⚽ 10AM Gameplay Overhaul Powered by AI - Realistic • Tactical • Immersive - 🎄THIS IS FOOTBALL – NEW RELEASE OUT NOW!🎁

I'm really enjoying this version of EAFC25. It's amazing and fun to play. Hopefully, we can have a EAFC 26 version in future.



I have attached a full match game play. Fun and addictive!

Glad you're enjoying it, thanks for the video ☺️
This weekend i will have another long couch co-op session with my friend. We will continue playing your great GP.
We used to play FC 26 with some other mods, but we went back to this one. The physics are phenomenal (but sometimes the crosses are a bit weird) and we have the feeling that the outcome of a game really depends on how we are able to play - no bullshit going on here.

BUT:
We are hoping for a FC 26 version, too. FC 26 runs smoother. FC 25 is always a bit laggy. At least on my machine. FC 26 feels that tiny little tad snappier.

I think I recall that you, amartingale, said that you tried to develop a version for 26, but weren't satisfied with it...maybe you can release it just for fun for us to try it out? ;) Maybe it just fits our style of playing?
That sounds like great time, glad yo're sharing the fun with your pal 🤗🎮🎮☺️

Nice comp, some great goals there 👏
Understand you, but it is a nice option to purchase the game for people who won´t pay the full price and having an eye on a first discount. But at this early date it´s a great deal imo.
I still switch between FC 25 and 26 currently, because @amartingil great Gameplay is still worse with many available mods for other areas of the game to play it. FC 26 must grow a bit further. But it´s a nice possibility switching between games like anybody want do.
I don´t feel to make myself the pressure to say one game is better or worser. Both games has his flaws and tops, though.

Reading people say they struggle to leave FC25 because of the mod is honestly one of the best compliments I could get. But it also says a lot about you as players, you value gameplay above everything else. That’s the only reason anyone would stick with an older version of the game. It’s the same reason many of us still go back 15–20 years to play those old PS2-era PES titles, which, with far fewer resources, delivered a deeper and more satisfying football experience.

As for FC26, I have no plans to work on it, especially after seeing the constant update chaos this season. I said that I didn’t see much potential in FC26 because of how they simplified physics and animations. Until a few days ago that was just a feeling. But after digging into its performance files to see if I could transfer some of the optimizations into the FC25 mod (because yes, FC25 sadly doesn’t run as smoothly as 26), I finally confirmed it.

They haven’t “optimized” FC26 in a clever way, they reduced the allocated resources for physics calculations. That means less real-time physics simulation, fewer animation variations, more predictability, and a generally more robotic feel. Everything behaves in a narrower range because the game simply isn’t simulating as much anymore. It’s smoother, but it’s also shallower.

The work I’ve done testing FC26 so far isn’t worth releasing. I might try to port the exact FC25 tweaks into FC26 at some point, when the title update carrousel calms down, just to see what happens, but I’m not making any promises. I’ve invested a lot of my free time into building the gameplay you’re all enjoying now. At this stage, it’s time to enjoy it myself and continue fine-tuning things at a more relaxed pace. The devil is in the details, and it’s often the final layer of polishing that separates great work from masterpieces.

I’m currently working on the next update. Nothing major, but several meaningful refinements:
  • Crossing is now less assisted, which feels great because you have more freedom to aim crosses into space.
  • Finesse shots have slightly increased assistance, as they were previously too manual and offered no real advantage over laces shots.
  • First-time shots are now a bit more powerful to better match real-life momentum.
  • Some Goalkeeper PlayStyle boosts affecting clearances have been disabled.
  • Previously, all goalkeeper roles were overly aggressive on crosses, catching or clearing almost everything.
    Now, only Sweeper Keepers will show that level of aggression, and overall GK reaction speed on crosses has been slightly reduced.
  • I’ve created a new injury module that increases injury frequency in a more realistic way.
  • Recovery capacity between games (Career Mode) has been increased to improve squad rotation dynamics.

Hopefuly i launch it soon 😽
 
Glad you're enjoying it, thanks for the video ☺️

That sounds like great time, glad yo're sharing the fun with your pal 🤗🎮🎮☺️

Nice comp, some great goals there 👏


Reading people say they struggle to leave FC25 because of the mod is honestly one of the best compliments I could get. But it also says a lot about you as players, you value gameplay above everything else. That’s the only reason anyone would stick with an older version of the game. It’s the same reason many of us still go back 15–20 years to play those old PS2-era PES titles, which, with far fewer resources, delivered a deeper and more satisfying football experience.

As for FC26, I have no plans to work on it, especially after seeing the constant update chaos this season. I said that I didn’t see much potential in FC26 because of how they simplified physics and animations. Until a few days ago that was just a feeling. But after digging into its performance files to see if I could transfer some of the optimizations into the FC25 mod (because yes, FC25 sadly doesn’t run as smoothly as 26), I finally confirmed it.

They haven’t “optimized” FC26 in a clever way, they reduced the allocated resources for physics calculations. That means less real-time physics simulation, fewer animation variations, more predictability, and a generally more robotic feel. Everything behaves in a narrower range because the game simply isn’t simulating as much anymore. It’s smoother, but it’s also shallower.

The work I’ve done testing FC26 so far isn’t worth releasing. I might try to port the exact FC25 tweaks into FC26 at some point, when the title update carrousel calms down, just to see what happens, but I’m not making any promises. I’ve invested a lot of my free time into building the gameplay you’re all enjoying now. At this stage, it’s time to enjoy it myself and continue fine-tuning things at a more relaxed pace. The devil is in the details, and it’s often the final layer of polishing that separates great work from masterpieces.

I’m currently working on the next update. Nothing major, but several meaningful refinements:
  • Crossing is now less assisted, which feels great because you have more freedom to aim crosses into space.
  • Finesse shots have slightly increased assistance, as they were previously too manual and offered no real advantage over laces shots.
  • First-time shots are now a bit more powerful to better match real-life momentum.
  • Some Goalkeeper PlayStyle boosts affecting clearances have been disabled.
  • Previously, all goalkeeper roles were overly aggressive on crosses, catching or clearing almost everything.
    Now, only Sweeper Keepers will show that level of aggression, and overall GK reaction speed on crosses has been slightly reduced.
  • I’ve created a new injury module that increases injury frequency in a more realistic way.
  • Recovery capacity between games (Career Mode) has been increased to improve squad rotation dynamics.

Hopefuly i launch it soon 😽
Great to read you have still visions and plans for your mod. Related to FC 26 I see it seems every year is getting harder as a modder to "repair" the game for us. I always hate that EA can do what they want because it lacks of rivals for football games. And as a customer we need to get it or leave it.
One of the absolutly pros for sticking with FC 25 is that the TU´s are finally gone. Makes it easier to build a mod list without the fear 6 days later you must rebuild the list and even later when mods are all updated. Anyway, your work is still appreciated for FC 25.
 
Great to read you have still visions and plans for your mod. Related to FC 26 I see it seems every year is getting harder as a modder to "repair" the game for us. I always hate that EA can do what they want because it lacks of rivals for football games. And as a customer we need to get it or leave it.
One of the absolutly pros for sticking with FC 25 is that the TU´s are finally gone. Makes it easier to build a mod list without the fear 6 days later you must rebuild the list and even later when mods are all updated. Anyway, your work is still appreciated for FC 25.
Hi, I'm alternate between this FC 25 mod and FC 26 modded with Anth V2 fluid flow gameplay. This version is fast and dynamic and I have lots of fun playing this. For Anth V2 on EA26, I can play more tactically with more thinking of where to pass. I like both versions and play both depending on what I wanna play.

 
Hi, I'm alternate between this FC 25 mod and FC 26 modded with Anth V2 fluid flow gameplay. This version is fast and dynamic and I have lots of fun playing this. For Anth V2 on EA26, I can play more tactically with more thinking of where to pass. I like both versions and play both depending on what I wanna play.


I know Anth´s GP for both Games and I like them too. I like to switch between GP´s, that´s why I often play amartingil Mod as well.
 
I wouldn´t say it´s better. It´s different. Hard to compare mainly. Don´t wanna go more in detail in amartingil´s FC 25 thread though.
So far in terms of looks and gameplay. 10 am is one of the most fun to play. U have to learn to control the ball well and it's like how you would control a ball in real life. The animations seems more fluid too. But I think EAFC 26 will become better as mods gets more mature. I switch back to playing UML 2026 for football life. And although the game looks more life like, the game controls are too robotics. There is no variation at all. I stopped after 3 matches. And back to playing this 10am on EAFC 25!
 
I have tested all the gameplays for years, and until now Anth was the one closest to simulating realism. Since I started playing on your mod, I have to say I finally have fun. If I may suggest a few small changes: 1. The CPU, when taking a corner, if it loses the ball, you can easily get to the goal. 2. Goalkeepers are often not very responsive. 3. I play on Legend because I find World Class too easy. Other than that, you have created an almost perfect gameplay.
 
I think that if the walking speed is reduced will be better.
About the freedom of the ball, I feel it every touch, every turn. Good work, mate!
 
After months and months spent searching for a satisfying mod, I almost uninstalled the game and gave up on the idea of having a playable and fun football simulation, aside from PES 2021, which after five years is now squeezed like a lemon. Until I stumbled upon this by chance and wanted to try out your gameplay. I've only played three games, but it was enough to realize it's incredible! The CPU finally doesn't wait passively for you and no longer lets you wander into its penalty area; now it fights, presses, battles, anticipates, and intercepts. Plus, the pace is believable and realistic, the ball is truly separated from the players, and you have to position yourself and pay attention even for a pass from a few meters away or a block. What a great job, I hope this development continues. Congratulations @amartingil and thank you!
 
when i use this mod with asian league mod+commentator addon, the comentator didn,'t call any player name,did this mod touch the audio gameplay? and one more question ,do i need to disable auto flair pass to make this mod work ?
 
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Is there a particular slider setting that I should use (or a version in particular that's more suited) for women's football? I'm finding it a little difficult at the moment, as in "couldn't get past the halfway line to save my life" difficult.
I know I'm bad at FC but I don't seem to find it that difficult with men's teams (even the poor ones).
 
Maradona Splash Screen (1080p) copy.png

🎄THIS IS FOOTBALL – NEW RELEASE OUT NOW!🎁

This Is Football delivers the most polished version yet of the AI Gameplay Overhaul Mod, now featuring a brand-new Realistic Injury Add-On to make matches even more immersive. Realism without sacrificing enjoyment has always been the core philosophy behind this mod, and this release pushes both even further.





What’s New in This Release


⚽ Shooting Improvements​

  • Reduced randomness in shot height for more consistent outcomes.
  • Shot power now reflects both input strength and incoming ball speed more accurately.
  • Better energy transfer from player movement into shooting power.



🧠 Improved Positioning​

  • Centre backs now step into the attacking half during possession, offering better passing support and staying closer to opposition forwards for quicker counter-attack reactions.
  • Defensive midfielders drop deeper more consistently to support defensive structure.
  • Players are now more aware of their teammates when defending, allowing for more synchronized defensive behavior.



🚑 New Realistic Injury Add-On​

  • Injuries occur more frequently and with increased severity.
  • Heavy impacts can force players off the pitch.
  • Sprinting under fatigue can cause muscle cramps or tears, forcing players to stop immediately.



🔋 Realistic Short-Term Fatigue​

  • High-intensity actions now drain acute stamina much faster.
  • Continuous sprinting and barging is no longer sustainable.
  • Recovery time has been increased to compensate, encouraging more strategic play: Maintain possession, avoid constant transitions, force players to recover after intense defensive sprints.



🏃 Enhanced Attacking Runs​

  • Attackers produce more varied and intelligent runs.
  • Improved spatial awareness and interpretation of space.
  • Forwards now drop and move between the lines more effectively to support build-up play.



🎯 Improved Crossing​

  • Crosses are now sharper, more manual, and more impactful.
  • Greater freedom to choose delivery type and target area.
  • Crossing is once again a viable and rewarding attacking option.



👟 Dribbling Touch Frequency​

  • Slightly increased time between touches to better match player inertia and momentum.
  • Results in smoother, more organic ball control and movement.



⚙️ Additional Fine-Tuning​

  • Numerous small adjustments across gameplay for improved balance and consistency.



DOWNLOAD NOW

https://www.mediafire.com/folder/85f49q5f8myai/TU21_This_Is_Football

and enjoy one of the most immersive virtual football experiences of recent years ⚽🔥

Sorry to keep you waiting, it’s been in the works.
Thanks for all the love and support ❤️
Merry Christmas & Happy New Year! 🎄✨
 
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Is there a particular slider setting that I should use (or a version in particular that's more suited) for women's football? I'm finding it a little difficult at the moment, as in "couldn't get past the halfway line to save my life" difficult.
I know I'm bad at FC but I don't seem to find it that difficult with men's teams (even the poor ones).
I’ve always enjoyed playing with women’s teams because their motion capture feels noticeably better. Movements are more natural and fluid, probably because the animation library is fresher and less legacy-driven than the men’s one.

After playing a full match, what stood out to me is that they are less explosive, so it’s harder to burst away from a marker. You also need to be more precise with first-touch control, as recovering from a heavy touch is clearly more difficult. That said, while it is harder than playing with men’s teams, I didn’t experience anything extreme.

Were you playing on World Class difficulty? Also make sure that all sliders are set to 50 (gameplay and tactics), weather are enabled and wind is set to low

I think one of the mechanics some players may struggle with at first glance is first-touch control, especially if they’re used to the “glue touch” of vanilla gameplay. Creating more separation between the player and the ball when receiving was one of the most important goals for me when I started this mod. I tried many different workarounds that partially achieved this, but the real breakthrough came when I identified a parameter set that controls how ball speed and player speed interact to calculate first-touch distance. That was a game changer. It meant the ball was no longer tied to animations, and with the right setup, it enabled a genuinely realistic ball-control mechanic. I may have to do a tutorial or a showcase video to sell the feature.

It wasn’t surprising to discover that the vanilla setup heavily kills both ball and player momentum. Once that was adjusted, the results were excellent and this is one of the key pillars of why this gameplay feels so much better than other alternatives, and one of the main reasons I’ve stuck with FC25. Unfortunately, this system has been removed in FC26. You can still make first touches longer in FC26 using a dedicated first-touch length parameter or by increasing control error, but it’s not the same. The first option is more scripted, and the second causes incoherent outcomes because touch distance itself is not an error.

That distinction is crucial, and it’s why this mechanic feels so natural here. I see a lot of people in the main thread talking about “fundamentals”, blaming the game engine, and claiming that mods can only mask issues rather than truly change behavior. I’d honestly love to see the reaction of some of those “fundamentalists” after playing this mod.

Most players default to the usual suspects when trying or recommending gameplay mods, probably because longevity in the scene is often equated with reliability and competence. I’ve tried many of those mods myself, and I won’t deny that some of them do solid work. That said, they don’t go as far as this one in terms of actually transforming how the game plays. This mod isn’t about cosmetic tuning or surface-level feel; it’s about changing how core systems interact especially ball–player dynamics, so the game behaves differently at a fundamental level.

For those asking about a move to FC26: despite the introduction of Authentic Mode, EA has heavily reworked the core animation and physics systems to prioritise ultra-responsive gameplay for the competitive scene. As a result, modders can no longer go as far as we could in FC25 when it comes to those gameplay areas. This means the elements that make this mod special simply cannot be replicated. In short, you can’t get anywhere near the depth that FC25 allows to make the fundamentals truly shine.

By the way, I’ve also done some live tuning on the Ball Physics and Player Movement file to refine how players move when receiving a pass. The result is much smoother body-shape adjustments during reception, which significantly reduces skating, improves body orientation, and minimizes many of the abrupt animation links or unnatural speed-ups in these actions. Please download the file again if you read this message, it is also updated in the mediafire folder.
https://www.mediafire.com/file/hbwz...nt_%28TU21%29_-_This_Is_Football.fifamod/file
 
I’ve always enjoyed playing with women’s teams because their motion capture feels noticeably better. Movements are more natural and fluid, probably because the animation library is fresher and less legacy-driven than the men’s one.
After playing a full match, what stood out to me is that they are less explosive, so it’s harder to burst away from a marker.
I also like playing with women, and I believe it is pretty much for the same reason (gameplay being a little slower, players being less overpowered, and animations being a little smoother).
I had a blast back in the day with the FIFA 16 patch that allowed us to play the career mode with women's teams. I did one with Atalanta (which was still Mozzanica back then, shame on you Percassi for how you treated them) and enjoyed it a lot. I wish we could play Women's Serie A in FC again, someday.

Were you playing on World Class difficulty? Also make sure that all sliders are set to 50 (gameplay and tactics), weather are enabled and wind is set to low.
World Class here, indeed.
For what it's worth, I hadn't yet updated to "This is Football" (I was still on "Liveware Evolution").
I took the chance to wipe the game completely, re-install it and start fresh with just your latest gameplay mod (making sure to keep all sliders at 50 and to apply the wind/weather settings as suggested) and the Serie A licensing mod by Danielz and I now must say that I feel the game being better.

I think one of the mechanics some players may struggle with at first glance is first-touch control [...] I may have to do a tutorial or a showcase video to sell the feature.
Oh wow, a tutorial on the things that have changed to show players how to handle them would be cool. It would also help players get a little more into the mod I believe (because they'd maybe say "OK this is by design and I have a way to kinda leverage it to my advantage" instead of feeling frustrated and wondering if the mod's working right).
I'm also aware that making tutorials is pretty time consuming, so I'm of course not demanding anything here.

This being said, I wanted to say that I appreciate what you did to the game. I appreciate it a lot and I'm grateful that your mod exists and is still being worked on.
 
Playing a UWCL with Juventus before diving into a complete career mode.
I'm halfway through the group stage and I got a win (comfortably defeated Carl Zeiss Jena 3-0 at home), a draw (0-0 against Nantes away, but I felt I deserved to lose) and a defeat (lost 2-1 to Benfica in Lisbon, and this could and should have been a draw).
Sitting in 3rd now (which would mean being sent home), but with two matches to play at home I think that the chance of qualifying for the knockout stage is still there.

I still find it different than men's football (and probably a little more difficult) but it's definitely fun and that's what I was after: fun without having to resort to unrealistic behaviours.

I saw that with some patience I've been able to create chances and breakaways (especially on the flanks with Cantore on the right and Bonansea on the left, with the chance to sub Lehmann in in the second half and leverage her acceleration if needed, like it happened against Jena).
As someone that likes wing play (it's most likely Virtua Striker 2's fault if I do), I must admit that I like how crosses have been tweaked to be effective but not too overpowered (not à la Virtua Striker 2 where two out of three crosses were goals).
The "banana effect" on crosses/long balls (sorry for calling it that way but I guess you get what I mean, see the Port Vale vs. Morecambe highlight that I posted some time ago) that I saw in some older releases of the mod (and in FC 24 while playing Clubs) has apparently gone and that's definitely an improvement.
 
I’ve been playing a Player Career Mode with Picard at Dijon in the French Women’s League, inspired by your words.
It’s been a long time since I last played in the “become a legend” way, and this mod has made the experience incredibly immersive.
This is what happened after pushing hard in my first games as a starter:



This is what the injuries add-on really brings. During testing, I’ve seen players cramp in many different situations, but only once did I see the ball carrier cramp and that was a CPU-controlled player.

In Player Career Mode, though, it’s been happening quite often when my stamina is gone. I kept forcing through matches and ended up with a tear that kept me out for a month. I need to learn to regulate better.

It’s honestly amazing and also frustrating to realise this depth is already in the game, but EA deliberately blunts it for the sake of competitive play and Ultimate Team users.
 
I’ve been playing a Player Career Mode with Picard at Dijon in the French Women’s League, inspired by your words.
It’s been a long time since I last played in the “become a legend” way, and this mod has made the experience incredibly immersive.
This is what happened after pushing hard in my first games as a starter:



This is what the injuries add-on really brings. During testing, I’ve seen players cramp in many different situations, but only once did I see the ball carrier cramp and that was a CPU-controlled player.

In Player Career Mode, though, it’s been happening quite often when my stamina is gone. I kept forcing through matches and ended up with a tear that kept me out for a month. I need to learn to regulate better.

It’s honestly amazing and also frustrating to realise this depth is already in the game, but EA deliberately blunts it for the sake of competitive play and Ultimate Team users.

I also liked the injury system. What I liked the most is that at times I got forced to sub a player out after getting a knock, but that was it. She was recovered and ready to play for the following match.
Just one time I had to sub Calligaris out for an injury (the kind of injury for which the ref stops the play even if no foul has been called) and she was then unavailable for the following match.

In my UWCL run (which sadly and suddenly ended with a double defeat to Eitnracht Frankfurt in the quarter finals) I also saw players cramp in some occasions. Especially Cantore (well, to be honest I've been kinda overrelying on her for all the campaign so it was somehow foreseeable that she would be dead tired by the 60' mark each time).

Talking about Cantore (a player with which I fell in love last summer during the women's Euro), she's been a joy to have at the team for the campaign and she single-handedly won us several points more than once.
She recorded two assists in the 3-0 home win against Jena, and a goal in the 1-1 draw against them away, a goal and an assist in the 2-0 home win against Nantes, a goal against Benfica in the 2-2 draw that allowed us to advance past the group stage.
She also scored a goal in the 2nd leg against Frankfurt to keep hope alive (lost 2-0 at home and were 0-0 at that time in Frankfurt, but after her goal they managed to turn it around and it sadly ended with a 2-1 defeat making it 4-1 on aggregate).

Well, we still managed to do better than what Juve did in real life. 😎
 
Now is the time to start a career with a "bottom of the table" team like Betis, Reims, Köln or Tottenham (to just name one from each European league) and lead them to glory (or to total destruction, most likely... Thanks Heaven we can't be relegated even if we lose every match, a feat that not even Potsdam managed to achieve).

Side note: oh, defining Tottenham a "bottom of the table" team is such a joy. ❤️🩶
 
Greetings!

Man, thank you for this. Best fifa experience ever for me. At first I had games with very high scores but than I realise that I was playing as fifa makes me play.
Then I told my to trust the mod and to play as I like, meaning, like real football. The result is magic. God bless you my friend.

Two questions:

(1) Is it possible to reproduce what you have done for fc24. Like If I modify everything you did in fc25 the same way in fc24 with an editor can I get a similar result? ( I've never modded but your mod inspired me so much that I started to watch Paul-v's tutorials...)

(2) In fifa 23 and fc24 when I use "player rotation" for switching I can rotate the "switch icon" from player to player and when I want I can hit the "switch button" to select that player. In fc25 when I do the same exact thing, the game choose another player (someone closer to the ball). So it brakes the whole purpose to use this mechanic. When I look into "gp_team_switching_runtime" there's nearly no difference between fc24 and 25. I tried to change values there anyway but didn't notice any difference in game. Do you have an idea about how to manage this issue. I also wonder if it's possible to interrupt definitively the constantly updating switch icon; I prefer to have absolute control over it.

Anyways.... thanks again for this mod icredible, if there's one thing that I can propose that you could name it "this is black magic" :)
 
Greetings!

Man, thank you for this. Best fifa experience ever for me. At first I had games with very high scores but than I realise that I was playing as fifa makes me play.
Then I told my to trust the mod and to play as I like, meaning, like real football. The result is magic. God bless you my friend.

Two questions:

(1) Is it possible to reproduce what you have done for fc24. Like If I modify everything you did in fc25 the same way in fc24 with an editor can I get a similar result? ( I've never modded but your mod inspired me so much that I started to watch Paul-v's tutorials...)

(2) In fifa 23 and fc24 when I use "player rotation" for switching I can rotate the "switch icon" from player to player and when I want I can hit the "switch button" to select that player. In fc25 when I do the same exact thing, the game choose another player (someone closer to the ball). So it brakes the whole purpose to use this mechanic. When I look into "gp_team_switching_runtime" there's nearly no difference between fc24 and 25. I tried to change values there anyway but didn't notice any difference in game. Do you have an idea about how to manage this issue. I also wonder if it's possible to interrupt definitively the constantly updating switch icon; I prefer to have absolute control over it.

Anyways.... thanks again for this mod icredible, if there's one thing that I can propose that you could name it "this is black magic" :)
For switching, I think that you can choose in the options if it's ball-related or player-related. Try having a look at that setting, hopefully it solves the problem for you!

For the scorelines, I'm having mixed results so far (and I'm absolutely not complaining).
Apart from my UWCL run, i played a handful of matches with the women's team of Real Betis (which will most likely be my team of choice for the career) and the results were realistic. Got a fair beating angainst Barcelona (4-0) which has been the only "goalfest", a couple of narrow wins against Granada (1-0) and Espanyol (2-1), a goalless draw against Deportivo de La Coruña and a couple of defeats (2-0 to Levante and 2-1 to Real Sociedad).

Yes, I don't score much but it's always been the case even in older FIFAs, probably due to the manual controls.
 
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The gameplay is nice, but there are some criticisms to address for improvement. The CPU's defensive play is too weak; at world class level, you practically win without any problems, just by attacking down the wings to score, while the injuries are exaggerated – I get 1 or 2 per match.
 
while the injuries are exaggerated – I get 1 or 2 per match.
They're usually "knocks" though. Most of the times, the player isn't even forced to leave the pitch (like it happens in real life).
And this is another thing I like about injuries. When getting a knock, if a player thinks that he/she needs to be subbed out, he/she signals it to the bench.
I know this is not a thing added by this specific mod but the animation was already in the game, but (due to the lack of "knocks") I've noticed it for the first time while testing the mod:
Screenshot 2026-01-01 212904.pngScreenshot 2026-01-01 212916.png

About the game being too easy, well... Maybe you could try playing a bit with sliders.
I'm not good at making slider sets but maybe increasing the "line width" and the "marking" sliders for the CPU could make it a little more difficult.
I, for example, while recognizing that wing play with this mod has become more effective, don't find it that easy on World Class. I still get my fair share of beatings (World Class, 8 minute halves, manual controls if that matters).
 
Also, considering that I'll be playing women's teams...
I thought that a themed splash screen could be nice, so I tried doing one (hope @amartingil doesn't mind me removing Maradona):SplashScreen.png
 
They're usually "knocks" though. Most of the times, the player isn't even forced to leave the pitch (like it happens in real life).
And this is another thing I like about injuries. When getting a knock, if a player thinks that he/she needs to be subbed out, he/she signals it to the bench.
I know this is not a thing added by this specific mod but the animation was already in the game, but (due to the lack of "knocks") I've noticed it for the first time while testing the mod:
View attachment 394887View attachment 394889

About the game being too easy, well... Maybe you could try playing a bit with sliders.
I'm not good at making slider sets but maybe increasing the "line width" and the "marking" sliders for the CPU could make it a little more difficult.
I, for example, while recognizing that wing play with this mod has become more effective, don't find it that easy on World Class. I still get my fair share of beatings (World Class, 8 minute halves, manual controls if that matters).
Unfortunately not for me, 7 injuries in 3 matches and six of them very serious, at least 3 months each. In which position do you place the injury file in the mod editor?

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Unfortunately not for me, 7 injuries in 3 matches and six of them very serious, at least 3 months each. In which position do you place the injury file in the mod editor?

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Going to test it soon also in career mode, I'll let you know how it goes!
 
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