Anth's FC24 Gameplay Mod

Hey, Anth. Good? Can you tell me if there is any way to disable or decrease the frequency of the CPU's Timed Finishing? I never liked this function and I'm messing with the FET, changing some things from existing gameplay mods, mixing things from one creator with another creator to my preference. So I would like to know if there is any way to change this. It's extremely annoying and dishonest the amount of CPU goals using timed finishing, since my finishes are slower because they are normal.
 
Hey, Anth. Good? Can you tell me if there is any way to disable or decrease the frequency of the CPU's Timed Finishing? I never liked this function and I'm messing with the FET, changing some things from existing gameplay mods, mixing things from one creator with another creator to my preference. So I would like to know if there is any way to change this. It's extremely annoying and dishonest the amount of CPU goals using timed finishing, since my finishes are slower because they are normal.
Hi, it's not something I've experienced personally. Taking things from different modders is never a good idea because you often end up with a mess of a gameplay. Different areas often work together to combine solutions sometimes in places you wouldn't think, so you can be creating issues without realising.
 
Hi, it's not something I've experienced personally. Taking things from different modders is never a good idea because you often end up with a mess of a gameplay. Different areas often work together to combine solutions sometimes in places you wouldn't think, so you can be creating issues without realising.
Worse than not. Let's just say I took your FIFA 23 5.0 gameplay and changed some things I didn't agree with, like the speed of passing and finishing, strafe dribbling and other things I can't remember now, based on someone else's gameplay mod who probably used yours as a base and added more changes. What I thought was bad about the gameplay was fixed with these changes I made, but the CPU's Timed Finishing is persistent in any gameplay mod. I always suffer the same types of goals from the CPU with the same type of accurate finishing, even increasing the shooting error slider.
 
Hi, sorry for my English, I wanted to ask you something, I don't mind the original gameplay at all, but I only need three things from you:
1) heavier ball and more tense crosses, now they perform strange parabolas like beach balls
2) goalkeepers who are more effective with their feet and more likely to leave the penalty area.
3) a slight decrease in the frenzy of the game, I mean less fast footballers, but not as wooden as they are now in your mod, who don't run and don't sprint.
in my humble opinion these would be the three things to fix in the original gameplay, for the rest there are the slides
 
Worse than not. Let's just say I took your FIFA 23 5.0 gameplay and changed some things I didn't agree with, like the speed of passing and finishing, strafe dribbling and other things I can't remember now, based on someone else's gameplay mod who probably used yours as a base and added more changes. What I thought was bad about the gameplay was fixed with these changes I made, but the CPU's Timed Finishing is persistent in any gameplay mod. I always suffer the same types of goals from the CPU with the same type of accurate finishing, even increasing the shooting error slider.
You need to change EBX of error shooting to correct that.
 
You need to change EBX of error shooting to correct that.
Are you talking about "gp_cpuai_shodecision_runtime"? If so, I've changed the shotError values there, using values from another gameplay mod, but I don't think that's what I'm looking for.

I think that changing these attributes will change all types of finishes, which isn't the case. When the CPU performs normal finishes, without using Timed Finishing, the shot is fair and similar to the finishes that my player performs.
 
Are you talking about "gp_cpuai_shodecision_runtime"? If so, I've changed the shotError values there, using values from another gameplay mod, but I don't think that's what I'm looking for.

I think that changing these attributes will change all types of finishes, which isn't the case. When the CPU performs normal finishes, without using Timed Finishing, the shot is fair and similar to the finishes that my player performs.
Not the thread for this discussion.

You can’t directly control the type of shot the cpu takes exactly. You can encourage, but can’t dictate entirely.
 
Not the thread for this discussion.

You can’t directly control the type of shot the cpu takes exactly. You can encourage, but can’t dictate entirely.
I apologize for the inconvenience, as I didn't know where to contact you about this.

It's a shame that you can't disable this CPU kick. It's amazing how EA always makes mistakes...
 
Are you talking about "gp_cpuai_shodecision_runtime"? If so, I've changed the shotError values there, using values from another gameplay mod, but I don't think that's what I'm looking for.

I think that changing these attributes will change all types of finishes, which isn't the case. When the CPU performs normal finishes, without using Timed Finishing, the shot is fair and similar to the finishes that my player performs.
Not only there, but also the shoot related EBX in kickerror folder. Basically AI kinda knows which shoots are more precise and more likely to go in and adapts and has tendency to do easiest thing between the options available, including passes, shoots, dribbling, etc, etc. It is not exactly like this, I am oversimplifying it, since they have in count team tactics and player ID, but yeah difficulty of the action (and success rate therefore) plays a great role in players decisions, just like irl.

Anyway, as Anth said, not the place to speak about this, since it diverges from the topic of the thread.
 
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