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#873383 DISCONTINUED
Aydan111
Thanks for the feedback Thiago, yes it will be updated.
#871564 DISCONTINUED
Aydan111
Be careful when using more then one database mod also. There's no hard rule against it but they may conflict with each other or cancel some things out. If I'm using Dave's mod I usually use that on its own. Likewise if I am using my mod I usually use it on its own because that way I know there is no conflict happening between the 2.
#871301 DISCONTINUED
Aydan111
#871175 DISCONTINUED
Aydan111
Thanks for your feedback Thiago. I can make it much more difficult but the issue is we start going into unrealistic territory, we start seeing unrealistic scorelines like 6-5 etc. For most users, v1.1 should already provide a solid challenge without pushing gameplay into unrealistic scorelines.
From what I’ve seen, when the difficulty doesn’t feel right it’s usually due to installation issues. The most common causes are:
Not starting a new save after installing.
The mod file not being properly selected.
Other mods or database files conflicting with it.
I can experiment with a much more difficult version, but going too far tends to create unrealistic results (high-scoring matches, FIFA-style gameplay), which I’m trying to avoid.
#869489 DISCONTINUED
Aydan111
Yeah I get you, we all want to have the best experience possible with the game. I have doubled checked both database files today, saved them and reuploaded them incase anything did happen during an update 👍
#869443 DISCONTINUED
Aydan111
Appreciate the feedback Simizu 👍
#869099 DISCONTINUED
Aydan111
Thanks for the detailed feedback — I appreciate the time you’ve taken with it.
I agree that without direct changes to the match engine there are clear limits to what can be achieved, and editor-level changes are always incremental rather than fundamental. The changes do work, but they’re not intended to make the game feel radically different or immediately obvious in individual matches.
The impact is more cumulative over time — patterns across seasons, results distribution, and the frequency of certain scenarios — which is why this is closer to refinement than reinvention. If someone is expecting something that feels like a rewritten engine, that isn’t the aim.
More aggressive changes would certainly create a more noticeable shift, but they also come with trade-offs. I could explore a separate database focused on a tougher, more competitive experience, but that would increase the risk of balance issues and unrealistic scorelines. For this project, the priority is stability, plausibility, and consistency.
Also if you haven't done so, you must start new save with the file selected. The changes only work if you start a new save but I'm sure you already know this.
Have you tried my v1.1 yet ?
I value this kind of feedback, even when it’s skeptical. It helps keep expectations realistic and the discussion grounded.
#869096 DISCONTINUED
Aydan111
#869095 DISCONTINUED
Aydan111
#868223 DISCONTINUED
Aydan111
Appreciate the support 👍
#867897 DISCONTINUED
Aydan111
Yeah that was the biggest thing I found also. Its why I enjoy online saves more because of the competition you get. You can use this file online also.
#867895 DISCONTINUED
Aydan111
Thanks for the question. Not really — the aim isn’t to turn every match into a 0–0 grind. It’s more about stopping goals from happening too easily. Defenses are smarter and more disciplined, so you have to work harder to score which naturally should bring scorelines down, but you won't be scrapping for 1-0s all season either.
High-scoring games can still happen, especially if teams take risks or things get chaotic late on, they’re just less frequent and feel more deserved when they do.
AI Managers act a little smarter also.
#866328 DISCONTINUED
Aydan111
Good stuff. I will be updating this soon as I feel like it could do with a little more tweaks. I want the AI managers to be more human like in their thinking and how they set their teams up etc. When you tested this had you already started a save ? because it will only take effect when you start a new save and select the editor file.
#865795 DISCONTINUED
Aydan111
Thanks for taking the time to test it and share your impressions.
On the manager attributes point, the intention wasn’t to make all managers equal or to put unknown coaches on the same level as elite ones. The changes raise a baseline rather than flattening the hierarchy, so top managers still retain an advantage, but the gap in basic decision-making and game management is reduced. That’s a deliberate choice to avoid situations where otherwise competent professional teams behave unrealistically poorly.
On match behaviour more broadly, I don’t disagree that larger changes (like those in Dave’s work or engine edits) will have a more immediate and obvious impact. This mod is intentionally lighter-touch and focused on margins rather than fundamentals. The goal isn’t to transform the core experience, but to subtly reduce extremes and make certain patterns occur more consistently over time. Make sure you start a new save also as this won't work mid save, I'm sure you already know that. I’ll be continuing to test it myself over longer saves and will adjust it based on broader feedback.
#865538 DISCONTINUED
Aydan111
Ja, aber wie gut es funktioniert, weiß ich nicht. Wenn Sie beide zusammen verwenden, kann es zu chaotischen Matches kommen
#865487 DISCONTINUED
Aydan111
Thanks for the question.
There isn’t really a coding approach involved here, since I’m not changing the match engine itself. The idea was to work with the inputs the engine already uses. FM’s match behaviour is heavily influenced by manager attributes, player mental attributes, and club-level context, so the focus was on adjusting those inputs rather than trying to force new behaviour. The aim was to reduce poor decisions and extremes, so the engine produces calmer and more realistic outcomes on its own.
#865481 DISCONTINUED
Aydan111
Yes they can do, I'm not sure what sort of match experience you would get but its worth a try. If I was starting a save though personally I'd pick one or the other so the matches don't feel too hectic.
#865158 DISCONTINUED
Aydan111
Thanks for the questions.
In terms of testing, this is an early release and so far I’ve focused on short saves and early-season match behaviour rather than long multi-season simulations. The main things I was looking for were whether teams feel harder to break down, manage games more calmly, and rely less on chaotic transitions. Early impressions were in line with that, but I’m very open to feedback from longer saves to help fine-tune things.
Because the mod doesn’t change the match engine, the evidence is mostly in how matches play out rather than in hard numbers. Things like tighter scorelines, fewer reckless presses, and needing more patience to create chances are the kinds of changes I’m aiming for.
“Dave’s Increase Realism Megapack" is a broad database overhaul focused on realism in many areas, including player development, finances, transfers, and long-term balance. My mod takes a different approach by focusing purely on defensive intelligence and tactical realism without increasing attacking or CA/PA stats. The goal here is realism and better match flow rather than raw difficulty.
I’m treating this as a realism project and will adjust it based on constructive feedback.
#865133 DISCONTINUED
Aydan111
Yes 👍 Just make sure to start a new save and add the file before you start
#864897 DISCONTINUED
Aydan111
Yeah you might be okay. The best way to know is to try them out together for a season or 2
#864655 DISCONTINUED
Aydan111
Good question.
Technically, you can enable both at the same time, but I wouldn’t recommend it.
Mods like Ultimate Difficulty Pack usually increase difficulty by boosting player ability, pace, attacking output, or CA/PA.
This mod takes a different approach: it focuses on defensive intelligence, decision-making, and game management, without any attacking or pace boosts.
Using both together may stack changes in unintended ways and lead to unrealistic results (goal inflation or overly chaotic matches).