FEATURES:
⊳Works great for all difficulty levels.
How it looks in the game:
The Big Teams:
Dominate through ball control and structure
Star players naturally decide the outcome of matches
No artificial restrictions
The Mid-Level Teams:
Are competitive, disciplined
Win if tactics and form align
No sudden "god mode"
The Small Teams:
Are defensive, compact
Dangerous in case of errors
No superhuman comebacks
End of the game
No "sudden CPU invincibility"
Goals feel earned, not imposed
What you will notice in the game:
Player vs. Computer
Difficulty is consistent across all matches.
No "god mode" for AI at the end of the game.
Weak teams remain weak.
Strong teams win based on their structure, not scripting.
Refereeing
Fewer nonsensical penalties.
Less defensive bias for strong teams.
Lack of desperate fouls that are magically ignored in the 90th minute.
Season Progress
No hidden difficulty increase.
No rematches.
League tables look plausible.
This Lua user module overrides the game's internal "dynamic difficulty" values (scripts).
By setting the game's difficulty values to neutral (0) at the start of each match, you prevent the CPU from receiving artificial boosts at the end of the game, or "god mode."
Why it works:
Neutralizes the handicap: By setting home_dynamic_difficulty and away_dynamic_difficulty to 0, the "random numerical values" (0-5) that the game usually assigns to trigger difficulty fluctuations are removed.
Static difficulty: The CPU will play exactly according to the team's rating and the selected difficulty level, without "god mode" in the middle of the match. Goals scored: Eliminating these bonuses ensures that goals at the end of the game are the result of tactical errors or exhaustion and not an artificial "rubber band effect."

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