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:PINUCCIO: (ai.ini) // Bumpy ground! BUMPY_GROUND_MAX_VEL_UP = 1.4 BUMPY_GROUND_MIN_XZ_VEL = 1.52 // How the ball rolls BALL_ROTATION_MAX_KICK_STRENGTH = 2000000.

0 BALL_ROTATION_BACKSPIN_ADDITION_ON_MAX_KICK = 0.03 BALL_ROTATION_BACKSPIN_ADDITION_ON_MIN_KICK = 0.01 BALL_ROTATION_BLENDRATE_WITH_GROUND = 0.40 AUTO_BACKSPIN_LIMITER = 0.8 AUTO_BACKSPIN_MULTIPLIER = 0.8

MAX_BALL_VELOCITY_XZ = 120.000000 MAX_BALL_VELOCITY_Y = 75.000000 BALL_AIR_RESISTANCE_XZ = 0.006987 BALL_AIR_RESISTANCE_Y = 0.005762 BALL_GRAVITY = -0.38 BALL_BOUNCE_COEFF_XZ = 0.90 BALL_ROLLING_COEFF = 0.984441 BALL_BOUNCE_DAMPING = 0.6 BALL_L_BOUNCE_DAMPING = 0.8 BALL_NL_BOUNCE_DAMPING_SPEED = 10.0 RAIN_BALL_BOUNCE_COEFF_XZ = 0.95 RAIN_BALL_ROLLING_COEFF = 0.9795 RAIN_BALL_BOUNCE_DAMPING = 1.0 RAIN_BALL_L_BOUNCE_DAMPING = 0.6 RAIN_BALL_NL_BOUNCE_DAMPING_SPEED = 15.0 PASS_SPEED = 0.6 ANGLE_BIAS = 400000.0 SMART_PASS_NO_PENALTY_ANGLE = 360.0 SPIN_CREATION_MULTIPLIER = 20.0 SPIN_EFFECT_MULTIPLIER = 20.0 EVALBALL_BESTCASEDELAY = 0 EVALBALL_WORSTCASEDELAY = 40 EVALBALL_BESTCASESPEED = 9.0 EVALBALL_WORSTCASESPEED = 7.0 EVALBALL_MAX_PLAYABLE_HEIGHT = 0 POWERUP_RATE = 24 for the gk I use this: NEARTHIRD_LINEDISTANCE = 0 MIDDLETHIRD_LINEDISTANCE = 30

FARTHIRD_LINEDISTANCE = 60 DEADZONE_X = 0 DEADZONE_Z = 0 MAX_BALL_PREDICT_TIME = 20 BALL_PREDICT_RANGE = 40 TARGET_ANTICIPATION = 80 ANCHOR_ANTICIPATION = 100 ANCHOR_WIDTH = 12 ANCHOR_MAX_BALL_ANGLE = 18 THREAT_WIDTH = 96 //24 PRIMARY_THREAT_WIDTH = 16 //4 SECONDARY_THREAT_WIDTH = 16 //4 (tcmai) GOALIE_PUNT_DIST_MIN = 35.0 GOALIE_PUNT_DIST_MAX = 60.0 GOALIE_PUNT_SPEED_MIN = 26.0 GOALIE_PUNT_SPEED = 29 GOALIE_PUNT_SPEED_MAX = 30.0 GOALIE_PUNT_YV_MIN = 20.0 GOALIE_PUNT_YV = 22 GOALIE_PUNT_YV_MAX = 23.0 for heading I use this: HEADER_CHALLENGE_WEIGHT_INFRONT = 0.55 HEADER_CHALLENGE_WEIGHT_HEIGHT = 0.25 HEADER_CHALLENGE_WEIGHT_STRENGTH = 0.05 HEADER_CHALLENGE_WEIGHT_JUMP = 0.15 CROSS_ASSISTANCE = 1000.0 CROSS_ASSISTANCE_WIDTH = 3000 this is important in position.ini for offensive game and defensive, this is equi librate: IDC_POSITION_CLOSE_RATE_ATTACKING = 0 IDC_POSITION_CLOSE_RATE_DEFENDING = 0 In addition, I came to the conclusion that these lines are harmful. Without them the defenders behave very much better, and decreases the total perfection of th e offensive game. I have completely removed and I notice the benefits. POOR_ACTION_DIRECT_SHOT=30 AVG_ACTION_DIRECT_SHOT=55 GOOD_ACTION_DIRECT_SHOT=88 EX_ACTION_DIRECT_SHOT=99 POOR_ACTION_LONG_SHOT=49 AVG_ACTION_LONG_SHOT=69 GOOD_ACTION_LONG_SHOT=85 EX_ACTION_LONG_SHOT=99 POOR_ACTION_PASSING=45 AVG_ACTION_PASSING=69 GOOD_ACTION_PASSING=86 EX_ACTION_PASSING=99 POOR_ACTION_LONG_PASSING=55 AVG_ACTION_LONG_PASSING=79

GOOD_ACTION_LONG_PASSING=90 EX_ACTION_LONG_PASSING=99 POOR_ACTION_DRIBBLING=45 AVG_ACTION_DRIBBLING=69 GOOD_ACTION_DRIBBLING=87 EX_ACTION_DRIBBLING=99 POOR_ACTION_CROSSING=45 AVG_ACTION_CROSSING=68 GOOD_ACTION_CROSSING=84 EX_ACTION_CROSSING=99 POOR_ACTION_TACKLING=45 AVG_ACTION_TACKLING=63 GOOD_ACTION_TACKLING=79 EX_ACTION_TACKLING=99 POOR_ACTION_MARKING=45 AVG_ACTION_MARKING=63 GOOD_ACTION_MARKING=79 EX_ACTION_MARKING=99 // Tackling: Successfull tackling = TACKLE_MISSCHANCE - TACKLE_DRIBBLER_CHANGE // POOR -vs- POOR = 40% miss // AVG -vs- AVG = 45% miss // GOOD -vs- GOOD = 50% miss // VGOOD -vs- VGOOD = 55% miss // POOR -vs- VGOOD = 95% miss // VGOOD -vs- POOR = 5% miss TACKLE_MISSCHANCE_POOR=50 TACKLE_MISSCHANCE_AVG=40 TACKLE_MISSCHANCE_GOOD=30 TACKLE_MISSCHANCE_EX=25 TACKLE_DRIBBLER_CHANGE_POOR=20 TACKLE_DRIBBLER_CHANGE_AVG=5 TACKLE_DRIBBLER_CHANGE_GOOD=-10 TACKLE_DRIBBLER_CHANGE_EX=-30 :HORHGH: Tcmai.ini // GK kick speed GOALIE_PUNT_DIST_MIN = 45.0 GOALIE_PUNT_DIST_MAX = 125.0 GOALIE_PUNT_SPEED_MIN = 34.0 GOALIE_PUNT_SPEED = 37.0 GOALIE_PUNT_SPEED_MAX = 40.0 GOALIE_PUNT_YV_MIN = 20.0 GOALIE_PUNT_YV = 24.0 GOALIE_PUNT_YV_MAX = 26.0 ai.ini GOALIE_DROP_KICK_SPEED = 50 GOALIE_DROP_KICK_YV = 15 GOALIE_PUNT_YV = 23 GOALIE_PUNT_SPEED = 42 GOALIE_ROLL_SPEED = 24

GOALIE_THROW_SPEED = 36 GOALIE_THROW_YV = 0 GOALIE_OVERHEAD_THROW_YV = 10 GOALIE_THROW_THRESHOLD = 0 In reality, when I work on a GPP, I focus on the build-up as a whole, and not on specific points, almost because if you tune one setting I think it affect every one else. My main goal is to allow players the opportunity to make a wide variety of passe s, and make the game better distributed throughout the field. And for the dribbles and the runs, I try to limit them to have less straight for ward build-up. So I have no real idea for the counter-attack. It may be ruled, by the settings of PASS_DIST (here are my values) to allows pla yers to use all styles of pass OPTION_VALUE_MIN_LOB_PASS_DIST = 1100 OPTION_VALUE_MAX_LOB_PASS_DIST = 2400 OPTION_VALUE_MIN_PASS_DIST = 100 OPTION_VALUE_MAX_PASS_DIST = 1400 OPTION_VALUE_MAX_GROUND_PASS_DIST = 1000 OPTION_VALUE_MIN_THROUGH_PASS_DIST = 150 OPTION_VALUE_MAX_THROUGH_PASS_DIST = 1000 and the dribbles (my values again) With these I can see players run forward when they have a good opportunity, but in more difficult case they almost choose to stop their runs or pass the ball OPTION_VALUE_DRIBBLE_DIRECTION = 1000 OPTION_VALUE_DRIBBLE_SAFE = 1200 OPTION_VALUE_DRIBBLE_FORWARD = 30 But as I say, i'm not focused on specific points, but working on these 2 setting s i have a real impact on the build-up (more or less straight forward for exempl e). So I think it could help for counter attack. here are the values of my last GPP Quote DO NOT DELETE THIS LINE & DO NOT CHANGE NAMES,GK,Def,Mid,Att,Team Tackles won,2,2,2,2,0 Tackles lost,-1,-1,-1,-1,0 Fouls Conceded,-2,-2,-2,-2,0 Fouls Conceded in Defensive Third,-4,-4,-3,-3,0 Fouls Conceded in Penalty Box,-5,-5,-4,-4,0 Fouled,1,1,2,3,0 Blocks,3,3,2,2,0 Interception in Own Penalty Box,5,5,4,3,0 Interception in Defensive Third,4,4,3,2,0 Interception in Midfield Third,3,3,3,2,0 Interception in Attacking Third,3,3,3,3,0 Headers,2,2,2,2,0 Clearances,2,2,1,1,0 Corners Conceded,-2,-2,-2,-1,0 Goal Assists,8,8,12,10,0 Goals Inside Box,20,20,20,22,10

Shots On Target Inside Box,5,5,5,9,0 Shots Off Target Inside Box,5,5,5,3,0 Goals Outside Box,25,25,27,25,15 Shots On Target Outside Box,4,4,3,2,0 Pass Received,1,1,1,1,0 Successful Short Pass,0,1,1,1,0 Unsuccessful Short Pass,0,-2,-3,-3,0 Successful Medium Pass,0,1,2,2,0 Unsuccessful Medium Pass,0,-1,-1,0,0 Successful Long Pass,0,2,3,3,0 Unsuccessful Long Pass,0,-1,-1,0,0 Successful Forward Pass,0,3,4,2,0 Unsuccessful Forward Pass,0,-1,-1,-1,0 Successful Backward Pass,0,1,1,3,0 Unsuccessful Backward Pass,0,-3,-2,-2,0 Successful Sideways Pass,0,2,1,2,0 Unsuccessful Sideways Pass,0,-1,-1,-1,0 Unsuccessful Pass Intercepted in Penalty Box,0,-3,-3,-3,0 Unsuccessful Pass Intercepted in Defensive Third,0,-1,-1,-1,0 Unsuccessful Pass Intercepted in Midfield Third,0,0,0,0,0 Unsuccessful Pass Intercepted in Attacking Third,0,0,0,0,0 Successful Cross,0,2,3,3,0 Unsuccessful Cross,0,-1,-1,-1,0 Key Pass,3,3,4,3,0 Caught Offside,0,-2,-3,-4,0 Offside Trap,0,4,0,0,0 GK Save,1,0,0,0,0 GK Save Hard,4,2,1,1,0 GK Receive Goal,-22,-6,-3,-1,-4 You want to have less shots on target ? less chance to score ? Try by lowering this TCMAI OPTION_VALUE_GOAL_ANGLE_BONUS = AI //shot (in DEGREE) SHOT_ASSISTED_ANGLE = RANDOM_SCORE_CHANCE = For the defense, difficult to know why to change One thing i really change since some GPP, is this FBI_HYSTERESIS_SECONDS = 0.65 really different than original value, and i have the defenders staying more in p lace, not running everywhere For almost all settings of the defense I use very high values, and the users of my GPP already said that the defense is one of the best quality on my GPP. And it's hard to score and to win. But difficult to know what setting is really usefull (defense is difficult to te st, it's not like a dribble, a shot a pass, defense is a team work on the field, so ... really hard to see if it's really good or not.) :CesFulcrum: Put sprint dribble onto 0 and increased option safe passing in the TCMAI file fr om 120 to 250.

three gp (config.big, test, backup). my favorit is config(backup).big //General Pass OPTION_VALUE_45DEGREE_CROSS = 0 //1250 OPTION_VALUE_LONGPASS_KILLTIME = 500000 OPTION_VALUE_LOB_PASS_FORWARD = 0 //100 OPTION_VALUE_LOB_RECV_SAFE = 135 //75 //500 OPTION_VALUE_MIN_LOB_PASS_DIST = 1 OPTION_VALUE_MAX_LOB_PASS_DIST = 1750 //3500 //Conservative Pass OPTION_VALUE_PASS_FORWARD = 1000 OPTION_VALUE_PASS_SAFE = 9000 OPTION_VALUE_RECV_SAFE = 9000 OPTION_VALUE_MIN_PASS_DIST = 1 //250 //500 OPTION_VALUE_MAX_PASS_DIST = 1250 OPTION_VALUE_MAX_GROUND_PASS_DIST = 750 //500 //Throughpass OPTION_VALUE_THROUGH_PASS_FORWARD = 0 //500 OPTION_VALUE_THROUGH_PASS_SAFE = 100 //500 OPTION_VALUE_MIN_THROUGH_PASS_DIST = 1 //250 //500 OPTION_VALUE_MAX_THROUGH_PASS_DIST = 1000 OPTION_VALUE_45DEGREE_CROSS = I never work on this, no idea of what's the effect in the game OPTION_VALUE_LONGPASS_KILLTIME = I never work on this, no idea of what's the eff ect in the game OPTION_VALUE_LOB_PASS_FORWARD = allow more lob pass forward, more lob pass to th e strickers, more instinctive Lob pass, more Lob pass to an "in front target" OPTION_VALUE_LOB_RECV_SAFE = allow more safe Lob pass, with good probability to reach, the player take more time to choose his target OPTION_VALUE_MIN_LOB_PASS_DIST = allow the player to choose more or less Short l ob Pass OPTION_VALUE_MAX_LOB_PASS_DIST = allow the player o choose more or less Long Lob Pass You can decline this to the other styles of pass. For me FORWARD = risky, straight, direct SAFE = cautious, more thoughtful, sure reducing the PASS_DIST have an impact on runs, because the players won't choose to make a lot of long distance pass, but choose to get closer of is teammates be fore.

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