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:
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.

Cucurella's first touch wasn't that perfect, mainly because the pass to him was made using RB+A.
 
Cucurella's first touch wasn't that perfect, mainly because the pass to him was made using RB+A.
Yeah, but still, other more skilled players control RB+A much better. The reason of why Cucurella is not able to control the ball so good is because of his bad ball control score. Obviously, if it was a soft pass he and any functional human being, would be able to control it without too much problem, ball control diferences based on the score of the attribute apply to passes that are difficult to control, not to easy ones, because it wouldn't make sense. Even a 5 year old child can control a pass at 5Km/h, so let's be serious. We talking about a simulator and profesional players here. Only overhit passes are actually difficult to control. AND I've made it so that normal passes are much more difficult to overhit than driven passes. Driven passes are much more tense and difficult to cut by the defender, but not that easy to control. Also, not driven passes (normal A) can be overhit if you charge too much the bar and you're close to a player. This pass might be either a driven one (RB+A) or simply a too much charged one. Results are more or less the same. Difference is that for overcharging a normal, non-driven pass, you really have to charge the bar quite a lot and be really close to a player. And still many times will simply target a further player, because even in manual passing, there's some kind of player targeting system in place, just that is not that invasive, and players will seek it's companion in a certain way that allows to minimize errors (though still happen if you don't really place your passes good).
 
New clip guys!



This time I want to focus on build-up game. In UPFS, walking has it's place. Try to run always with the ball and you will close yourself passing lanes. You've got time to pause the game, since the top speed of the players is way lower. Not only that, but also players have LESS TENDENCY to run. Both in attack and in defence. Sprinting will be much more selective by the AI, and they will do it in a way that they cut your passing lanes, anticipate passes, and in general, defensive behaviour is way tighter now, and defensive reactions, way faster. This along the fact that contextual errors have more weight on the game, force to play much more intelligent, temporizing so that your companions come to do a support run, receive between lanes, etc., otherwise, you'll be giving the ball to the opposition with a bad pass.

However, this doesn't mean that you can temporize without consequence. Take too much into doing a pass and you'll be pressured by the enemy, and you might loose the ball to pressure. You gotta think much better than in any other football game, and have much more time to do so, that's right, but that doesn't mean that you have infinite time to make a decision. Also, not all the teams will have the same tendency to press than others. Some will do it more aggresively, some others will be more cautious.

In the clip, we've got the example of a build up I made with Spain. It all starts in the left flank with Cucurella receiving a pass from a foul that Laporte puts in play. I make him face forward, find Rodri as an easy pass and decide to pass the ball to him. Rodri has potentially 3 marks over him, so I find difficult to turn around and pass forward, therefore I decide to pass frontal towards Cubarsí. He makes a bad control because he has to move towards the ball, so it goes a bit further than I would've wanted to, so when I stop the ball to see if I have any potential pass, Julián Álvarez quickly sprints towards me to negate space for the pass, press me, and try to recover the ball. I dribble right, but forced to do a whole cut instead of a lateral move while still facing forward, because I need to put Cubarsí body between Julián and the ball in order to protect it. But because I didn't sprint to the side, Julián can correct his sprint, keep pressuring me, jostles with me and steals the ball. He then drives forward, towards goal, but luckily enough, I react back with Cubarsí, jostle again and recover the ball passing to the keeper.

Now, look what I do with the keeper. I've got time, I don't need to rush cause I know I've got a security pass to the left, so instead of quickly moving the ball to the left, I take some time before to step into the ball while analyzing who I can play to.
1788812913245.png
As you can see in this pic, Cubarsí is still marked by Julián, and Lautaro is ready to either press Pedri, or cut the pass to Rodri, and Pedro Porro is behind Julián, meaning I would need to pass high, so finally, I decide to take that secure pass towards Laporte, highlighted by the blue arrow. After that, I try to drive forward and find a pass that advances the game, but the Argentinian team quickly basculates, and my two possible passes are marked, as you can see in this pic.

1788813384698.png

This means I have to temporize and move the ball back to the right. I made the wrong input and did a feint with Laporte, but leaving my input errors aside, which are not important here, I recycle the ball to the right towards Pedri, that has moved between centerbacks, and is ready to comand the play from the back. Is Pedri and not Rodri the one there, because in my tactics, I've got the build-up set to Free Form, so instead of having players running back to their position, they switch roles and positioning in a lively way.

Pedri goes to receive short, I move towards and a bit back him to make sure I don't fail the pass in such a critical position. Lautaro goes to press Pedri, that quickly deploys to Cubarsí, that completes the move towards the right flank. Pedro Porro sends a lovely first touch pass to Dani Olmo that would allow him to drive forward and advance with the ball
1788813995297.png

But because I see Mac Allister dropping back instead of pressing, Julián comes to press Olmo, and a new defender shows up back in the distance, I know that once I drive into space, I will be forced to do only a possible pass, that is to Lamine Yamal, having in count that Oyarzabal is pressed, and since my whole team is in my side of the pitch, that pass would leave Lamine alone vs a whole defensive lane of Argentina, and maybe only Nico that could enter the area from the left. And even while Lamine is a great dribbler and maybe could create some sort of angling for a dangerous shoot, it's still highly probable that I can't get enough rent from it.

1788814741124.png

Now, if I was playing with a team that is based on speed and direct game, I'd probably have made that pass to Lamine because I know he's there even if he's not in the screen, maybe a long air ball, cause if you do that kind of passes by the ground, the AI defence tends to anticipate and intercept them.

But it is because I am playing with a short-passing, low tempo, posession based team, that I decide to temporize by dribbling short and pass again to Pedro Porro, that was already running forward. He gets however where the ball is going, and goes for it, then passes back to Cubarsí, that makes a bad control, and needs to pass back to Porro, that again combines to Cubarsí. Thanks to this temporization, Rodri gets finally close, and I can combine with him through the middle. However, being pressed, I decide to pass first touch to Laporte, that passes again to Cucurella in the left flank, and finally, I find an opening in the Argentinian press and can link up with Pedri through the middle, that would allow him to play forward towards Nico.
1788815549781.png
Finally, the pass is bad because Pedri is running towards Nico and the pass goes towards his back, with the luck that Enzo is running in the same direction, so the ball ends up getting to Oyarzábal, that makes and individual play and ends up missing it because of the pressure.

Now... My question is... In which football game you actually need to recycle the ball back to your centerbacks because you are going to get up with few man, being a posession based team? In which football game, playing patiently and circling the ball around, has it's rewards and ends up opening this kind of passing lanes? AFAIK, NO ONE.

UPFS is the only game I know in the market where you can do this by walking, and not running, and where is much better to do it walking instead of running or sprinting, because it's SAFER and economices both players stamina and possible errors in the build-up. But at the same time, is also a game where if you walk too much and you're not tense, pressure can put you in a dire situation, as we saw at the beginning of the build-up.

For all this reasons, this is the only game you'll be able to play up to 90 min, with real pace, real plays, real build-up, and realistic defensive reactions not only individual, but as a whole team. And what this break-down of the play reveals, is that if this doesn't happen in FC 26 or FC 27, is because a matter of will, because they preffer to have lazy defenders that allow you to score 5+ goals in 5/10 minute matches, than having to EARN EACH GOAL BY THINKING, and having to take decissions not only based on passing lanes even, but also the whole situation and positioning of all the players in the pitch, based also on your team strategy and what kind of football you're seeking to make.
 
Hey, with what you're showing i'm really excited for the next version. Would you mind giving a rough estimate of when you could release it for us?
 
Yeah, but still, other more skilled players control RB+A much better. The reason of why Cucurella is not able to control the ball so good is because of his bad ball control score. Obviously, if it was a soft pass he and any functional human being, would be able to control it without too much problem, ball control diferences based on the score of the attribute apply to passes that are difficult to control, not to easy ones, because it wouldn't make sense. Even a 5 year old child can control a pass at 5Km/h, so let's be serious. We talking about a simulator and profesional players here. Only overhit passes are actually difficult to control. AND I've made it so that normal passes are much more difficult to overhit than driven passes. Driven passes are much more tense and difficult to cut by the defender, but not that easy to control. Also, not driven passes (normal A) can be overhit if you charge too much the bar and you're close to a player. This pass might be either a driven one (RB+A) or simply a too much charged one. Results are more or less the same. Difference is that for overcharging a normal, non-driven pass, you really have to charge the bar quite a lot and be really close to a player. And still many times will simply target a further player, because even in manual passing, there's some kind of player targeting system in place, just that is not that invasive, and players will seek it's companion in a certain way that allows to minimize errors (though still happen if you don't really place your passes good).
No, no, no – RB+A should not be buffed. It's already very powerful; not everyone is Steven Gerrard and Xabi Alonso.
 
Two reminders: In football games, a reasonable half-length is 10 minutes at most—anything longer is pointless—and since you designed the gameplay based on significantly longer halves, the gameplay experience for average players with 6-to-8-minute halves will not be good. The gameplay design of football games must take into account that human-players have an advantage over the CPU have a god's-eye view.
 
No, no, no – RB+A should not be buffed. It's already very powerful; not everyone is Steven Gerrard and Xabi Alonso.
The RB+A is not buffed now. Yeah, the difference in speed is higher between normal pass and driven pass, but because now, normal pass, is REALLY SLOW. So driven pass is way more powerful (in terms of speed) than normal pass. However, because of more power, and reworked errors, it also means more error on controlling the driven pass.
Two reminders: In football games, a reasonable half-length is 10 minutes at most—anything longer is pointless—and since you designed the gameplay based on significantly longer halves, the gameplay experience for average players with 6-to-8-minute halves will not be good. The gameplay design of football games must take into account that human-players have an advantage over the CPU have a god's-eye view.
Then this is not your place. You ain't gonna tell me what kind of experience I have to design. I ain't making this mod for you or for anybody else. I am making it FOR ME, and I am sharing it with anyone else that shares my vision of what a football game should be, and how should it play. If you ain't one of those, you're welcome to go somewhere else. I can accept critics as long as they come from anyone else that shares same objectives as me. If you are going to criticise me because I ain't making the game you want, because you want a faster, shorter halves mod, then you're free to go and try SO MANY MODS out there, for FIFA 16, for FIFA 17, for modern FC 24, 25, and 26. And obviously, the ENORMOUS amount of mods existing for PES 2021. This is A REAL SIMULATOR, tailored to play real pace matches, which obviously, includes playing up to 90 min, and having the same patterns and timings that a real game. If that's not what you're looking for, or you're not interested in it, you're more than welcome to go somewhere else to find what you're looking for, but what I ain't going to allow is that you tell me what kind of experience I DO HAVE TO MAKE, or if it is pointless or not. To start with, is not pointless, because IT DOESN'T EXIST. No one made the experiment, and yeah, probably even I won't play a whole season once the mod is finished (or maybe yes, who knows), but something like I am trying to build had to be done by the simple reason that THERE'S NOTHING LIKE IT. Creating something unique has some value itself.

Tell me, what's the reason of existing of a painting? What can you do with it? It's an expression of a person. Well this is my expression, my conception of a football game, not even to play, but for the mere existance of it. I never found a game that actually played like what I am building, and I wanted it to exist, so I am creating it myself. If you don't like it, well sorry for you, but look somewhere else.
 
Hey, with what you're showing i'm really excited for the next version. Would you mind giving a rough estimate of when you could release it for us?
I'd wish I could have a release estimated time, but the problem is that there's still some things to rework. Namedly, reworking COM for being even more leaned to dribble into the area for shooting when they got space, instead of tending to do one-time shots, and toning down the crosses, since they're a bit broken if you get the perfect timing cause the COM always makes them to end into goal after a perfect placement in a companion head in the area. Also, the GK and the goal kicks, since when making a short pass in goal kicks, the game still makes some weird shit.

About the goal keeper, the problem is that when mantaining Y button (triangle if you're a PS player), the keeper won't run into the ball, and instead will stay still most of the times you press Y. This happens because I use as a base a mod made by vivianroberto through AI, specifically, Claude. Problem with AI is that some values, it really tailors them good, but some many others need to be changed by hand and find the proper values by yourself. I think that AI tried to change goalkeepers to have a more realistic behaviour in certain areas, like being able to stop every ball that goes close to them, or having super-human reactions when going out for the ball when pressing Y, but in the process of doing so, it seems to have mistaken the functionality of some values, therefore altering gk behaviour for the worse.

Now, how long could I take in solving this? Well, it depends. Cause I could revert all related to the GK and goal kicks to vanilla, and it would take me probably less than 5 minutes, meaning that I could have it, potentially, as soon as now. Problem? Vanilla GK, I find them to be not too reliable, so I'd need to check what are the values in the goal keeper files, and get an idea of what does each one, which ones I should revert to vanilla and which not, and in the case I do not revert to vanilla, find the proper values to put there.

For the goal kick issue, more of the same. I'd need to check if it's a vanilla issue or not, how to change it, and once that it's been changed, test it.

Problem here is that I do more things than modding. Modding is time consuming, and I don't mod the game in a disciplined way. I just... play the game, find errors, get fed of them, and decide to solve them once I get fed of them. Since GK are an issue but a minor one and I still enjoy playing the game... I am less moved to solve them soon, but at the sime time, I don't want a release a mod with broken GK. Still, that doesn't mean I don't force myself to fix some parts of the game, even if they're not AS MUCH ANNOYING as others and I don't feel infuriated by them when playing, but it is less common that I fix a part of the game only for releasing that for the pure pleasure of playing the game and making the game have a realistic pace.

So, essentially, answering your question... Soon, but when I feel like I really want to work on the GK and the goal kicks. About the COM problem, I could release it without being perfectly tuned, and having crosses by AI still being a bit broken (mostly in Legendary difficulty) and decision making maybe not as much realistic as I would like to, but still is quite ok, and enjoyable to play vs COM.

So yeah, soon, but not that much soon. For the moment I also want to hype people up while I end up doing the final touches in the game, but again, since that takes quite much time for me and I've gotta be in the mood of modding rather than playing, and lately I am spending more time playing (FIFA, and other games, playing Crimson Desert and first Deus Ex now, and still got modded Cyberpunk 2077 on the list, and then it comes Witcher 3 remake, and then new RPG by Rebel Wolves, and then the whole Tomb Raider series, and gotta play also Kingdom Come Deliverance, and many, many other games more...) well, I can't tell you exactly the release time. Probably, way before I end up all those games, or rather I would release the game in 10 years, but yeah, I advance steady, but slowly, so it will take some time.

To be more precise, maybe I try to have something fully playable without strange behaviours and/or exploitable tactics, by the end of this year, even before, but I can't promise anything. Also, have in count that I am slowly explaining what this mod is about, creating some hype. I want people already expecting the mod when it comes out, and not share it and have it passing without any kind of attention. Will also record a whole match once the issues I still have are solved, to fully show the capacities of the mod, match pace, and also to give you a nice football match to look at, because having in count what I am creating, this might aswell be like looking a real match.

But yeah, keep following the thread and be expecting something by the end of this year.
 
Back
Top Bottom