, etc codes.
I wont bother you with how i work and why i do it that way, but i work mostly with just one file, saving changes to different ones but keeping track in the same ini.
That is why there are so many "look alike" codes in it.Some codes that i know doesnt work are also there because some1 commented them in some post i wont remember, then paste them there for future reference.

Anyway, some codes that i couldnt find on the exe im sure work , and i cant , for the life of me , understand so far, why.But i did test them (not only me but sepakbola has been testing my ini since it was just 3 or 4 lines) and proved they work.

Anyway, i have also been moding FIFA since fifa 11, but i have never posted anything anywhere because i only did it for myself and my real life friends.
This year, and after seeing that nobody did a good and comprehensive file that wasnt buggy or weird in so many ways, i started doing it for Sepakbola/Matt10 only because i was using his sliders.
Suddenly more people started asking and finally , i did uploaded it.

Now, i do appreciate you lines,and i want to think they are indeed constructive criticism :)

Ill tell you something i havent been able to achieve and that is , to get the referee to call fouls.
I know the code is there because i actually looked into some cracks that had issues with it (referee calling even a bump and tossing out a red card) but i havent been able to indeed find the faulty code.Which in this case we could use to tweak the referee for our own gain in the file.

Once i finally finish the file you will notice that there will be very little code left.For now , id say try it, see if you like the gameplay and tell me what could be more realistic ingame.Because mostly , that is what im looking forward to do.
Thanx again.
 

adi9527

Club Supporter
I tested many CL.ini (fiddle, ZiPouet etc ...). The most fits my taste. He's the best. I used a long file of fiddle but he had a lot of errors. The players lost the ball. CPU cheated. File of "Zarza" is ideal. You only need to adjust fouls and will be fine.
 

regularcat

Manager
Moderator
Zarze;3627550 said:
I understand.Hope you didnt take my comment too personal.
I understand and know how exe works.I also know how to look into an exe, hex editors, etc.
Those att codes are left there because im moving to Physical_balance, Mental_XX, etc codes.
I wont bother you with how i work and why i do it that way, but i work mostly with just one file, saving changes to different ones but keeping track in the same ini.
That is why there are so many "look alike" codes in it.Some codes that i know doesnt work are also there because some1 commented them in some post i wont remember, then paste them there for future reference.

Anyway, some codes that i couldnt find on the exe im sure work , and i cant , for the life of me , understand so far, why.But i did test them (not only me but sepakbola has been testing my ini since it was just 3 or 4 lines) and proved they work.

Anyway, i have also been moding FIFA since fifa 11, but i have never posted anything anywhere because i only did it for myself and my real life friends.
This year, and after seeing that nobody did a good and comprehensive file that wasnt buggy or weird in so many ways, i started doing it for Sepakbola/Matt10 only because i was using his sliders.
Suddenly more people started asking and finally , i did uploaded it.

Now, i do appreciate you lines,and i want to think they are indeed constructive criticism :)

Ill tell you something i havent been able to achieve and that is , to get the referee to call fouls.
I know the code is there because i actually looked into some cracks that had issues with it (referee calling even a bump and tossing out a red card) but i havent been able to indeed find the faulty code.Which in this case we could use to tweak the referee for our own gain in the file.

Once i finally finish the file you will notice that there will be very little code left.For now , id say try it, see if you like the gameplay and tell me what could be more realistic ingame.Because mostly , that is what im looking forward to do.
Thanx again.

the difference between purchased and pirated exe files are not the codes but the values assigned by ea or a mistake made by the cracker changing something he thought needed to be changed when it didn't.

as far as fouls go the only way i can achieve them is by reducing some attributes and increasing some.

i keep saying the only true way to having a somewhat realistic game play is through attributes but the downside is it kills career mode (i can live with it because i don't play career mode).

i have lists of descriptions of what each player attribute does and what each team attribute does, i will post then in the next post.

aggression - both team and player aggression increased helps fouls
strength - player strength reduced helps fouls
balance - player balance reduced helps fouls

others help also.
 

regularcat

Manager
Moderator
Acceleration - Increasing your Acceleration will improve your player's speed off the mark & reduce the time it takes to reach your maximum Sprint Speed.

Aggression - Aggression will increase your chances of coming out on top in a 50/50 challenge with the opposition.

Agility - Agile players can turn quicker & are more likely to attempt spectacular headers, volleys & bicycle kicks.

Balance - A good Balance rating will reduce your chances of stumbling & falling when challenged by an opponent.

Ball Control - The better your Ball Control, the more likely your player will be to take a good first touch when receiving the ball.

Crossing - A good Crossing attribute will increase the chances of finding your team mates & avoiding the opposition.

Curve - The higher your Curve rating the more bend & swerve you'll get on the ball when shooting & crossing.

Dribbling - A good Dribbling rating will mean your player will keep tighter control of the ball when running at speed.

Finishing - A good Finishing attribute will increase your chances of beating the keeper with shots inside the box.

Heading - A good Heading Accuracy will increase your timing & improve your accuracy when heading at goal.

Interceptions - A good Tactical Awareness rating will mean your player is able to adjust to unfamiliar positions, formations & team styles.

Jumping - The higher your Jumping the more likely you'll be to beat opposition players to aerial balls.

Long Passing - Increase your Long Passing to turn defence into attack with improved accuracy & more powerful lobbed passes.

Long Shots - The better your Long Shots the more likely you'll be to beat the keeper with shots from outside the box.

Marking - Increasing your Marking attribute will improve the default position your player takes up when your team is not in possession of the ball.

Positioning (Attacking) - The higher the rating the better your player will position themselves by default following the ball going out of play.

Reactions - Good reactions will allow you to latch onto loose balls & rebounds quicker than other players.

Shot Power - The higher your Shot Power the more venom you'll get on shots of any type & from any distance.

Short Passing - The better your Short Passing, the less likely it will be that your player misplaces passes.

Sliding Tackle - The higher the value the greater your chance of being successful with Sliding Tackles.

Sprint Speed - Increase your Sprint Speed to leave the opposition standing & make yourself harder to catch once you're in full flight.

Stamina - A good Stamina rating will increase the amount of time your player can spend sprinting during a game as well as improve recovery time.

Standing Tackle - A good Standing Tackle rating will mean you are more likely to come out with the ball when putting your foot in.

Strength - Strength will increase your chances of winning physical challenges with opposition players.

Vision - Vision will increase your ability to play accurate & intricate through balls to set up your team mates with scoring chances.

Volleys - A good rating will increase your chances of connecting & scoring with a Volley to leave the keeper helpless.

this is a double edge sword, while these descriptions do remain true they have another side to them were if a player for example has high short passing skills he will pass the ball a lot, same with dribbling, tackling etc, with lower values they do them less.

Attacking

BuildUp Positioning - A team’s freedom of movement in the 1st two thirds of the pitch.
Build Up Positioning determines the freedom that players have to make runs, and support in positions that stray from their formation position in the first two thirds of the pitch.

Organised - Players tend not to stray too far from their assigned positions during the course of the match. The team maintains structure when building play.
Free Form - Players have the freedom to make runs out of position. For example, forwards can make more runs wide to collect the ball, fullbacks can make more overlapping runs, wide players can cut in more, central midfielders can make runs to the corner or overlap the strikers.


BuildUp Speed - The speed in which attacks are put together.
Build Up Speed determines the speed at which the attacking team advances play in the first two thirds of the pitch. This not only changes the emphasis on Forward, Lateral, or Negative play, but also alters the urgency that teammates will have getting into forward positions.

Slow - The team is patient building play, often passing the ball around in defence with players regularly passing backwards. Players are more selective in their runs going forward, and put the emphasis on finding good space over finding forward space.
Balanced - The team does not build play particularly fast or slow.
Fast - The team looks to get the ball from back to front as quickly as possible. Players choose to position themselves in more advanced positions on the pitch. Players make more forward runs.


BuildUp Passing - Affects passing distance & support from teammates.
Build Up Passing Distance determines the general passing distance, and the style of support play from teammates in the first two thirds of the pitch. This changes the emphasis on long or short passes both on and off the ball.

Short - The team will try to build using short passes. Players closest to the ball possessor will come to support.
Mixed - The team does not build using a particularly short or long passing game.
Long - The team will look to play the longer ball, perhaps targeting a tall striker or looking for the ball over the top. Players farther from the ball possessor will attempt to find space. Close players will anticipate the long ball and push up to look for the knock down or flick on.


CC Positioning - Affects a team's freedom of movement in the final third of the pitch.
Chance Creation Positioning determines the freedom that players have to make runs, and support in positions that stray from their formation position in the final third.

Organised - Players tend not to stray too far from their assigned positions during the course of the match. The team maintains structure when creating chances.
Free Form - Players have the freedom to make runs out of position. For example, forwards can make more runs wide to collect the ball, fullbacks can make more overlapping runs, wide players can cut in more, central midfielders can make runs to the corner or overlap the strikers or wide midfielders.


CC Passing - Amount of risk in pass decision & run support.
Affects the amount of risk the ball possessor takes when making passes to create chances in the final third.
This also affects the emphasis on forward runs and support runs by teammates of the ball carrier

Safe - To maintain possession, the team will rarely try a pass that may risk losing the ball, choosing to wait for the ‘ideal’ opportunity.
Players will ensure that the ball possessor has safe options when positioning themselves, and will wait for a good opportunity to make a penetrating run.
Normal - The team does not look to play particularly safe or risky.
Risky - The team will always try for the killer pass. Players look for every opportunity to make runs into space and behind the defence. Teammates won't be as concerned about ensuring safe options for the ball possessor.

0 - Safe
1 - Normal
2 - Risky


CC Shooting - The tendency / frequency of shots taken.
Affects the amount of shots that the team will take in the final third.

Little - The team will be patient, and only shoot if the opportunity is extremely good, instead opting to keep possession.
Long shots will be rare.
Normal - The team will perform a variety of long shots and short shots depending on the situation.
Lots - The team will shoot at every opportunity. Teammates will make the extra effort to position themselves looking for shooting opportunities, for example, staying just outside the box looking for a layoff, or positioning themselves for the cutback.


CC Crossing - The tendency / frequency of crosses into the box.
Affects the tendency and frequency for players to put crosses into the box. This also affects the timing of when players make runs into the box, and how many players will look to get into the box to get on the end of a cross.

Little - The team tries to avoid crossing the ball. Instead they will try to play out of the crossing zone by passing back, or getting to the end line looking to cut the ball back to a teammate for a shot.
Normal - The team will put crosses into the box when there is a good opportunity.
Lots - The team try to get the ball into the box at every opportunity. The ball possessor will try to cross the ball early. Teammates will make earlier runs into the box.


Defending

Def Line - Affects the shape and strategy of the defence.
Defender Line affects the shape of your defence, and whether or not they play the offside trap.

Cover - The players in the back pinch, drop and cover each other providing depth in defence. This makes through balls more difficult to play, but allows the opposition the freedom to push higher.
Offside Trap - The team plays with a flat backline, and looks for the opportunity to step up and catch the opposition offside. The opposition won’t have the freedom of pushing high, but this is a dangerous tactic. When the trap is broken it usually results in an easy scoring opportunity.


Def TeamWidth - Affects how much the team will shift to the ball side.
Defensive width affects how much the team will shift to the ball side when defending.

Narrow - The team will defend compactly. Players will pinch in on the far side to cover teammates and allow for ball side pressure. When the ball is central the team will pack the middle of the pitch and allow more room on the wings.
Normal - The team will not try to defend particularly narrow or wide.
Wide - The team will not pinch as much. Players on the far side will mark opponents tightly, sacrificing cover in favor of making it difficult for the opposition to pull them out of shape.

Narrow - 0
Normal - 1
Wide - 2

Def Aggression - Affects the team's approach to tackling the ball possessor.
Defensive Aggression determines how hard the team will tackle and how much pressure is applied to the ball possessor. But be careful, high aggression can result in a higher number of fouls.

Contain - The team tries to contain the ball possessor, with players rarely diving into tackles or trying to outnumber the ball carrier.
Press - The team dives into tackles hard, and will slide whenever possible.
Double - The team will look to tackle fiercely and in numbers, sending an extra player to the ball possessor as often as possible.


Def Mentality - Affects how high up the pitch the team will start pressuring.
Defensive Pressure determines how high up the pitch the team will start to pressure the opposition.

Deep - The team will drop back and allow the opposition time in their own half in exchange for getting numbers behind the ball.
Medium - The team will start to defend in their opponent’s half, but not the full length of the pitch.
High - The team will apply full pressure in their opponent’s half. Wide midfielders and fullbacks will push high on the ball side to make it difficult for the opposition to play out.
This tactic is effective but leaves lots of space open for the ball over the top behind the defence.

these are exactly what they say they are and only function this way.
 

Zarze

Club Supporter
@regularcat

I was going to quote you but , man that would have been a long post :)
About the cracked exe, that is what i meant.Maybe it came out wrong.There is something there that makes the referee go nuts and start showing red cards and calling fouls all over the place.Im looking into it to see if i can check where the hell is that coming from :S


About fouls , yeah.If you edit the database, just assigning 1 to balance and reducing agility and strenght a bit while upping player aggression, you get an increase in fouls.Sadly most of us do play career mode and while i could just edit the teams money to match the reduced prices in players due to the new , lower, overall, i dont like it :S

That been said, it is possible to reduce and increase those stats through codes in the ini file, still is a lot harder to get the referee to actually call them even if they seem to be exactly the same fouls as you would get with the edited DB(i have a database i use to test that stuff).

Anyway, thanx again for the post.I know most guys here might not know what each of the player stats mean or maybe even tactics.
Ill try and keep looking at the exes and comparing them to see if i find the values in the faulty one :S
 

regularcat

Manager
Moderator
Zarze;3627594 said:
@regularcat

I was going to quote you but , man that would have been a long post :)
About the cracked exe, that is what i meant.Maybe it came out wrong.There is something there that makes the referee go nuts and start showing red cards and calling fouls all over the place.Im looking into it to see if i can check where the hell is that coming from :S


About fouls , yeah.If you edit the database, just assigning 1 to balance and reducing agility and strenght a bit while upping player aggression, you get an increase in fouls.Sadly most of us do play career mode and while i could just edit the teams money to match the reduced prices in players due to the new , lower, overall, i dont like it :S

That been said, it is possible to reduce and increase those stats through codes in the ini file, still is a lot harder to get the referee to actually call them even if they seem to be exactly the same fouls as you would get with the edited DB(i have a database i use to test that stuff).

Anyway, thanx again for the post.I know most guys here might not know what each of the player stats mean or maybe even tactics.
Ill try and keep looking at the exes and comparing them to see if i find the values in the faulty one :S

comparing the exe files will do you no good unless you have the same version purchased exe as the cracked exe with the crazy referees because after every game update the exe gets altered.

adjusting budgets wouldn't help you would need to completely disable player growth so that the attributes you edited do not increase.
 

SEPAKBOLA

Senior Squad
Love it - thanks RC, you know your stuff as always. Thanks for taking the time to partake in the thread. I'm just going to sit back and let you experts figure it out :)
 

regularcat

Manager
Moderator
SEPAKBOLA;3627602 said:
I'm just going to sit back and let you experts figure it out :)

i was going to do the same thing, after years of doing this i have grown tired and i am hoping someone else can take over and i can finally enjoy playing instead of modding.
 

Zarze

Club Supporter
regularcat;3627610 said:
i was going to do the same thing, after years of doing this i have grown tired and i am hoping someone else can take over and i can finally enjoy playing instead of modding.

I usually take around 2 or 3 months , maybe even 6 after i buy a game i really like, to end up playing it.Being a long time pc user , cant play a vanilla game anymore :S
Oblivion, Skyrim, fallout, fifa games, Pes, always modded :P

Anyway, g2g now, ive got to work for a bit.
 

jeffboon97

Reserve Team
Zarze;3627615 said:
I usually take around 2 or 3 months , maybe even 6 after i buy a game i really like, to end up playing it.Being a long time pc user , cant play a vanilla game anymore :S
Oblivion, Skyrim, fallout, fifa games, Pes, always modded :P

Anyway, g2g now, ive got to work for a bit.

I don't understand why console gamers enjoy their game so much LOL
 

Zarze

Club Supporter
For now the actually gameplay wont change unless somebody finds a major bug or any complaints about how the matches play.Im focusing on getting more physical contact and referee calling more fouls.The first is looking good , now the referee thing, will take a bit more time.
 


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