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[CMTweaks]
[Installation]
Install using the latest version of FIFA Mod Manager. Use an online tutorial to guide you through the process of installing FIFA mods if you haven't done so before.
[Changelog]
[1.1]
- Reduced impact of playtime on match rating.
- Increased energy recover rate the day after a match.
- Boosted attendance for EFL League 1 / 2 matches to sit closer to international league rates.
- Updated currency exchange rates.
- Reduced the forced frequency of press events (they'll still be offered if something is newsworthy (transfers, injuries, suspensions etc.)) and increased the liklihood of answers affecting the team.
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[0.8]
[Scouting]
- Reduced max potential for youth players to 98 to prevent a visual bug.
- Increased the potential variation displayed (still below vanilla settings) to prevent potential figures like 96-96. Figures should now be closer to 94-97 as an example.
- Slightly reduced the chance to have 5-star weak foot abilities (still more likely than vanilla settings).
- Further increased the cost of scout missions to account for more high-quality players being discoverable.
- Increased the minimum number of attributes revealed when players are initially scouted.
[Negotiations]
- Shortened AI response times to loan and transfer offers.
- Reduced the risk of negotiations falling through (during cutscenes) for both buying and selling players.
[Manager]
- AI managers now renew more contracts to ensure they have enough players for the season. This should prevent issues where teams lack players for specific positions and reduce the number of free agents.
- Increased the chance of clubs offering jobs to successful managers.
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[0.7]
[Scouting]
- Reduced youth academy size back to 16 players as there is a hard-coded limit.
- Increased odds of youth players having traits.
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[0.6]
[Fitness]
- Doubled player energy recovery to mitigate high stamina drain during matches compared to AI teams.
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[0.5]
[Morale]
- Reduced the max minutes played expectation for players (all roles).
[Matches]
- Boosted matchXP modifier for players who play 30-60 minutes. This isn't noticeable against match rating but should affect player attribute development rates.
- When 'jumping to result' in played matches, match ratings will better reflect actual performance (i.e. a ST with a hat-trick will score 9-10, as will a GK with a CS and multiple saves or a DEF with high possession and tackles).
[Fitness]
- Set PLAYERMAXENERGY=200 for testing. This doesn't seem to work.
- Set ENERGYRECOVERY=20 for testing. This works.
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[0.1-0.4]
[Scouting]
- Increased the number of GTN players scouted each month.
- Lowered minimum youth player age to 14.
- Raised the potential ranges for higher tier youth players.
- Altered the youth player work rates (Att / Def) on recruitment to increase the odds of a high work rate in logical positions.
- Raised the attributes of higher tier youth players.
- Reduced the potential range displayed for higher tier scouts, increasing potential accuracy.
- Increased max potential displayed from 94 to 99.
- Increased high weak foot ability odds for more skilled scouts.
- Increased GK height range to mitigate chances of a short keeper.
- Slightly increased the odds of youth players holding relevant traits.
- Increased the number of youth players scouted each month, dependent on scout skill.
- Increased the cost of scout missions to balance the lift in skill and potential.
- Reduced the odds of a higher tier scout finding lower tier players.
- Reduced the attribute variance when scouting youth players.
- Increased Youth Academy size to 32 players. This gives the user space to store 14 y/o prospect players.
- When youth players threaten to leave the academy, the days between the email and them leaving has been increased from 3 to 30 days.
- Increased the odds of finding higher quality players in expected countries.
- Increased youth player quality when scouting Northern Europe.
[Morale]
- Increased player morale gain from rest and recovery days.
[Sim matches]
- Reduced base stamina loss in sim matches. Need to test further.
- Increased the match rating gain in sim matches for goals, assists and CS.
[Growth]
- Slightly increased attribute gain speed each month.
- Lowered the match rating required to achieve max growth to account for low match ratings in played matches.
[Player management]
- Reduced bench / reserve player happiness loss from being benched / not played to simulate other opportunities for reserve players (U18 / U21 / friendlies).
- Removed the match rating penalty applied for subs playing 30-60 minutes (ratings are still dependent on game involvement, so subs will naturally still grade lower).
- Decreased the performance requirements to achieve good form.
[Match day]
- Increased the variation of match attendance.
- Increased the chance of press conference choices having an effect on morale.
[Manager]
- Disabled manager sacking.
[Negotiations]
- Reduced the risk of transfer negotiations falling through by offering too low a value.
- Reduced the risk of contract negotiations falling through by offering too low a wage.
- Fixed an error in contract negotiations that allowed comically low wage offers to be considered by player agents.
- Increased the wiggle room for loan wage split decisions.
- Increased the number of times AI managers will counter wage split proposals.
- Reduced the number of days between contract negotiations from 14 to 7.
- Increased the minimum youth player contract length to 4 years.
- Increased deadline day hours from 10 to 24.
- Reduced the number of days AI take to respond to transfer offers.
[Misc]
- Tight, untucked jerseys now more common than normal fit.
- Updated for TU#17.