《FIFA足球經理13》修改AI方法

3D比賽總是充滿了不確定性,一會兒黃牌滿天飛,一會兒到處人仰馬翻而裁
判卻捨不得摸摸口袋。這一切都是AI的作用,是AI參數是的比賽變得富有懸念,是AI參數讓人又恨又愛。今天我就來告訴大家如何
修改AI文件,從而讓3D比賽變得更加符合玩家的個性。

修改AI文件的方法是,在遊戲的安裝目錄下面手動新建一個名為tcmai.ini的文件,然後把你想要改動的AI參數寫在這個文件
里。所以關鍵就在於你要知道這些參數的意義,下面我就來為大家介紹主要的一些AI參數及其含義。注意,凡是開頭有雙斜槓
「//」的,說明這一行的文字是注釋說明,不會被遊戲所採用;而在注釋下面的等式右邊的數字才是我們要修改的內容。另外,千
萬不要嘗試修改config.dat文件,一旦此文件被修改,遊戲就進不去了,哪怕你再改回來也進不去,必須使用原始的config.dat文
件去覆蓋它才能恢復正常!

// The dimensions of the field. The units are 16ths of a foot.
// FIFA: 6450.0 x 4300.0 = 134.4Y x 89.6Y
// TCM: 5482.5 x 3655.0 = 114.2Y x 76.1Y (85% of FIFA)
// 這里設置球場的長和寬,注意遊戲中的長寬比例默認設定為國際足聯標準的85%。
FIELD_LENGTH = 5482.0
FIELD_WIDTH = 3654.0

// 60 is the original default value. Values from 40 to 80 are “reasonable”.
// 這里設置遊戲的速度,默認值是60,數值越高,遊戲速度越慢,有效數值在40—80之間。
GAME_SPEED = 60

//There are three setting for ref Strictness
// 0 = normal
// 1 = DEBUG EASY (no carding)
// 2 = DEBUG STRICT
// 這里設置比賽中裁判的判罰尺度,0是正常,1是寬松(不會出牌),2是嚴厲
REFEREE_STRICTNESS = 0

// 0 = no crazy CPU through passes 1 = crazy CPU through passes
// 如果設置為0,電腦就不會瘋狂地傳身後球,但是這樣你會失去大部分比賽的樂趣
CPUTHROUGHPASSES = 1

// 0 = turn off new cpu shots 1 = turn on new cpu shots
// 如果設置為0,電腦就不會射門了(那還有什麼意思啊?)
CPUSHOTS = 1

// 0 = turn off cpu dribble 1 = turn on cpu dribble
// 如果設置為0,電腦就不會帶球了(那還有什麼意思啊?)
CPUDRIBBLE = 1

// 如果設置為0,電腦就不會使用撞牆式過人了(那還有什麼意思啊?)
CPUWALLPASS = 1

// 如果設置為0,電腦就不會大腳解圍了(那還有什麼意思啊?)
CPUCLEARANCE = 1

// 如果設置為0,電腦就不會長傳沖吊了(那還有什麼意思啊?)
CPULOBPASS = 1

// 如果設置為0,電腦就不會傳中了了(那還有什麼意思啊?)
CPUCROSS = 1

// 0 = allow CPU dekes
// 1 = no CPU dekes
// 如果設置為0,電腦就不會做假動作了(那還有什麼意思啊?)
NOCPUDEKES = 0

// ranges for attributes
// 球員比賽時的態度
// 一般
ATTRIBUTE_AVG = 60
// 好
ATTRIBUTE_GOOD = 90
// 極好
ATTRIBUTE_EX = 95

//Min and Max Sprint speed used in speed attribute tuning, please tell Paul if your gonna change these
// 這里設置沖刺速度的差異
// 差
SPRINT_SPEED_POOR = 8.3
// 一般
SPRINT_SPEED_AVG = 8.5
// 好
SPRINT_SPEED_GOOD = 8.7
// 極好
SPRINT_SPEED_EX = 9.0

// 帶球時的速度損失
DRIBBLE_SPEED_PENALTY = 0.3

// 這里設置帶球偏移量的差異
// 差
DRIBBLE_OFFSET_POOR = 30
// 一般
DRIBBLE_OFFSET_AVG = 10
// 好
DRIBBLE_OFFSET_GOOD = 5
// 極好
DRIBBLE_OFFSET_EX = 0

// 造越位時的距離差異
TRAP_DIST_POOR = 32
TRAP_DIST_AVG = 16
TRAP_DIST_GOOD = 8
TRAP_DIST_EX = 0

// 造越位的失敗概率
TRAP_FAIL_RATE_POOR = 0.10
TRAP_FAIL_RATE_AVG = 0.05
TRAP_FAIL_RATE_GOOD = 0
TRAP_FAIL_RATE_EX = 0

// 降低數值減少球員協防概率
FBI_SECOND_MARKER_THRESHOLD = 75.0
// 降低數值減少球員協防概率
FBI_SECOND_MARKER_DIFF_THRESHOLD = 37.5
// 降低數值使防守球員持續壓制帶球隊員
FBI_HYSTERESIS_SECONDS = 0.1

// Chance of getting injured/winded in a collision
// 比賽中發生沖撞時球員的受傷概率
INJURY_PERCENTAGE = 15

// Possible shot height for a penalty kick in terms of netheight. 1.0 == height of net.
// NOTE: if you actually use 1.0, using full power won’t score, it will hit crossbar.
// 這里設置罰點球時的最高高度,1.0代表球門的高度,如果你設置為1.0,那麼當球員滿力罰球時,球會打在橫樑上
PK_HEIGHT_SCALAR = 1.4

// Possible shot width for a penalty kick in terms of netheight. 1.0 == width of net.
// 這里設置罰點球時的最高寬度,1.0代表球門的寬度,如果你設置為1.0,那麼當球員滿力罰球時,球會打在立柱上
PK_WIDTH_SCALAR = 1.6

//CPU do tactic sub or not
// 如果設置為0,電腦在比賽中途就不會採用戰術換人了
DO_CPU_SUB = 1

// 這里設置直接任意球的最大距離
MAX_FREEKICK_DIST = 160

// 如果設置為1,裁判就不會向球員出示第二張黃牌
NO_SECOND_YELLOW = 0
// 如果設置為1,裁判就不會直接出示紅牌將球員罰下
NO_IMMEDIATE_RED_CARDS = 0

// 差的背後鏟球犯規概率
POOR_TACKLING_FOUL_BEHIND_CHANCE=100
// 差的側面鏟球犯規概率
POOR_TACKLING_FOUL_SIDE_CHANCE=70
AVERAGE_TACKLING_FOUL_BEHIND_CHANCE=80
AVERAGE_TACKLING_FOUL_SIDE_CHANCE=60
GOOD_TACKLING_FOUL_BEHIND_CHANCE=60
GOOD_TACKLING_FOUL_SIDE_CHANCE=40
VERY_GOOD_TACKLING_FOUL_BEHIND_CHANCE=40
VERY_GOOD_TACKLING_FOUL_SIDE_CHANCE=30

// 如果設置為1,裁判在比賽中就會絕對公正地判罰(不過這樣就不真實了)
REF_PERFECT_GAME_CHANCE = 0
// 最多給牌數
MAX_CALLS = 3
// 越位的錯判概率
MISS_OFFSIDE = 40
// 進球的錯判概率
MISS_GOAL = 30
// 出界的錯判概率
MISS_BALL_OUT = 30
// 擲界外球的錯判概率(指的是把界外球權判給另一方)
MISS_THROWIN = 30
// 角球的錯判概率
MISS_CORNER = 30
// 球門球的錯判概率
MISS_GOALKICK = 30
// 犯規的錯判概率
WRONG_FOUL = 30
WRONG_TEAM_CORNER = 30
WRONG_TEAM_THROWIN = 30
WRONG_TEAM_GOALKICK = 30
// 點球的錯判概率
MISS_PENALTY_KICK = 30

// 帶球的方向
OPTION_VALUE_DRIBBLE_DIRECTION = 115000
// 帶球的成功率
OPTION_VALUE_DRIBBLE_SAFE = 162500

// 最大傳球距離
OPTION_VALUE_PASS_FORWARD_MAX = 180
// 默認傳球距離
OPTION_VALUE_PASS_FORWARD_DEFAULT = 100
// 最小傳球距離
OPTION_VALUE_PASS_FORWARD_MIN = 50

// 長傳成功率
OPTION_VALUE_LOB_PASS_SAFE = 75000

// 門將最多反應時間
GK_REACTION_TIME_MAX = 8.0
// 門將最小反應時間
GK_REACTION_TIME_MIN = 2.0
// 門將側移最大速度
GK_SAVE_SPEED_SIDEWAYS_MAX = 5.5
// 門將側移最小速度
GK_SAVE_SPEED_SIDEWAYS_MIN = 3.0
// 門將最大加速度
GK_SAVE_SPEED_UP_MAX = 8.25
// 門將最小加速度
GK_SAVE_SPEED_UP_MIN = 4.25
// 門將最大減速度
GK_SAVE_SPEED_DOWN_MAX = 8.25
// 門將最小減速度
GK_SAVE_SPEED_DOWN_MIN = 4.25
// 門將最大跑動范圍
GK_SAVE_SPEED_MOVE_MAX = 8.5
// 門將最小跑動范圍
GK_SAVE_SPEED_MOVE_MIN = 7.0
// 門將最大撲球距離
GOALIE_PUNT_DIST_MIN = 35.0
// 門將最小撲球距離
GOALIE_PUNT_DIST_MAX = 60.0
// 門將最小撲球速度
GOALIE_PUNT_SPEED_MIN = 27.0
// 門將平均撲球速度
GOALIE_PUNT_SPEED = 29
// 門將最大撲球速度
GOALIE_PUNT_SPEED_MAX = 30.0

// Height of the camera (meters) – above the field
// 攝像機高度
TCM_CAM_HEIGHT = 37

// Horizontal distance of the camera from the focus-target (meters) – this moves the camera on the X axis in the positive direction
// 攝像機深度
TCM_CAM_DEPTH_DIST = 115

// This is the lens angle of the camera view (degrees)
// 攝像機角度
TCM_CAM_LENSE_ANGLE = 13.5

// This defines how less movement should the camera-position do compared to the camera-target (along the Z axis)
// Example: if this is 1.0 – the camera is moving simultaneously with the focus target along the Z axis (field length)
// Example: if this is 0.5 and the focus target is on the goal – the camera moves to 50% of the field
// 攝像機延Z軸的廣角追蹤距離
TCM_CAM_HORIZONTAL_FOLLOWING = 0

// Boundaries of the camera position along the Z axis (field length) [1.0=field_half_length]
// Example: 1.0 means the camera position doesn’t cross the goal-line
// Example: approx 0.7 means the camera position doesn’t cross the penalty box line
// 攝像機延Z軸的廣角追蹤范圍
TCM_CAM_HORIZONTAL_BOUNDS = 0.9

// Boundaries of the camera position along the X axis (across the field) [1.0=field_half_width]
// Example: 1.0 would look like there is an imaginary wall on the side-line that the camera doesn’t cross
// Example: 2.0 would work like an imaginary wall that is half_field_width out of the field that stops the camera
// 攝像機延Z軸的廣角追蹤景深
TCM_CAM_DEPTH_BOUNDS = 3.5

// Means the distance to the near clipping plane of the camera (meters)
// This can be used to avoid the stadium roof covering the view (it cutts-off anything that is nearer than this plane)
// 攝像機放置建築遮屏
TCM_CAM_NEAR_CLIP = 86

// This limits the camera focus target position on the field (along the Z axis)
// Example: 1.0 means the target can go up to the goalline
// Example: 0.75 means the target can go approx up to the penalty box line
// This parameter can be used to avoid the camera to show too much of the spectators – if the ball is near the goalline
// 用來防止鏡頭靠近底線時顯示過多的觀眾
TCM_CAM_TARGET_HORIZONTAL_BOUNDS = 1.2
// This limits the camera focus target position on the field (along the X axis)
// Example: 1.0 means the target can go up the the sideline
// This parameter can be used to avoid the camera to show too much of the spectators – if the ball is near the sideline
// 用來防止鏡頭靠近邊線時顯示過多的觀眾
TCM_CAM_TARGET_DEPTH_BOUNDS = 0.37

// 半場時間的長度,默認值是7分鍾
HALF_LENGTH = 7

// Linesmen and Referee (these are enabled in the cfg_pc_*.ini files), in this case referee in medium
// linesmen and referee in high
// 用來設置是否顯示主裁判和邊裁,如果不顯示則為0
FEATURE_INGAME_REFEREE_ENABLED = 1
FEATURE_INGAME_LINESMEN_ENABLED = 1

// Physical Ftness=100時的受傷概率
INJURY_CHANCE_MIN = 0.15
// Physical Ftness=0時的受傷概率
INJURY_CHANCE_MAX = 0.5
// 傷愈當天上場比賽的受傷概率
INJURY_CHANCE_FITNESS_TEST_MULT= 3.0
// 嚴重受傷的概率
INJURY_CHANCE_OF_SERIOUS = 0.4
// 球員受到沖撞後所需的恢復時間
INJURY_KNOCK_HOBBLE_SECONDS = 10

//Defensive Tuning
// 防守時最小接觸距離
MIN_APPROACHDIST = 4
// 防守時卡位的角度
MARKPOS_BLOCKOPP_ANGLERANGE = 30
// 防守時卡位的最大角度
MAX_MARKPOS_BLOCKOPP_ANGLERANGE = 60
// 防守時卡位的距離
MARKPOS_DANGER_DIST = 14
// 防守時的盯人距離
MIN_MARKWING_EXT流氓軟件王PACE = 7

來源:遊民星空