AW: Karrieremodus realistischer gestalten / editieren?
Das muss ich mir mal ansehen, danke.
So langsam glaube ich aber, dass es an meinen Slidern liegt. Dort habe ich die Werte für Sprint Speed und Acceleration signifikant nach unten geschraubt.
AW: Karrieremodus realistischer gestalten / editieren?
Ja, die nehmen im Normalfall einen Einfluss auf die Matrix -> Verbrauch der Ausdauer usw.
AW: Karrieremodus realistischer gestalten / editieren?
Also was ich bisher zum Thema Slider gelesen habe, bestätigt diese Vermutung. Der Wert Acceleration ist wohl für die Ausdauer relevant. Wenn man den Wert runtersetzt, dann hält die Ausdauer der Spieler deutlich länger.
AW: Karrieremodus realistischer gestalten / editieren?
Schade!
Gibt es eine Möglichkeit dem entgegen zu steuern? Ich möchte ungern auf die "träge" Spielweise verzichten...
Liste der Anhänge anzeigen (Anzahl: 3)
AW: Karrieremodus realistischer gestalten / editieren?
Zitat:
Zitat von
BlackEmperor
Nicht im CG File Explorer bearbeiten, exportieren (Haken setzen und auf "Extract Selected" oder Rechtsklick und "Export file and regenerate bh") und dann mit einem Textbearbeitungsprogramm bearbeiten.
Also ich habe jetzt alles so gemacht wie beschrieben - allerdings ERscheinen die Attribute im Trainingsmenü nicht (Antritt, Sprintgeschwindigkeit, Balance) und wenn man das Training dann startet scheint auch nichts zu passieren... Habe ich irgendetwas falsch gemacht, oder wat? :(
AW: Karrieremodus realistischer gestalten / editieren?
Kann mir niemand helfen? :(
AW: Karrieremodus realistischer gestalten / editieren?
Ich habe davon leider keine Ahnung. Wenn jmd was weiß wird er sich sicherlich melden..
AW: Karrieremodus realistischer gestalten / editieren?
Wie sieht der Inhalt deiner Files aus? Bzw. zeig mal ein Beispiel einer Trainingseinheit, bei der du was hinzugefügt hast.
AW: Karrieremodus realistischer gestalten / editieren?
[DRILL_SUGGESTIONS]
MIN_PRIMARY_ATTRS_FOR_SUGGESTION = 2
// Penalty bronze, silver, gold
[CM_TRAINING_DRILL_78]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 27
ATTRIBUTE_2 = 15
[CM_TRAINING_DRILL_79]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 27
ATTRIBUTE_2 = 21
ATTRIBUTE_3 = 15
[CM_TRAINING_DRILL_80]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 27
ATTRIBUTE_2 = 15
// GK
[CM_TRAINING_DRILL_81]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 28
ATTRIBUTE_2 = 31
ATTRIBUTE_3 = 32
[CM_TRAINING_DRILL_82]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 30
ATTRIBUTE_2 = 29
[CM_TRAINING_DRILL_83]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 28
ATTRIBUTE_2 = 31
ATTRIBUTE_3 = 32
// Freekick
[CM_TRAINING_DRILL_75]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 16
ATTRIBUTE_2 = 22
ATTRIBUTE_3 = 26
[CM_TRAINING_DRILL_76]
NUMBER_OF_ATTRIBUTES = 4
ATTRIBUTE_1 = 16
ATTRIBUTE_2 = 21
ATTRIBUTE_3 = 22
ATTRIBUTE_4 = 26
[CM_TRAINING_DRILL_77]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 16
ATTRIBUTE_2 = 22
ATTRIBUTE_3 = 26
//Dribbling
[CM_TRAINING_DRILL_93]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 2
ATTRIBUTE_2 = 12
ATTRIBUTE_3 = 14
[CM_TRAINING_DRILL_94]
NUMBER_OF_ATTRIBUTES = 4
ATTRIBUTE_1 = 0
ATTRIBUTE_2 = 1
ATTRIBUTE_3 = 2
ATTRIBUTE_4 = 3
[CM_TRAINING_DRILL_95]
NUMBER_OF_ATTRIBUTES = 4
ATTRIBUTE_1 = 2
ATTRIBUTE_2 = 5
ATTRIBUTE_3 = 12
ATTRIBUTE_4 = 14
//Advanced dribbling
[CM_TRAINING_DRILL_90]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 5
ATTRIBUTE_2 = 12
ATTRIBUTE_3 = 14
[CM_TRAINING_DRILL_91]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 5
ATTRIBUTE_2 = 12
ATTRIBUTE_3 = 14
[CM_TRAINING_DRILL_92]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 2
ATTRIBUTE_2 = 12
ATTRIBUTE_3 = 14
//Defending
[CM_TRAINING_DRILL_69]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 24
ATTRIBUTE_2 = 9
[CM_TRAINING_DRILL_70]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 9
[CM_TRAINING_DRILL_71]
NUMBER_OF_ATTRIBUTES = 4
ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 24
ATTRIBUTE_3 = 20
ATTRIBUTE_4 = 9
// Advanced defending
[CM_TRAINING_DRILL_84]
NUMBER_OF_ATTRIBUTES = 4
ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 24
ATTRIBUTE_3 = 20
ATTRIBUTE_4 = 9
[CM_TRAINING_DRILL_85]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 24
ATTRIBUTE_3 = 9
[CM_TRAINING_DRILL_86]
NUMBER_OF_ATTRIBUTES = 4
ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 24
ATTRIBUTE_3 = 20
ATTRIBUTE_4 = 9
// Advanced Shooting
[CM_TRAINING_DRILL_66]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 21
ATTRIBUTE_2 = 15
[CM_TRAINING_DRILL_67]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 25
ATTRIBUTE_2 = 22
ATTRIBUTE_3 = 21
[CM_TRAINING_DRILL_68]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 21
ATTRIBUTE_2 = 15
ATTRIBUTE_3 = 10
// Shooting
[CM_TRAINING_DRILL_63]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 21
ATTRIBUTE_2 = 15
[CM_TRAINING_DRILL_64]
NUMBER_OF_ATTRIBUTES = 3
ATTRIBUTE_1 = 17
ATTRIBUTE_2 = 25
ATTRIBUTE_3 = 10
[CM_TRAINING_DRILL_65]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 21
ATTRIBUTE_2 = 15
// Passing
[CM_TRAINING_DRILL_60]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 19
ATTRIBUTE_2 = 11
[CM_TRAINING_DRILL_61]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 19
ATTRIBUTE_2 = 11
[CM_TRAINING_DRILL_62]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 19
ATTRIBUTE_2 = 11
// Lob passing
[CM_TRAINING_DRILL_72]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 18
ATTRIBUTE_2 = 11
[CM_TRAINING_DRILL_73]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 18
ATTRIBUTE_2 = 11
[CM_TRAINING_DRILL_74]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 18
ATTRIBUTE_2 = 11
//Crossing
[CM_TRAINING_DRILL_87]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 13
ATTRIBUTE_2 = 18
[CM_TRAINING_DRILL_88]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 13
ATTRIBUTE_2 = 18
[CM_TRAINING_DRILL_89]
NUMBER_OF_ATTRIBUTES = 2
ATTRIBUTE_1 = 13
ATTRIBUTE_2 = 18
//PLAYER_ATTRIBUTE_ACCELERATION, // 0
//PLAYER_ATTRIBUTE_SPRINT_SPEED, // 1
//PLAYER_ATTRIBUTE_AGILITY, // 2
//PLAYER_ATTRIBUTE_BALANCE, // 3
//PLAYER_ATTRIBUTE_JUMPING, // 4
//PLAYER_ATTRIBUTE_STAMINA, // 5
//PLAYER_ATTRIBUTE_STRENGTH, // 6
//PLAYER_ATTRIBUTE_REACTIONS, // 7 -- Mental or Physical? Physical in VPro, Mental in rest
//PLAYER_ATTRIBUTE_AGGRESSION, // 8
//PLAYER_ATTRIBUTE_INTERCEPTIONS, // 9 - Note: This still corresponds to Gameplay::PLAYER_ATTRIBUTE_TACTICAL_AWARENESS; Please remove this comment once Gameplay has changed their attribute!
//PLAYER_ATTRIBUTE_POSITIONING, // 10
//PLAYER_ATTRIBUTE_VISION, // 11
//PLAYER_ATTRIBUTE_BALL_CONTROL, // 12
//PLAYER_ATTRIBUTE_CROSSING, // 13
//PLAYER_ATTRIBUTE_DRIBBLING, // 14
//PLAYER_ATTRIBUTE_FINISHING, // 15
//PLAYER_ATTRIBUTE_FREE_KICK_ACCURACY, // 16
//PLAYER_ATTRIBUTE_HEADING_ACCURACY, // 17
//PLAYER_ATTRIBUTE_LONG_PASSING, // 18
//PLAYER_ATTRIBUTE_SHORT_PASSING, // 19
//PLAYER_ATTRIBUTE_MARKING, // 20
//PLAYER_ATTRIBUTE_SHOT_POWER, // 21
//PLAYER_ATTRIBUTE_POWER_SHOT_ACCURACY, // 22 - long shots
//PLAYER_ATTRIBUTE_STANDING_TACKLE, // 23
//PLAYER_ATTRIBUTE_SLIDING_TACKLE, // 24
//PLAYER_ATTRIBUTE_VOLLEYS, // 25
//PLAYER_ATTRIBUTE_CURVE, // 26
//PLAYER_ATTRIBUTE_PENALTIES, // 27
//PLAYER_ATTRIBUTE_GK_DIVING, // 28
//PLAYER_ATTRIBUTE_GK_HANDLING, // 29
//PLAYER_ATTRIBUTE_GK_KICKING, // 30
//PLAYER_ATTRIBUTE_GK_REFLEXES, // 31
//PLAYER_ATTRIBUTE_GK_POSITIONING, // 32
So... habe ich da etwas falsch gemacht?
AW: Karrieremodus realistischer gestalten / editieren?
Hast du die Attribute in der training_progress.ini hinzugefügt und NR_OF_ATTRS_FOR_TRAINING entsprechend angepasst?