New FIFA 16 mod in the making. Towards FULL SIMULATION!

Making teams have a more logical and dinstinct style of play is probably the most difficult part. I haven't found yet the way to make certain teams to hold more the ball, still gotta look at it. But in general terms, the game is evolving quite nice.
Not sure about FIFA 16, but in FIFA 19 i remember the squad files when opened in RDBM have team traits which decide how a team plays against a stronger, weaker or a team with equal strength. It intern did make team have an identity.
 
Guys. Getting closer. I want you to see a glimpse of what I've been able to recreate



This is a small video of what's about to come, where you can see how defenders actually defend and press without getting crazy, in a positional way, and you have to play fast using triangulations to get out of pressure and move the ball forward.

The video is also useful to see game pace match, even if it's only a bit. In this case, the AI pressed up the ball, but sometimes they are a bit more conservative. There's certain degree of flexibility in that, though the height is still a bit more strict, specially defensive lane length.

In general, now the game plays like real football. You have to temporize the ball to get the players in position, specially when playing short and with a slow tempo in tactics.The game actually has now a reason to do relational, short passing football, that is move marks out of certain positions in the pitch and opening spaces.Welcome to the football game you've always wanted to play.

This is the GOAT, this is FIFA 16, modded.
This is the evolution of football games.


This is
Ultimate Pure Football Simulator.​
 
Guys, new video that I am sure, you will love. I will be updating about the status. There's still a lot to be made, and while the game pace is starting to be good, and temporizing and passing the ball around and playing without haste has it's point and is very useful, the mod is still improvable in many areas, mainly AI.

Take a look and enjoy.



This is a small example of how, in UPFS, dribbling mantains that impredictability of the FIFA titles, while adding certain emphasis on taking the opposite angle that is already present in FIFA but magnified here. The result is not even guaranteed to be the final one, and could even be more polished, adding more emphasis on turning angles, getting the back, etc.

Anyways, in general terms, the whole dribbling system is based and centered on positioning, same as the rest of the game. Positioning is the key around which is centered the whole game, in macro, as much as in micro. Moving marks, being able to transition through a good counter-run, and exploiting spaces, are as much important as to know how to temporice to create those ocassions.

The game is taking shape. There's still a lot of things to be changed, specially turning from players, adding weight into actions without taking responsiveness away, etc. The polishment options guarantee a lot of work hours even after the minimum playable base is already made, and for sure there will be a lot of updates, but the base is starting to have certain essence that promises a lot.

In other areas, the AI is also lacking, with unconsistency in its passes, where they can do a pass that fails by miles, and then make a cross that is almost perfect. Without any doubt, it'll be needing a lot of work to make it more logical, yet they already start creating game from the back, but still plays too direct for my taste, and humanizing it is seriously difficult.

In other order of things, ball physics are Anth's Ball Physics for FIFA 16, and Cheat Engine speedhack is used and set to 0.923. This, along certain sliders that I will share when the mod is finished, is what gives this game soul and heart, the combination of several things that transforms an arcade title into a simulation one.This is FIFA 16 and simulation is here to stay. Will keep you updated and will show more pieces of gameplay as I record interesting clips for you to see in my tests.
 
Guys, new video that I am sure, you will love. I will be updating about the status. There's still a lot to be made, and while the game pace is starting to be good, and temporizing and passing the ball around and playing without haste has it's point and is very useful, the mod is still improvable in many areas, mainly AI.

Take a look and enjoy.



This is a small example of how, in UPFS, dribbling mantains that impredictability of the FIFA titles, while adding certain emphasis on taking the opposite angle that is already present in FIFA but magnified here. The result is not even guaranteed to be the final one, and could even be more polished, adding more emphasis on turning angles, getting the back, etc.

Anyways, in general terms, the whole dribbling system is based and centered on positioning, same as the rest of the game. Positioning is the key around which is centered the whole game, in macro, as much as in micro. Moving marks, being able to transition through a good counter-run, and exploiting spaces, are as much important as to know how to temporice to create those ocassions.

The game is taking shape. There's still a lot of things to be changed, specially turning from players, adding weight into actions without taking responsiveness away, etc. The polishment options guarantee a lot of work hours even after the minimum playable base is already made, and for sure there will be a lot of updates, but the base is starting to have certain essence that promises a lot.

In other areas, the AI is also lacking, with unconsistency in its passes, where they can do a pass that fails by miles, and then make a cross that is almost perfect. Without any doubt, it'll be needing a lot of work to make it more logical, yet they already start creating game from the back, but still plays too direct for my taste, and humanizing it is seriously difficult.

In other order of things, ball physics are Anth's Ball Physics for FIFA 16, and Cheat Engine speedhack is used and set to 0.923. This, along certain sliders that I will share when the mod is finished, is what gives this game soul and heart, the combination of several things that transforms an arcade title into a simulation one.This is FIFA 16 and simulation is here to stay. Will keep you updated and will show more pieces of gameplay as I record interesting clips for you to see in my tests.

Video is private!
 
finally a fifa 16 mod that has dribbling
But you have to know how to do it. Is still difficult and there's a need of knowing how to work with the triggers and lb, and such. Knowing how much to press the joystick in certain direction, and many other small things. Problem I've got now is to make AI dribble into the area when they have space in front behind the defence, cause sometimes they tend to shoot without getting closer to the keeper.
 
New clip guys!



You ain't finding anywhere else what I bring you here. The level of precission and flow in the game is something else, unmatched. Pass, combine, and go through the rival lanes to find your way towards the goal. You can play direct, but now, in this game, tiki-taka also makes sense. Because errors matter more contextually, and playing on the spaces on full speed makes next action more difficult (obviously, controlling the ball at high speeds is more difficult than doing it walking), so now pace control and ball speed is much more important.

Passing a defender is not easy in this game, even though dribbling is damn precise. But most important thing, you can pass one, maybe two, but it increasingly becomes more difficult because AI tends to defend like a group a lot of times, and moves on the pitch make sense. And attributes MATTER in the small details.

Take a look for example in this clip.

Rodri comes to receive short from Laporte in a foul. Receives and controls perfectly with one tap of the ball, which allows him to inmediately accelerate in a smooth, controlled exit dribble, which then goes fading in speed as he receives no pressure. Then moves towards the left flank of the team, and passes Cucurella. Cucurella doesn't have a great ball control, is probably under 80, so it takes a few more taps in the ball to control it than Rodri did with a single one. That allows Rodri to move forward, receiving the ball back from Cucurella and AGAIN, because of his great ball control, receives mantaining the ball close to him, which alloss him to inmediately change direction when Messi comes to press.

AGAIN, ATTRIBUTES. Because Messi doesn't have a very high aggression nor stand tackle (43 and 37), he doesn't try to win the ball with a tackle from Rodri dribble, and let's him go pass without trying to steal the ball from him. Rodri then finds Nico, who is marked by Giuliano Simeone. In contrast to Messi, Giuliano has a very high aggression (82) so when Nico comes to receive, he comes very close to him and actually stomps him from the back, making him loose the ball (maybe that's a foul?) and winning the ball back for his team.

This is the kind of game I am building, guys. A game where details matter, where positioning is key and you can and must look for combinations, aswell as individual plays, and mash it all together into your own style, into up to 90 min match games.

This is looking fire, and I am sure you guys will enjoy the gameplay a lot.
 
And yet, another clip to analyze!



Here you've got another perfect example on how football works in this mod.

Olmo recovers a ball from a bad pass from Argentina, and quickly deploys it to Pedri, that advances drives forward and passes it quickly to the free space where Oyarzabal pops up extending it towards the winger. However, the winger was already running diagonal towards the free space in the area (because of Oyarzabal move, theroetically the 9 that came to receive and drove centerbacks out from position), so the ball goes towards the opposite direction he's running.

Now, I want to analyze this, because this is the turning point for the rest of the play. Because of Nico's momentum, he has to quickly run back into the ball, allowing Argentina defence to get back in position, so he can't run into space with the ball now. This forces him to have to cut back where he has space, and back into the goal again. This so forced cut angles increase error probability a lot because of player stability, balance, call it how you like it, and because of this, I found the pass to Oyarzabal too dificult to make, specially with Nico that is not such a great passer, probably would get cut or go off-target, so I decided to allow player recover a good body balance, drive forward a bit and then make the pass better. But just because giving that time to recover balance, Messi could run into pressing me, so I decided to roll the back ball looking for a safer ball positioning first, and then a passing lane that never showed up due to great Messi's positioning intellingence cutting that passing lane and the press of another Argentinian midfielder, forcing me to reset the play towards the left fullback.

From here, I decide to temporize and allow a more foot-skilled player to come close to receive and comand the play. That role belongs to Rodri, that shows up inmediately for the task dropping back from between lanes.

And here comes the part of the clip that shows best how micromovements and animations, actually affect in FIFA like IRL, and make this an in-depth Football Simulator.

Rodri receives. Again, what I told in the last example. Thanks to 90+ ball control, he drives just perfectly into forward space with the first touch, making the ball to stay close to him, so he can touch the ball again when another defender goes to press him, cutting inside. Here comes the first detail. As Leandro runs back into press, I use a feint towards the left to put my leg into the right side, and use the position of that leg to burst into space forward again, evading him into space. Because of this Leandro gets to Rodri late, and puts his leg in a tackle and a wondeful jump animation plays on Rodri's side to avoid it, cheff kiss there from the engine.

Couldn't be better than this, right? Well, you're wrong. Cause look what happens next. As Rodri's falls, a third defender comes to press, he initially goes to cover the forward trajectory, but on the last moment, he decides to protect the inside, preventing a possible Rodri escape towards the middle, but opening the passing lane forward. Now, you must be thinking that was a complete absurd error from the AI for no reason, right?Look closer. As Rodri steps down into the ground, the left foot is in position of cutting inside, cause it was my first input for some microseconds, and Rodri actually seems he's going to do that and accomodates his body towards that decision. On the last moment, though, I saw the pass and the defender pressing me really hard and going for the ball, so I decided on the last moment to pass it instead try to dribble. The player obbeyed my command tightly and transformed from one action into the other by stepping with the left foot on the ground and doing a lovely pass into Nico, that receives and tries the one on one without success, showing once again two things. How tight defences are in this game and how easily catch the ball from you, and 2, shows HOW IMPORTANT IS BALL CONTROL ATTRIBUTE in this game, since it allows your burst to be much more controlled and make you better at moving the ball in tight spaces.

Simply, a full simulator.

Again I gotta stress something. All this happens because of Cheat Engine being used to make the game run in ~0.925 speed with the speedhack option, and adding ball physics from @Anth James through cheat engine. Those two work wondefully good with the rest of the mod and the settings I've made through attribdb and attribdbgameplay files besides .ini files. Without the speed hack and the ball physics, the game still feels a bit dull and not so realistoc, and obviously much faster.

The combination of all this gives this magic you're seeing.
 
Last edited:
Back
Top Bottom