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If they finish 5th in the season, the next season they should have more crowd attendance.It wasn't my team, it was the rival, Strasbourg. In the French league they are fifth and their stadium was half full
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If they finish 5th in the season, the next season they should have more crowd attendance.It wasn't my team, it was the rival, Strasbourg. In the French league they are fifth and their stadium was half full
No I’m pretty sure there are files relating to that. I’ve just never touched them.You cannot alter in-game match ratings. I wish you could but @Anth James couldn't find any files relating to in-game match rating calculation.
No I’m pretty sure there are files relating to that. I’ve just never touched them.
Up to you. I use loose personally as strict could behave strangely at times(if you are a lower rated team, you cannot buy any players from higher league for example).For negotiations in career mode with this mod, do we have to use 'strict' or 'loose'? @Topaz
I know. It's the only reason I quick-sim so much.Ya match ratings are actually terrible hope you all can fix that someday 😅
Absolutely love this mod my friend! It makes career mode so much more fun and realistic and thank you for that! I've got two questions if I may. The first is regarding the AI range of deviation from the player market value when bidding or demanding transfer fee. I found it a little too exaggerated sometimes when the AI asking for twice or more than the player value (you can see in the pictures for example Haaland and Kimmich) or offering me way too less than the player value (if the player value is very low, the AI will bid 0) I think you did absolutely great job with the transfers algorithm, but maybe it will be a good idea to limit the deviation percentage from the market value to reflect real life, do you think it's possible? The second question is how would you recommend to me to start my way in modding? I've got so many ideas and I want to be able to help make the game better, but I don't know where to start... what should I learn? Thank you again, for your time and effort, and your awesome work! I'm really appreciating it!Changes from 1.9.5:
- Updated to TU 15.1
- Added new playstyle and more frequent playstyle traits to youth players.
- Fixed AI stalling transfer offer for a very long time.
- Hopefully fixed loaning players becoming permanent transfer.
Another thing that I encountered and forgot to mention is the transfers outside the transfer window, it happened too many times compare to real life including big money transfers that are unlikely to occur outsid ethe transfer window, I think it will be more realistic to reduce the probability of that (especially with big transfers). I hope it's possible, and I hope that what I've said is ok and will help improve the mod. (In the pictures I added examples)Absolutely love this mod my friend! It makes career mode so much more fun and realistic and thank you for that! I've got two questions if I may. The first is regarding the AI range of deviation from the player market value when bidding or demanding transfer fee. I found it a little too exaggerated sometimes when the AI asking for twice or more than the player value (you can see in the pictures for example Haaland and Kimmich) or offering me way too less than the player value (if the player value is very low, the AI will bid 0) I think you did absolutely great job with the transfers algorithm, but maybe it will be a good idea to limit the deviation percentage from the market value to reflect real life, do you think it's possible? The second question is how would you recommend to me to start my way in modding? I've got so many ideas and I want to be able to help make the game better, but I don't know where to start... what should I learn? Thank you again, for your time and effort, and your awesome work! I'm really appreciating it!
Absolutely love this mod my friend! It makes career mode so much more fun and realistic and thank you for that! I've got two questions if I may. The first is regarding the AI range of deviation from the player market value when bidding or demanding transfer fee. I found it a little too exaggerated sometimes when the AI asking for twice or more than the player value (you can see in the pictures for example Haaland and Kimmich) or offering me way too less than the player value (if the player value is very low, the AI will bid 0) I think you did absolutely great job with the transfers algorithm, but maybe it will be a good idea to limit the deviation percentage from the market value to reflect real life, do you think it's possible? The second question is how would you recommend to me to start my way in modding? I've got so many ideas and I want to be able to help make the game better, but I don't know where to start... what should I learn? Thank you again, for your time and effort, and your awesome work! I'm really appreciating it!
I removed all the boosts but you need to use a gameplay mod like @Anth James to eliminate all the boosts for CPU.Can this mod do anything about the CPU nerfing my players?
Hate the games where my team suddenly can't dribble, pass or shoot for absolutely no reason, apart from a poorly implemented difficulty spike.
There is a limited amount of transfer a team can do and it's scripted within the engine. This also includes loan moves. The way of fixed it was making CPU team make more transfers/loans outside of the transfer window so when the transfer window starts, those players gets transferred. For the min amount of player per position, you need to also change wpa.ini.Question for you-- (some context first)-- a While ago, I tried a home-made mod that improved loan acceptance and loan behavior, and made more low-to-mid (i.e. 60-78) level players available in free agency. This was an attempt to replicate how many lower-league teams (League 1, League 2, Ligue 2, etc) build through frees as much as they can. So I bumped the numbers of players released to free agency, and I THOUGHT I bumped teams filling from free agency.
But now, a few seasons in, I see major (Premier League! Championship! Champions-League-Quality!) teams running 1 goalkeeper, 23-24 outfield players (and sometimes less!) ...
Your mod looks like a great fix for this !
If I want to tweak my home-made mod, to ensure that larger teams carry 30+, while still retaining a viable free agency for lower-tier teams, would you be willing to share some thoughts about what else I need to edit?
(I altered these INIs: player contract, cmsettings, managerai, transferlistings. Altered some CSVs: NegotiationsLoanorBuy, TransfersNegotiationsSettings)
Awesome, thanks. I might play with this. Might take a look at your mod and what it does to lower leagues also. I appreciate the quick reply!There is a limited amount of transfer a team can do and it's scripted within the engine. This also includes loan moves. The way of fixed it was making CPU team make more transfers/loans outside of the transfer window so when the transfer window starts, those players gets transferred. For the min amount of player per position, you need to also change wpa.ini.
Trying to make sense of the WPA.ini now. There's this section that says "CAPS" -- is that the part tied to positional minimums? I feel like I'm missing a link somewhere (in another file?) that uses the WPA score to dictate transfers? Or would upping the values here influence the rosters? (Using FMT, by the way)There is a limited amount of transfer a team can do and it's scripted within the engine. This also includes loan moves. The way of fixed it was making CPU team make more transfers/loans outside of the transfer window so when the transfer window starts, those players gets transferred. For the min amount of player per position, you need to also change wpa.ini.

Yeah I've eliminated those in my mod.I removed all the boosts but you need to use a gameplay mod like @Anth James to eliminate all the boosts for CPU.
Hey man, wanted to show my appreciation here. The transfer market on your mod is hands down the best around, and the cost of scouts, coaching staff, the financial constraint design as a whole is very good.
I have only a few bug bears that ruin the immersion slightly - mostly youth scouting / pre gen related.
If you spend big money of the top scouts its far too easy to get generational talents. Sometimes you can pick up 2 or 3 top top quality talents in the same report.
I had used FIFER's realism before yours and the youth system on his is pretty good. The age range is 14+ which Is cool because you really get excited about some high potential kids that've been growing in your academy for a while, building that anticipation to keep pushing on through the seasons.
I've just noticed the pre gens recently, Real Madrid had a Fede Valverde, M'bappe AND Rodrygo pregen spawn in the same season, and I'm only on season 3. There's a handful of 80+ rated new gen pre agents as well. I don't know if it's possible but I feel it'd be more realistic if there wasn't any highly rated free agent new gens at all. Realistically speaking, they'd had to have developed and be playing at a team to develop to the level they're at, so you wouldn't see players of that quality (late 70 + rated) available on a free at 18/19 years old.
I know that's quite a bit of work, but don't ask don't get - especially when your mod is the best in class already - why not push boundaries.
Regardless, thank you and congratulations for your work mate.
Well, they're different mods really.Would you say this mod is better than Fifer's?
Well, they're different mods really.
For the quality and quantity you get with FIFER's mod as a whole package, it's a must have.
For career realism - this mod is better than FIFER's equivalent - for me.
FIFER's has a really well done youth system which keeps me coming back every so often, but this mod has the best transfer algorithm I've experienced and the finances are very good. With live editor you can get rid of the world class pre gens/new gens and drop their ratings back to a realistic level.
Ah sorry mate - yeah for me this mod is clear of FIFER's.Sorry, I should have been more clear. I meant the career mods only 👍
Thanks.
I believe this is an EA thing. It happened to me not long ago and confused the crap out of me. I found out that when a player is red carded his stamina/sharpness bugs out and you're best off setting his fitness back to 100 manually with Live Editor.There's something happening in my career mode that I don't know if it's related to this mod, but one or another player who is a starter doesn't recover energy even with days left, I thought it could be because the player was playing in an international team, but it doesn't show any icon over it and other players at the national team level didn't have this problem... it's not a specific player this "error" but rather a random starting player, this happened to me about 3/4 times during the season, each time it was a different player who spent about 15-25 days to recover energy... can you imagine what it could be? Note: sorry for the spelling mistakes, I'm using a translator