manmachine
Premier League
- 22 June 2008
My only wishes are that, firstly, the "pass quality scalar" tweaks did more (as I'm not seeing much of a drop in pass accuracy), but the biggie:
Yeah, it doesn't affect accuracy, but it still looks good if you try a 180 degree pass without turning and have decreased the values substantially. The ball loses most of its speed and it looks like a miss hit:
PASS_QualityScalarVSAng (in kickpass_passing_runtime) is pretty simple. The X-axis is the pass angle from 0 to 180 degrees, and the Y-axis is the "pass quality". It affects the pass speed only and the default values are.... well, very generous to the fut kiddies. The pass quality ranges from 1 (0 degrees) to 0.8 (for 180 degree passes), I like it scaled from 1 to 0. Don't be afraid to go overboard, it's just a slower pass the more difficult the angle and it feels nice!
For accuracy look into the scalar variables (in the same file I think, and they are simple values, not curves). This is from memory, but the variables are called something like "LeftsidehitScalar", "OverhitScalar" and similar. Increasing these is key to humanising passing because you can get many passes that are not played perfectly in one's path. Passes are more loose and the receiver may have to adjust his movement accordingly. I particularly like the effect of passes played slightly to the left/right of the receiver. Not so much overhit or underhit passes as I think these look a bit unnatural sometimes.
@manmachine do you remember which files you adjusted to get more long shots from the AI?
File was called "shot_decision" something. In the cpuai folder I think.