- Thread starter
- #241
amartingil
League 1
- 20 September 2016
Glad you’re getting the right level of challenge. Difficulty is one of the hardest things to get right. There’s a dynamic difficulty system that adapts the experience to the player. I’ve tried disabling it in the past, but I found that it can become very frustrating, as the CPU doesn’t ease off at all, even when you’re being heavily punished. It also makes it much harder to nail the right level of challenge overall.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.
Great to hear you’re enjoying it that much. Transferring mod tweaks between versions is extremely time-consuming, and there’s a very low chance that the same tweaks will work as well as they do in the version the mod was originally built for.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"![]()
I’m planning to keep developing it for a while, as I still find areas that can be improved. I’ll add player switching to the to-do list. I have experimented with it in the past and managed to improve it, but because CPU player switching is governed by the same system, it ended up making the CPU too strong defensively. So if I revisit that area, I’ll also need to rebalance their defensive capabilities.
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.
I agree that I need to review injuries. Some of the adjustments were made to the conditions under which they can occur, meaning less intensity is required to trigger an injury. Depending on how you play (lots of aerial challenges leading to more collisions) or if the CPU becomes a bit aggressive with tackles, this can result in a higher number of injuries.
The severity you’re experiencing does seem excessive, and I hope it hasn’t messed up your career save.
Love it 😍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):View attachment 394913
🙏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?
Attachments
Next time, make a copy of your save, just in case the infirmary goes through the roof.Going to test it soon also in career mode, I'll let you know how it goes!
I have to announce that I’ve found one of the main culprits behind the FIFEsque ball physics behaviour, and disabling it makes an awesome difference.
So if you already felt that ball physics had taken a big step forward with this mod… this is the cherry on the cake 🍰
Even though I had already completely transformed the ball physics, there was still something that felt a bit “meh”. With this removed, ball trajectories now look much more natural, with a far more coherent travel speed. It has also eliminated the “banana” effect on some long balls and crosses.
On top of that, it seems to have eliminated the ultra-fast passing animations. Players are now consistently required to properly load the pass, resulting in much more reliable and believable animations.
That said, removing this has impacted game balance. Ball circulation is now slower, and it’s noticeably harder to get away from markers. Because of that, I’ll need to spend some time rebalancing things before release. I’ll also use this opportunity to tweak offensive and defensive phase timings, with the goal of increasing transition time and slowing down the overall pace of the game.
I’ll keep you updated 💪




