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Use a combination of your use, there's a lot of ways this game can be played. It's my best work until the moment, and I think that the flaws are few and quite obvious (defensive lane not tracking back properly, as always). I feel this is my best work in terms of ball dribbling feeling and ball control. It's in another level, for me. I seriously recomend everybody to try this version cause it feels very appropiate in so many ways that it is difficult to describe with words.hello master what about sliders? the same or any changes?
This doesn't change any of the functions in that sense from vanilla, so I suppose yes?Is there a way to play ai vs ai in tournament or career mode?
do this mod change something with "quick clearance" ? or maybe through balls with very strong balls?DONG DONG DONG! ATTENTION EVERYBODY, V1.3 FOR TU 14.1 INCOMING!
DOWNLOAD
https://mega.nz/file/78BlWZAa#fevCgJgn5fy89YKtRzm5mnL6efB71-7Q3kp9ARXDZ44
A couple of words about what's been changed in this version.
So, for this version I was focusing in dribbling + ball feeling, which although it was already quite good, it had certain fails like for example, turnings being suddenly too sharp and being difficult to turn and point properly, or trigger the animations I wanted. I also focused on marking and trying to make a more tight gameplay feeling.
CREDITS
I have to make special mention in this version to Chan, creator of AI Motion, who gave me some insights into several values of the game, which helped me to make more responsive animation triggering and blending between animations. Also thanks to 6ons1, creator of eSim mod for FIFA (yeah, the same brand that exists for PES, indeed, tufkar and him are friends), since he helped me A LOT with getting in touch with Chan so that we could benefit each other, which is what I think it happened. He helped me indeed so much with animation blending, and I hope I could help him with other things and values.
LIST OF CHANGES
So, what's so new in this update, and why is revolutionary? Cause you might think there's not so much of a difference, but there is.
Well, let's start with the values I changed based on Chan insights. All of this info was given to me by him in a pdf with proper explanation and pics, and I am very gratefully for doing so.
CHAN DIRECT FEEDBACK AND TEACHINGS
- The first value I changed is DribbleMinTouchTimeByChopFrame, which should help with the ball feeling more natural when contacting the foot. This should help with certain animations being too short on time, or with the animation blending between one animation and another, helping it to have more time in certain transition animations that were too short before and polishing animation triggering since you have more time to make an action in this situations. This, for example, should be smoothing much more animation triggering when your character makes a hesitation move feinting to go towards a side, and control should feel now much more responsive and precise.
- However, that's not enough cause sometimes, players seem to have a very fast reaction time and will chain moves very fast one with another, so I also modified DribbleMinTouchTime to have a min time of reaction after touching a ball by the players, and not doing twitchy moves like touching the ball to times in a row in like 0,0001s.
- Last thing was to reduce the ActionMinCycleLength, which gives a measure of the minimum time of a animation (kind of, I guess), and I lowered so that moves can last shorter if they are short moves and there's more interaction with the inputs made by the player in the pad.
- He also gave me insight with skating problems, which should be less of a problem now that I've changed SpeedIntensity second value to 0,001
OTHER THINGS I FOUND
Things directly pointed by CHAN are not the only things I've changed. He also helped me giving insights on other things that I wanted to change like telling me to try to look in certain EBX, few of them I have touched before.
This is how I ended up revisiting all the ball physics and contact between ball and player in gp_physics (essentially all of the touchcontacts EBX). And something weird was happening here. I'll explain myself, though it will be a bit of a long explanation, you can jump directly to conclussion if you want to know how it affects to gp without the technicall explanation:
- Ok, so here we go. My ball has 1 of inertia, so that means that it won't loose inertia artificially, but rather from the bounces and the rolling and friction with other materials. BUT... there was a problem. There's something called restitution, which measures how elastic a collision is, and how much energy is taken out through the impact thangs to dampening of the materials. It turns that I had most of this restitution to a value of 1 when colliding with the players, which means that the ball won't loose speed in that case, which is completely unnatural, and this was creating ball to not loose enough speed in controls, or dribblings, and be less way controllable. So essentially the change is next, I CHANGED HOW MUCH A BALL REDUCES SPEED IN CONTACT WITH THE FOOT OR OTHER PART OF A PLAYER, so that controlling the speed of a ball is easier, and dribbling and ball control much more precise.
- In actor_movement I also found that in one lane that was a string of values, I had one of those values multiplied by 10, so that would fuck up the turning (it was related with dribbling turning, essentially), so now players will also turn much smoother and controllable.
- I also made marking intelligence better in an attempt of having players covered in a much better way, without having players leave exposed their back or such. While this hasn't solved the problem of the defensive lane running back, and you still have to manually make it go down when the ball is advanced in the wing, at least now players will react better once they get into the area. However, now breaking marks and finding passing lanes is much more important, since players will lean a bit more to mark ball receptors than randomly deciding to cover passing lanes (yet they still do when needed), so breaking free from your mark will give you a lot of advantages.
All of this has made a gameplay where you can flow and pass much better, but so does the AI do. AI has increased exponentially their danger, and one has to be very precise when defending. I might need to do some changes in defense, so that following players is a bit easier, but essentially, if someone is able to move towards the opposite side you're moving, he will go past you, and the defender will have a hard time to catch up back, which means that high pressure can be easily punished if players commit too much into tackles and such.
So, in general, game feels tactical, very tactical, but also with a lot of 1vs1 component if done right. Knowing which animation to trigger when both dribbling and defending, or calculating tackle timings better, will be the difference between winning or loosing a game. Also changes of pace in your game (from fast to slow and slow to fast) will be even more profitable than before. It's now easier to slow down a run, to a certain extent, or do a precise dribbling with a player, and using this to create new passing lanes or ways of combining with your players feels really rewarding, and we will see now less random errors if we first trigger the preparing animation of a shot or a pass, cause it will be easier to trigger those animations now.
So, I hope you enjoy, and give me your feedback! Rar has both gameplay and projects in case you want to peep something! Cheers!
That's not something that happens for me. Ensure to clean the FIFA folder in AppData/Local/Temp, and erase FIFAModData before you use this one. Also, maybe is because I am using Chan's mod as a base, with less priority than mine (meaning mine will overwrite any EBX where both colide), and it's still able to change some things for the better.do this mod change something with "quick clearance" ? or maybe through balls with very strong balls?
Sometimes when i only "tipp" the through ball button it goes really wide.
All other things are really great but this is sometimes Killing my fun
I don't understand this response because you cannot play ai vs ai in tournament mode or career mode in vanilla. The question is whether there is a mod that will allow you to play ai vs ai in tournament mode or career mode? Right now it can only be done in kickoff modeThis doesn't change any of the functions in that sense from vanilla, so I suppose yes?
Chans Mod?That's not something that happens for me. Ensure to clean the FIFA folder in AppData/Local/Temp, and erase FIFAModData before you use this one. Also, maybe is because I am using Chan's mod as a base, with less priority than mine (meaning mine will overwrite any EBX where both colide), and it's still able to change some things for the better.
Yep, AI Motion.Chans Mod?
Then no. This mod changes only the GP, not the menu options.I don't understand this response because you cannot play ai vs ai in tournament mode or career mode in vanilla. The question is whether there is a mod that will allow you to play ai vs ai in tournament mode or career mode? Right now it can only be done in kickoff mode
really dont know about it?Can you link it please or is it not a public mod?Yep, AI Motion.
Not public, at least in Evo-web. However, most of things should work properly without the AImotion itself.really dont know about it?Can you link it please or is it not a public mod?
This is the CB jockey which happens as a result of slowing the game/movements down. Speed and behaviour are extremely linked in modern FIFA games. This is why, despite intentions we can’t drop movements beyond a particular point without the game breaking like this. This link is a major problem that leaks into many areas of gameplay.Hello. See the behavior of my defense in the attached video. This happens even though I keep the game's default slides. Nothing I do resolves this behavior. Anyone else facing this problem? How could I resolve? This gameplay is old but it happens with this mod. I really liked this mod, the physics of the ball and player movement is extremely more natural than in other mods.
Well explained, but yep, essentially this. I've been spending a lot of time looking into this as well, till the moment to no avail.This is the CB jockey which happens as a result of slowing the game/movements down. Speed and behaviour are extremely linked in modern FIFA games. This is why, despite intentions we can’t drop movements beyond a particular point without the game breaking like this. This link is a major problem that leaks into many areas of gameplay.
I’m working on trying to find a fix to this problem, but I have been looking for a few years now and still no proper fix, despite what some may claim. Really hoping EA manage to unlink speed and behaviour more in the next game.
Btw, I couldn't resolve this, true, but while god knows how to change it (maybe initFS?) what I could is make marking tighter by upping marking intelligence, and now, at least, if they are close in the area they will be more pendant of their marks, and will mark it better.Hello. See the behavior of my defense in the attached video. This happens even though I keep the game's default slides. Nothing I do resolves this behavior. Anyone else facing this problem? How could I resolve? This gameplay is old but it happens with this mod. I really liked this mod, the physics of the ball and player movement is extremely more natural than in other mods.
Just an observation. I noticed that this happened in the paulv mod when I reduced the speed on the sliders to less than 40. In that case, if I put the marking at 90 and the speed at 44, it solved this problem. In Anth's mod I didn't notice this behavior. And in your mod if you put the game speed as fast it doesn't happen either. I hope I can help in some these observations.Aliás, não consegui resolver isso, é verdade, mas enquanto Deus sabe como mudar isso (talvez initFS?) o que eu poderia é tornar a marcação mais apertada aumentando a inteligência de marcação, e agora, pelo menos, se eles estiverem próximos na área, ficarão mais pendentes de suas marcas, e marcarão melhor.
Yeah, the speed and the behaviour is quite much correlated, I feel that the defenders just use lower values of acceleration and speed intensity strings when retreating back, is my guess. What I don't know is if it is posible to change the behaviour and make them use higher acceleration values for certain situations, or for that we would need the code.Just an observation. I noticed that this happened in the paulv mod when I reduced the speed on the sliders to less than 40. In that case, if I put the marking at 90 and the speed at 44, it solved this problem. In Anth's mod I didn't notice this behavior. And in your mod if you put the game speed as fast it doesn't happen either. I hope I can help in some these observations.
can i use this new fair ai also for the oldest one the Pure Football 1.2Guys, give a try to this Fair AI version. Changed a couple of things, might be placebo, but I feel that now catch up bug happens less times. Also, set position sliders to default, cause it might be also a problem of the sliders, so unless you know what a slider does, leave it default. You can play with marking slider until you get the right ammount of marking weight you want to feel into the game. Also obviously any other sliders that doesn't mess with positioning on the field (gk ability, injuries, etc.) can be set to your likings.
My feeling is that the game is tighter and much more enjoyable, plays more like real football. Might try to adjust some sliders better once I know what each one does, but as an initial version, I quite like it.
Just an observation. I noticed that this happened in the paulv mod when I reduced the speed on the sliders to less than 40. In that case, if I put the marking at 90 and the speed at 44, it solved this problem. In Anth's mod I didn't notice this behavior. And in your mod if you put the game speed as fast it doesn't happen either. I hope I can help in some these observations.
Yes, but why would you? Version 1.3 is way, way better.can i use this new fair ai also for the oldest one the Pure Football 1.2
Yes and no. Is much more difficult than that. It obviously is one of the most important things, but is not only about player speed, is also about AI logic, which is quite bad, sometimes.Everything is driven by speed. The AI, the jocking, the marking, the close down, the decision making. It's the single most important attribute in the game and it could make/break your game.
Do we put it with higher priority than the gameplay on mod manager or should we only use this file instead of the gameplay file? Great work as always, the community is making great things with gameplayGuys, give a try to this Fair AI version. Changed a couple of things, might be placebo, but I feel that now catch up bug happens less times. Also, set position sliders to default, cause it might be also a problem of the sliders, so unless you know what a slider does, leave it default. You can play with marking slider until you get the right ammount of marking weight you want to feel into the game. Also obviously any other sliders that doesn't mess with positioning on the field (gk ability, injuries, etc.) can be set to your likings.
My feeling is that the game is tighter and much more enjoyable, plays more like real football. Might try to adjust some sliders better once I know what each one does, but as an initial version, I quite like it.
Hi Friends cuál sería la última versión del mod ??? Es compatible con La última actualización ? TU15?View attachment 226158
This is the priority you must have. In the top, any other gp mod that you want to merge (essentially, to take any ebx of that mod that mine doesn't modify), then my gp mod, and then my fair AI. This will make my mod have higher priority/overwrite any conflict that might have with other gp. Then, the Fair AI mod will overwrite the InitFS and the Locale.ini.
Hello friends, what would be the last version of the mod? Is it compatible with the latest update? TU15?Hi Friends cuál sería la última versión del mod ??? Es compatible con La última actualización ? TU15?
Es posible combinarlo con otro mod ? Por ejemplo el del fifer ?
Last version is 1.3 Didn't updated it in the main post, I think. And yeah, should be compatible with any other mod.Hello friends, what would be the last version of the mod? Is it compatible with the latest update? TU15?
Is it possible to combine it with another mod? For example the fifer?
friend but the last version of the mod that you uploaded is from TU14.1, is it compatible with TU15?Last version is 1.3 Didn't updated it in the main post, I think. And yeah, should be compatible with any other mod
Gameplay is compatible because it does not touch legacy files, u should be fine with trying out..normally it is very different from default gameplay.friend but the last version of the mod that you uploaded is from TU14.1, is it compatible with TU15?
YES. I named it 14.1 because I thought that TU15 was a 14.1 hotfix.friend but the last version of the mod that you uploaded is from TU14.1, is it compatible with TU15?