东方后 发表于 2011-10-17 20:23

FIFAM12与FIFAM11 AI文件比对

本帖最后由 东方后 于 2011-10-17 20:24 编辑

// Dribble Local Scoring
//
// These are used to determine which direction to dribble in
OPTION_VALUE_DRIBBLE_DIRECTION = 10000//FIFAM11:115000
OPTION_VALUE_DRIBBLE_SAFE = 165//FIFAM11:162500
OPTION_VALUE_DRIBBLE_FORWARD = 15//New,估计应该是用来避免FIFAM11经常回带的问题的

// this can be a value 0-100
// 0 means don't bias against running backwards
// 100 means totally bias running backwards
OPTION_VALUE_DRIBBLE_BACKWARDS = 30//FIFAM11:25

OPTION_SHOOTING_YARDS_CLOSE = 10.0
OPTION_SHOOTING_YARDS_FAR = 23.8//FIFAM11:30
OPTION_SHOOTING_FROM_DISTANCE_BIAS = 77.5//FIFAM11:25.0,这样估计远射应该会比较困难了

// GK Saving
// Min and max speed of movement for GK saving
GK_REACTION_TIME_MAX = 6.0//FIFAM11:8.0
GK_REACTION_TIME_MIN = 0.0//FIFAM11:2.0
GK_REACTION_TIME_FOR_WALL = 2.0
GK_SAVE_SPEED_SIDEWAYS_MAX = 8.5//FIFAM11:5.5
GK_SAVE_SPEED_SIDEWAYS_MIN = 2.0//FIFAM11:3.0,提高了门将的反应速度,

HALF_LENGTH = 5//FIFAM11:6,这个很好理解,半场应该是下调到了5分钟

// Sprinting speeds
SPRINT_SPEED_POOR = 6.0//FIFAM11:4.0
SPRINT_SPEED_EX = 11.0//FIFAM11:10.0
// Percent of runspeed reached when dribbling (Skill 0)
TECHNIQUE_MIN_PERC = 95//FIFAM11:85
// Percent of runspeed reached when dribbling (Skill 100)
TECHNIQUE_MAX_PERC = 95//FIFAM11:99,感觉上只是对无球和有球时的速度的微调

//还有增加了一段能力区分表
POOR_ACTION_DIRECT_SHOT=30
AVG_ACTION_DIRECT_SHOT=55
GOOD_ACTION_DIRECT_SHOT=88
EX_ACTION_DIRECT_SHOT=99
POOR_ACTION_LONG_SHOT=49
AVG_ACTION_LONG_SHOT=69
GOOD_ACTION_LONG_SHOT=85
EX_ACTION_LONG_SHOT=99
POOR_ACTION_PASSING=45
AVG_ACTION_PASSING=69
GOOD_ACTION_PASSING=86
EX_ACTION_PASSING=99
POOR_ACTION_LONG_PASSING=55
AVG_ACTION_LONG_PASSING=79
GOOD_ACTION_LONG_PASSING=90
EX_ACTION_LONG_PASSING=99
POOR_ACTION_DRIBBLING=45
AVG_ACTION_DRIBBLING=69
GOOD_ACTION_DRIBBLING=87
EX_ACTION_DRIBBLING=99
POOR_ACTION_CROSSING=45
AVG_ACTION_CROSSING=68
GOOD_ACTION_CROSSING=84
EX_ACTION_CROSSING=99
POOR_ACTION_TACKLING=45
AVG_ACTION_TACKLING=63
GOOD_ACTION_TACKLING=79
EX_ACTION_TACKLING=99
POOR_ACTION_MARKING=45
AVG_ACTION_MARKING=63
GOOD_ACTION_MARKING=79
EX_ACTION_MARKING=99
// Tackling: Successfull tackling = TACKLE_MISSCHANCE - TACKLE_DRIBBLER_CHANGE
// POOR-vs- POOR   = 40% miss
// AVG   -vs- AVG    = 45% miss
// GOOD-vs- GOOD   = 50% miss
// VGOOD -vs- VGOOD= 55% miss
// POOR-vs- VGOOD= 95% miss
// VGOOD -vs- POOR   =5% miss
TACKLE_MISSCHANCE_POOR=50
TACKLE_MISSCHANCE_AVG=40
TACKLE_MISSCHANCE_GOOD=30
TACKLE_MISSCHANCE_EX=25
TACKLE_DRIBBLER_CHANGE_POOR=20
TACKLE_DRIBBLER_CHANGE_AVG=5
TACKLE_DRIBBLER_CHANGE_GOOD=-10
TACKLE_DRIBBLER_CHANGE_EX=-30


因为FIFAM12和FIFAM11用的是同一个3D引擎,按照EA的习惯,应该还有一大段硬编码的AI调整,所以FIFAM12的实际表现,还要等能正式进入游戏以后再看

我本幸福 发表于 2011-10-17 20:40

快洗洗睡吧

jk372974301 发表于 2011-10-17 20:41

完全看不懂

zhangwangvip 发表于 2011-10-17 21:01

LZ已经安装好了?editor能进不?  我就想知道新增了哪些天才小妖

njwangjun 发表于 2011-10-18 00:30

光改config还不够,否则完美AI早就出了。。。。在前面几代有些是硬伤

东方后 发表于 2011-10-18 09:00

回复 5# njwangjun


    这是肯定的,EA经常硬编码AI,但是我只是将FIFAM12的AI同上作原版AI进行比较,发现还是这代还是又有一些变化的
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