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  1. Jupjamie

    What determines Youth Recruitment level?

    I've used four teams for these tests - Cailungo, San Giovanni, Fiorentino and La Florita. Gives us a decent range of starting facilities. So the first test I did was to bump their reputations all up to 5000, and change nothing else from the default starting state. The lowest reputation value possible is 0, and the highest is 10,000, so 5000 is bang smack in the middle. I presumed that this should be enough to at least improve a Youth Recruitment Rating from 2 to 3, but that wasn't the case. When reputation is at 5,000 for these teams but nothing else has been changed, their youth recruitment can still not be upgraded. I ran another test, bumping their reputation all the way up to 10,000. Once this happened, their youth recruitments could all be upgraded. I wonder if 5,000 reputation plus money in the bank changes anything? Well, 10m in the bank isn't enough. Even with 5,000 reputation + 10m, the Youth Recruitment still can't be upgraded from 2 to 3. Considering the maximum value is 20, that's pretty surprising. What about if we just chuck all the money in the world at them? We've given San Giovanni 124m, which is the most they're allowed in the editor, as well as the 5,000 reputation. Does that change anything? It does. With 124m and 5,000 reputation, the option to upgrade Youth Recruitment is there. This means that finances must have some impact on youth recruitment. However, when I go to bump San Giovanni's Youth Recruitment rating from 2 to 3 and then start a new game to try and improve it in there, the option is no longer there. Even with 124m in finances and 5,000 reputation, the highest that a San Marinese club's Youth Recruitment can go is to level 3. How high can it go with maximum reputation but no money? 6. With 10k reputation but the default value for money, the maximum value that Youth Recruitment can get upgraded from is 5 to 6. Considering with maximum money (for a San Marinese club, anyway) and half reputation, Youth Recruitment could still only go to 3, it doesn't seem like finances are a huge deal. I can't test what maximum finances but default reputation does, because the maximum finances a team can have with default reputation is barely over 5m - at which point, I'd assume that Youth Recruitment can't change at all. I need to think about what tests to run next, but for now, it seems like: Reputation has a fairly significant impact on Youth Recruitment. Finances do affect it, but seemingly only slightly. Presumably, location, population and youth level are all big influences, but as those are things out of the user's control. I'm not sure how much point there is in testing those right now. @Ceching You Out @Jimbokav1971 @BoxToBox @Keano16 @Chantu9Y @Warg92 @Notorious SPC @Cardiovascular @Shevchenko @ManUtd1, you guys may be interested in this.
    8 Points
  2. This is the reason I havent played FM since November. Disappointing to say the least. I skipped FM16 completely due to the crossing issue, and it now seems if this issue isnt addressed over the next patch(es), I will be selling this game. Bitter
    7 Points
  3. A fine Welsh town.
    7 Points
  4. You can also just take the 'manager profile panel preferences' xml from the panels folder of FM16 and place it in the panels/human folder for your FM17 skin and it will re-add that box to the preferences screen. As its a quick change here is the file; fm17managerpic.zip Just unzip that and place the human folder in the panels folder for the base skin you are using, then reload the skin and go to the Preferences -> Interface Screen and the option to assign a manager picture should be back. That should work for both full mode and touch skins, though I've only checked that it puts an image on the manager profile screen, I haven't tested it to see if it replaces the manager image elsewhere or if it causes any issues in other places.
    5 Points
  5. rimisark

    What determines Youth Recruitment level?

    Hi, guys. Yesterday all evening long tested this issue. Small database 4,2k players. Add new manager and checked, is it available option to upgrade YR. My English is very bad and it is little hard to explain conclusions. I will be thankful, If anyone helps with explanation. In summary I think its availability depends from Club Reputation (mostly from this, think) and from Competition reputation. Worst is, that I think there is some hidden country factor which is hard coded may be, from that also depends YR upgrade. Because in Singapore, maxed all other factors which is for country and environment, and in same levels of Club and Competition reputation with Real and Barcelona still not available to upgrade at Tampines. Take a look, I will be pleased to hear your opinions. Edit: I can upload the Excel file, If this screenshots are too small.
    4 Points
  6. Recent threads have focused on re-creating the tactical styles of some of my favourite teams in real-life and implementing them using the Tactics Creator in Football Manager. This time, I want to try something different. I am interested in developing my approach, taking inspiration from some of the tactical trends we are seeing in modern football. Rather than my usual approach of developing a tactic, I intend to develop a framework where I have a consistent playing style and a flexible structure which I can adapt depending on my squad, and the challenges we face. Playing Style & Structure Key Concepts: Playing Style - overall playing "philosophy" for want of a better word. In Football Manager terms, this is primarily the combination of: Mentality Team Shape Team Instructions Structure - the organisation of a team on the field. In Football Manager terms, this refers to a combination of: Formation Player Role Player Duty Player Instructions Playing Style depends on factors such as: How would you like your team to attack? quick transitions and fast attacks? Attacking wide? Controlled build-up from the back? Playing through the centre? Long balls? Counter attack? Tiki-taka? How would you like your team to defend? Intense pressing? High block? Sit deep and maintain structure? Low-Block? Park the bus? Is your approach to give players an NFL style 'play book' telling them exactly how to play, or the freedom to make decisions? Whilst Structure is determined by: What formations can you play with the players you have available? How would you like to structure your defence / midfield / attack? Do you need a playmaker? A target man? Who is provides width? Who is holding in midfield? Who is making attacking runs? Do you really want to play that Attacking Libero with a Regista and aggressive front-6? ...and no, there's no download link available! In order to understand the difference between Playing Style and Structure, consider teams who line up similarly but employ a different style of play in comparison with teams who employ a similar style of play but line up differently. For example: Alex Ferguson's treble-winning, attacking 4-4-2 at Manchester United in 1999 and Claudio Ranieri's title-winning, counter attacking 4-4-2 at Leicester last season. Similar structure, different playing style. Pep Guardiola's 4-3-3 at Barcelona and his flexible Bayern Munich side or Klopp's use of 4-2-3-1 then 4-3-2-1 and now 4-3-3 or 4-5-1. They maintain a similar playing style but structure their teams differently depending on the squad, opposition etc. Previous threads actually give a few useful, Football Manager based examples: The Cruyff 3-4-3 and Sacchi 4-4-2 employ similar playing styles but structure the teams differently. Sacchi, Invincibiles and Brazil all employ a similar structure but different playing styles. Links: Johan Cruyff's 3-4-3 Diamond Arrigo Sacchi's 4-4-2 Arsene Wenger's Invincibles Brazil's Jogo Bonito style Cult Heroes: Wales at Euro 2016 It's important to understand that Playing Style and Structure go hand-in-hand. Revisiting Jonathan Wilson's quote: My interpretation of this is that 'application' refers to Playing Style, combined with the abilities of your squad and strengths / weaknesses of your opposition. For example: If your playing style is to sit deep, draw the opposition out and counter, you need your structure to give you a solid defensive base but also men forward to counter. If you're playing a quick attacking system then you need numbers in advanced positions, in order to attack quickly. If you prefer a controlled build-up then presence in midfield is essential and you'll need players making attacking runs. Defining a Playing Style We're going to begin with a bit of nostalgia. Whilst playing Football Manager 2015, I experienced something of a tactical 'light-bulb' moment whilst experimenting with the concept of 'universality' having been inspired by the movement away from specialists and towards complete footballers throughout world football. -> Universality in Football Manager 2015 (Very Fluid) The thread never really took off, but the under-lying concept was the basis for my interpretation of Cruyff's 3-4-3 and Sacchi's 4-4-2, both of which really did take off. You'll see that the major breakthrough was developing the playing style, essentially using Very Fluid to organise the team into one unit contributing to all phases of the game and then to balance this with a Standard mentality, moving away from my penchant for attack. In the tactics creator: Summary of the playing style: Very Fluid. Standard mentality. Intense Pressing. Intelligent, technical and hard-working players. The 4-4-2 diamond was nice, devastating in attack but the 4-3-3 was more effective at pressing and really dominated games. Side note: look at that beautiful tactics creator screen.. Won everything there was to win at Arsenal, Ajax and Holland and the legacy continued in 2016 again with Ajax and this time Barcelona. Take a look at the Cruyff 3-4-3 diamond and see the similarity in the playing style, roles and even half of the players. It's largely the same system, with a different formation. The same applies to the Sacchi 4-4-2. The team structure is different but the playing style - very fluid, standard mentality, high pressing and intelligent players - remains the same. This playing style was the real legacy of the Universality thread. The idea that you can take your playing style and apply it to any shape you like to fit your team. Evaluating a Structure - 4-3-3 My favourite club to manage in Football Manager has always been Ajax - as you can probably tell from previous threads! The Ajax team of 1995 is one of my earliest football memories. Players like Seedorf, Rijkaard, Davids, Kluivert, Overmars, the de Boers and van der Sar went on to become legends around Europe as I was growing up. Then, of course, there is the brilliant influence of Dennis Bergkamp at my family's club, Arsenal. Then as I got older and learnt more about football, it turned out that a lot of my preferences about how I enjoy seeing football played stem back to the great Ajax teams of the 70s. With a couple of additions - namely Rajkovic in goal after Cillesson's move to Barca and the versatile Augustinsson on the left flank - this was my starting squad: 4-3-3 has always been my bread & butter, but formation can be anything. When deciding a formation, I have a few rules of thumb: The overall formation should cover the field, allowing you to press effectively - for example, this is why I prefer 4-3-3 to the initial diamond. Solid defensive base, generally 2-3 centre backs and a holding midfield player. Look for a strong presence in the midfield area - generally 3.5 - 4 players in central midfield with the .5 indicating a wide midfielder coming inside. One attacking winger or fullback on each flank providing width and stretching opposition defence. A striker who will act as the first line of defence, pressing and offer movement to get involved in the build-up. Most creative player assigned a Playmaker role. You always have two influences. 1. What can you do with your existing squad? 2. Bigger picture, what are you trying to do overall? In this instance. Characteristics of my squad were better suited to a 4-5-1 variant than the 4-3-3. El Ghazi is a better Winger than Inside Forward. Ziyech is more suitable for a central / playmaker role than an Inside Forward. Augustinsson is an excellent left winger or attacking fullback - great versatility, personality and PPMs. Tete and Diks are great fullbacks but don't offer enough attacking threat to be my main wide players. Klaassen is my best goalscoring threat for movement, composure and finishing. Interested in the real-life movement towards the very fluid 4-5-1 variants, particularly from Klopp and Guardiola. A closer look at the structure of the 4-3-3. Effective pressing shape, off-the-ball. Transition either through the central playmaker, or attacking fullbacks. In attack: Complete Forward movement creates space. Inside Forwards attack the space opened up by the movement. Fullbacks provide width. Central Midfielders support. Deep-lying Playmaker combines playmaking responsibilities with holding the midfield, protecting the Defence. Observation: Fullbacks required to run the length of the field in transition - in both attack and defence - in order to provide width. Even the fastest players in the world would take a few seconds to cover that distance. Gives the opposition valuable time to organise their defence Or - in reverse - valuable time for the opposition to counter-attack Wingers start in a more advanced position so have less ground to cover. Passing the ball is quicker than running. Wide Attackers in the AM-strata means the 4-3-3 is perhaps better suited to a more direct transition, e.g attacking mentality. Pulling wide players back into midfield gives more potential for extra numbers in the midfield. Evolving Structure - 4-1-4-1 What changed? Maintain the strong defensive shape and high pressing. Transition now goes through either the central playmaker or wingers. Wide attackers drop back to Midfield strata start for more control of the centre. In attack, we have re-organised the responsibilities. Complete Forward movement creates space. Central Midfielders now attack the space opened up - one has Attacking duty and the other instructed to get forward more. Wingers now provide the width. Fullbacks provide support. Deep-lying Playmaker combines playmaking responsibilities with holding the midfield, protecting the Defence. Benefits: Quicker transitions: Wingers have less distance to run to provide width. Less open to counter-attacks as the fullbacks are better positioned to cover. My best attacking players - Klaassen and Ziyech - are in more effective attacking positions. We won the league, the UEFA Cup - after drawing Monaco in Champions League qualifying - and the youngsters won the Dutch Cup. The system worked very well. At this point I was 90% happy but still had a few ideas to implement going into the 2017/18 season. Take advantage of Ajax' versatile squad by adapting tactics to opposition weaknesses and punch above our weight in Europe. Namely: vs 4-3-3 vs 4-2-3-1 My second shape is the 3-4-3 diamond which is already very strong against 4-4-2 and it's variants. Upgrade the Playmaker Bazoer is a great player, with even better potential however Vision of 14, decisions of 11 and passing of 13 meant he was yet to reach a level capable of being a playmaker at a club challenging in Europe. Question marks over the Deep-Lying Playmaker (Defend) role being too conservative. Considering splitting holding / playmaking responsibilities. Change the Playmaker's position on the field to exploit gaps in the opposition formation. Flexible Structure - Playing against the 4-3-3 It's difficult to talk about the 4-3-3 without thinking of Barcelona - in this case, my opponents in the Champions League, Quarter Final. From Pep's all-conquering, to Lucho's more direct treble-winners they're one of the most famous advocates of 4-3-3. This is how they line up: In the majority of leagues, 4-3-3 is one of the most common formations you'll come up against and there's a reason it is so popular - it's bloody effective. The 4-3-3 consists of a back four, midfield trio and three attackers. In this case, one of the most devastating combinations of attackers in history. Tactically, the main challenge of facing the 4-3-3 is the midfield trio. Structured in a '1-2' triangle consisting of a DMC and two MCs, this trio offers three men behind the ball when defending and two offensive players when attacking. As we have said before - formations are neutral. The football field is a big space and it's impossible to cover perfectly with 10 outfield players. Given the lack of player in the AMC position, the most useful - in my opinion - space against the 4-3-3 formation is between the opposition midfield and their attack. Utilising this space has a few advantages: It allows us to build-up play from deep, through the centre of the field. A player in this position has passing options ahead of him which allows us to keep moving forward. As the opposition midfield press, they open up spaces further up the field. Wide players occupying deeper positions between the opposition fullbacks and attackers should generally be useful passing options. This is why I mentioned upgrading Bazoer and re-thinking the playmaker role. Meet Stefano Sensi, my new playmaker. Possibly my favourite player of Football Manager 2017 so far. Sensi is intelligent, creative, dictates tempo, technically gifted and unpredictable - high flair, plays 1-2s or long passes. How does he fit in? What's new? Split the holding midfield responsibilities from the playmaker role. Sensi comes in as the Playmaker Bazoer advances to an MC(D) role, maintaining his role as holding midfielder. Ziyech moves out to the left midfield spot in a 'free role', acting as an auxiliary midfielder - roaming from position and getting forward more. Augustinsson drops back to full-back but takes on an attacking role in order to provide width. My thoughts on the deep Playmaker roles: Both Deep-Lying Playmaker roles are similar. Both static, holding position and no forward movement. Roaming Playmaker makes more lateral movement. Instructed to roam but fewer forward runs. Has the option to move into channels and dribbles by default. Regista is the Pirlo-esq role, very mobile and slightly more direct. Passing range is increased and instructed to roam with optional forward runs and dribbling. Tough call between the roaming playmaker and regista but I prefer the lateral movement, as there's more time and space in deeper positions to pick out runners and I didn't necessarily want the more direct style accompanying the regista. If there's an issue with the Playmaker not getting into advanced enough positions, I was ready to switch to Regista + get forward more, dribbling and shorter passing PIs. Playing style remains the same. In-Game Analysis Ajax v Barcelona, Champions League Quarter Final Flexible Midfield structure and Pressing Here you can see Barcelona building-up from deep through Mascherano. Sensi and Bazoer combine to form a double-pivot shielding the defence and covering Rakitic and Rafinha. With the cover from the double-pivot, Klaassen leads the press with the rest of the team cutting off passing options. Defending with a 4v3 at the back and a 2v2 on each flank preventing overloads. Dolberg working hard as the first line of defence. Build-up through the Middle Veltman is under pressure from Suarez but lack of support from his team mates means Veltman can bypass him easily. Sensi is in plenty of space with 6 passing options available ahead of him or - preferably - advancing with the ball until he meets pressure. Bazoer has dropped into space providing an easy passing outlet, should Sensi hit trouble. El Ghazi and Ziyech are both in space on the flanks. Width and passing options give us a good platform to build. Sensi advancing into Midfield One of the advantages of chasing a more aggressive playmaker role was that Sensi could advance into midfield and transition into attack rather than just circulating possession. As the Barcelona midfield start to press, this opens space for the further up the field: Bazoer offers a simple, easy option and covers against counter-attacks. Klaassen is wide open in an advanced midfield position. Ziyech has come inside and is using the space ahead of Bazoer. Dolberg drops deep to get involved with the build up. El Ghazi and Ziyech are wide and stretching the defence. Transitioning Attacks El Ghazi has attacked down the right-hand side but been outnumbered so needed an outlet to retain possession in-field. Sensi - this time well in the Barcelona half - again in plenty of space. Sensi has time to control the ball and either advance himself or pick out a passing option. Ziyech has gone forward too early here. Red area is where I'd want him. Bazoer is deeper, once again, offering a simple passing option and cover against the counter-attack. We won this game 1-0 with 60% possession and was probably the performance of the season. At this stage, the squad was nowhere near Barcelona so we really punched above our weight. Unfortunately lost the 2nd leg at the Nou Camp, getting knocked out on aggregate but gives us a real platform to build on next season. Flexible Structure - Playing against the 4-2-3-1 When I think of the 4-2-3-1, Borussia Dortmund - in this case my opponents in the Champions League, Second Round - spring to mind. First with Klopp and now with Tuchel, they've been very successful with the 4-2-3-1 for a number of years now. This is how they line up. 4-2-3-1 is an aggressive formation consisting of a back-4, double pivot midfield, playmaker and 3 attackers. One of the challenges of playing against a 4-2-3-1 is that you can easily find yourself overrun at the back by the 4-man attacking unit but - once again - formations are neutral. This is both a strength and a weakness. With 4-players in the attacking strata, the double-pivot in midfield must be reasonably conservative in order to maintain balance. Dortmund kindly illustrate my point here, fielding Ginter and Weigl - both conservative, holding-type players. Essentially, the 4-2-3-1 naturally divides itself into an two units: Attacking unit - attacking midfielders and striker. Defensive unit - defence and double-pivot. Note: The fullback role is always unknown. With the presence of the double-pivot they could theoretically bomb forward, or sit back and form a solid defence. Compare this with our approach of having the entire team attack and defend as a unit. This is where I see an opportunity to gain advantage. My approach is to isolate & bypass the attacking unit and then to stretch and draw out the defence, then attack the space that creates. No drastic changes but you'll notice 3 structural changes designed to exploit some of the weaknesses of the 4-2-3-1. Bazoer - our holding midfielder - drops to Defensive Midfield (Defend). Why? The central midfield structure in a 4-2-3-1 is a '2-1' shape consisting of MC-MC-AMC where it's a good bet that the AMC is the playmaker so Bozoer drops to DMC to nullify his threat. Also, it's now a very crowded area for me to play my playmaker. van Ginkel comes in as an all-rounder in midfield. Why? Ginter and - particularly - Wiegl can control a game. Van Ginkel is a hard-working player who will put them under pressure. Ziyech is now my assigned the Playmaker role. Why? Ziyech is my most creative and technical player and is positioned in the biggest gap in the 4-2-3-1. Combined with minor tweaks to the playing style: We no longer play from defence because a simple ball directly into midfield bypasses the entire opposition attacking unit and leaves their defence exposed. We no longer focus passing through the centre as there is more space on the flanks. During the match I reduced my defensive line to standard to counter the incredible pace in the Dortmund attack. In-Game Analysis Dortmund v Ajax, Champions League Second Round Isolating the Attacking unit Here is an example of Ginter trying to build up play from his deep midfield position. Back four plus Bazoer creates a 5v4 advantage over the attacking 4. Despite Shurrle cutting inside to create space and Guerreiro playing an attacking role, the attacking unit looks isolated. Klaassen is putting Ginter under pressure whilst the rest of the team cut off passing options. Bypassing the Attacking unit Riedewald finds Ziyech after intense pressure from Dortmund's famous intense pressing. One pass has taken 4 Borussia Dortmund players out of the game. Ziyech has the ball with space to advance into with runs from team-mates giving Dortmund difficult decisions: They could hold their shape, in which case Ziyech advances unopposed into a dangerous attacking space. The fullback could press Ziyech but would leave the Augustinsson making an attacking run unopposed. Either centre back could press but that'd leave Dolberg - one of the most dangerous strikers in Europe, at the moment - space to exploit. One could press and the left-sided defenders drift across but that'd leave El Ghazi open on the right wing. Overrunning the Defensive unit Ziyech is again exploiting the space on the flanks but this time faces intense pressing. This time Dembele has dropped deeper to press, meanwhile the other 3 from the attacking unit look uninterested in helping the defence. We still have 4v3 in the event of a counter-attack. The Dortmund right-back has been drawn to press Ziyech leaving wide-open space for Dolberg and Augustinsson to attack. Weigl has also been drawn across from his midfield spot, leaving van Ginkel open in the centre. Klaassen has taken a very threatening attacking position in the channel between right back and his centre back. El Ghazi is again stretching the defence, preventing them from drifting across without leaving him space to attack. The pass-map also how influential Ziyech was, playing in the gaps of the Dortmund 4-2-3-1. Ajax went into this game as underdogs and came out 6-3 winners on aggregate. This game, the away leg finished 3-0 and the home leg was an epic 3-3- draw where we didn't quite to such a good job of isolating the attacking unit! ================================================================================================= Hopefully some of the information presented in this thread is useful to the rest of the community and inspires some interesting discussions. One final point for those who are here to ask advice from the community. Remember that football is highly subjective. A question like, "how can I play like Jurgen Klopp?" is difficult to answer as my interpretation of Jurgen Klopp's approach will probably be different to yours, which will probably be different to the next guy or girl's. You'll get a far better response by defining the characteristics you'd like to implement, and having a go. It's much easier to help someone with a question like, "this is what I'm trying to do... this is what I've done... and when I'm playing games I'm facing challenges x, y & z". My best advice would be to apply the advice that you read from around the community, then play and experiment, don't give up too soon and ask plenty of questions to supplement what you're seeing in the match-engine. Thank you for reading!
    3 Points
  7. Jupjamie

    What determines Youth Recruitment level?

    Over on the FM Career Updates board, 'youth only' challenges have become increasingly popular, in which you take over a club (often from a poor country, such as San Marino or the Faroe Islands), and try to make them - as well as the national team - as strong as possible. The catch is, you can't buy any players - every player that plays for your club has to come through the youth system. There are a few facilities that will have a big impact on the success of this challenge (most of these descriptions are taken from Cleon's website): Training Facilities: Pretty straightforward. How good the facilities that your senior squad train on are. The higher the level, the faster the rate of development for your senior squad players. Youth Facilities: The quality of the training facilities used by the players currently in your youth team. Good youth facilities will help your youth players improve more. Essentially, Youth Facilities are just the equivalent of Training Facilities, but for your youth team. Nothing to do with the quality of youth players that come in through your youth intakes. Junior Coaching: The quality of the coaching of the lower levels of your youth system. Basically, this represents coaching of youth players before they’re generated as 14/15 year-olds. In terms of game mechanics, high junior coaching will increase the average current ability of your youth players when they’re first generated. Junior Coaching = higher CA. So far, only Junior Coaching has any impact on the quality of youth players that come through your intakes (the training and youth facilities just determine how quickly they can grow once they are at your club). But what about Youth Recruitment? Well, according to Cleon's website: Youth Recruitment: Increases likelihood of recruiting high PA youth and increasing how far your youth recruitment network will reach (low recruitment means you will probably only get local players who aren’t recruited by bigger clubs, high recruitment means you will get top talent from all over the world). Youth recruitment, however, is also affected by your club’s reputation. There's also this quote: "Youth recruitment rating is not only tied to finances, but it is also dependent on club location and nationality as these will affect the recruitment possibilities in the nearby regions. Having all the money in the world will not suddenly make the local talent pool amazing or even much better than it has been previously, but having more money and better facilities means you can make the most out of the talent that you can recruit to your youth system. Look at it this way (an extreme example I know), if you took the richest team in the world with the best facilities and coaching staff and placed the team into Greenland, would you expect them to churn out golden generations of newgens all the time?" So, Youth Recruitment determines the PA of your youth intakes - the higher the Youth Recruitment level, the higher the PA of your generated players will be. Youth Recruitment also appears to be affected by location, nationality, club reputation and club finances. This all makes sense. One problem, though. Over on FMCU, some people have found that despite having by far the highest reputation and most money in the country, the option to upgrade youth recruitment just wasn't appearing for them - whilst AI managed teams with a significantly lower reputation and budget were able to upgrade their youth recruitment levels. Now, I'm not saying the AI are cheating - far from it. Instead, I'm wondering just exactly what it is that's triggering certain teams to be able to upgrade their youth recruitment, whilst preventing others who appear to be better positioned. In an attempt to find out, I'm going to run some tests with the editor using Claasen's San Marino file to see if I can work out how important certain factors are in upgrading Youth Recruitment, and if there are any 'surprising' factors that influence the ability to upgrade it. Why am I using San Marino? A few reasons: It's a tiny country. Location of the teams shouldn't matter, considering they're all basically on top of each other. You're not going to find better players in the north of San Marino than the south, considering it's about a 20 minute car journey. All the teams start off at basically the same level, and none of them have the option to upgrade youth recruitment at the start of the game. I just like the place. Here's how the teams in San Marino start off at the beginning of the game: All very similar. Juvenes Dogana are the only ones with significantly better facilities, although Fiorentino and Cailungo do both have slightly better Youth Recruitment than the rest of the pack. I have no idea how this is going to go, or if I'm even going to learn anything from doing this. It's worth a try, anyway.
    2 Points
  8. ive now used the tactic with Athletico madrid, Leeds, now using Benfica with it and its worked with every team ive used. one thing I will say is you need the correct players, you aren't taking hull with the default squad and winning the EPL, just not going to happen. once you get the right type this tactic is very , very good. plus the PI's. I wanted to test them to see if they mattered so with the teams ive used I played some matches with what they had, then with in game editor I changed the pis to what he suggested in the OP. I cannot tell you how much a difference it made. It was huge
    2 Points
  9. Hi there, There's been a bit of a pattern over on the FMCU board, in which people doing youth challenges in smaller countries (San Marino, Faroe Islands, Luxembourg etc) are clearly the dominant team in the country - in terms of results, reputation, finances, facilities - pretty much everything Neil listed over in this thread as factors that impact the ability to upgrade Youth Recruitment. Despite that, AI teams in the country have been able to upgrade their Youth Recruitment (often to a pretty significant level), whilst the superior human team is stuck at a lower level. Again, this is despite the human team seemingly being far more suitable for an upgrade. I've uploaded three files to your FTP server that are seeing this pattern for you guys to have a look at. The first one is called jupjamie_Youth_Recruitment_Faroe.fm. In this one, Giza/Hoyvik are the human managed team, and have a far superior reputation, finances and facilities to any other team in the country. Their Youth Recruitment is basic, whilst three AI managed teams have a higher level (and they didn't start off at a higher one) - Vikingur Gota have fairly basic, IF have fairly basic and HB have fairly basic. The human team is far superior in every aspect, but the option to upgrade Youth Recruitment isn't appearing - yet three other, much weaker teams (one of whom are still a Semi-Professional club) have been able to upgrade theirs to a higher level. The next two are FM 16 saves, but should hopefully still be relevant. The second one is called jupjamie_Youth_Recruitment_human.fm. In this one, the human user has made it to 2105, with the option to upgrade Youth Recruitment never once appearing - but five other teams (Cailungo, Cosmos, Faetano, Folgore/Falciano and La Florita) have all managed to upgrade theirs - again, despite having a lower reputation, finances and facilities. The third one is called jupjamie_Youth_Recruitment_AI.fm. I found a copy of the above save that was in 2100, rather than 2105, and decided to resign as a manager and holiday for five years to see what happened to their Youth Recruitment if they were managed by the AI. Over those five years their reputation and finances dropped considerably when compared to the human version of the save - but at the end of the five years, they had been able to upgrade their Youth Recruitment. The AI had done worse than the human manager, but it was the AI, rather than the human that was able to upgrade their Youth Recruitment. There was some more research done in this thread: Neil said that it would be worth raising this as a bug report. It definitely seems like something's not working as it should under the hood. Let me know if you need any other information! Cheers guys.
    2 Points
  10. Now that's realism for you!
    2 Points
  11. I decided to start a new save to try this out. Asked the game to pick a club for me and got Bolton Wanderers so off we go.
    2 Points
  12. ended up playing 2/3rds of a season. its as I said before, very solid tactic and I actually scored more on this then I did on ghost. I am now going to try it on a weaker team with a few additions. I moved leeds up to epl and gave myself 200 mill for transfers but kept the same rep for them. that way I can get some decent players but not anyone crazy. to see how they preform with not as good a squad but still decnt enough to not be a waste of time
    2 Points
  13. only a few games in with athletico madrid. good tactic... ive not scored a ton yet but that's certainly not from quality scoring chances. ive won all 4 matches , carried the play and had many, many more quality chances then the other team. beat barca 2-1 but score is deceiving because I pretty much dominated play, just was unlucky finishing. for whatever reason my team is playing many more through balls. may just be the quality of my squad but seems to be a lot more then the other tactics. all this and my best player (Griezmann) isn't playing that well yet so looking forward to getting into the season with this tactic some more . defense is sound, ive given up just the one goal to barca out of the 4 matches. averaging about 2 yellow cards per match. as I go further into the season I will post my thoughts. its still early. I will post this video here of my first goal. my team seems to try these a lot , now if we could just finish more of them...
    2 Points
  14. Eh I've had it done to me with credits left and it's left a sour mouth in my mouth, so I like not to do it
    2 Points
  15. Following the sad passing of Ajax & Barcelona legend Johan Cruyff I'm sure I am not alone in enjoying a Cruyff-inspired Ajax save. I always enjoy a save with Ajax. Developing the club's youngsters and creating a formidable team of home-grown talent. At the outset of this game, I actually intended to move towards the classic Dutch 4-3-3 - which I did actually play briefly - however the lack of inside forwards and abundance of wonderful central midfielders, ball playing defenders and wingers meant a Johan Cruyff's legendary 3-4-3 diamond was actually a better option. After much experimentation I have found a system which I am happy with and has brought great success, perhaps some may be interested and we may prompt some interesting discussion. Real-Life* Resources on the 3-4-3 *Not that FM isn't real life.. Spielverlagerung - Retro Analysis: 1992 European Cup Final - Barcelona 1:0 Sampdoria Spielverlagerung - Retro Analysis: 1995 Champions League Final - AFC Ajax 1:0 AC Milan Spielverlagerung - Match Analysis: Barcelona 5:0 Villarreal YouTube: Cruyff 3-4-3 tactics YouTube: Cruyff explains his Diamond Theory According to Spielverlagerung's excellent analysis, this is the shape we are trying to create. Beautiful, isn't it? As part of the legendary 'Total Football' Holland team of the 1970s, Johan Cruyff's tactical approach follows the same concepts: Positive, proactive, football Complete footballers with strong technical ability, intelligence and fitness Attacking & defending as a team Intelligence & creativity Fluidity & movement Possession Formation, Shape & Mentality Formation, shape and mentality go hand-in-hand as the backbone of your tactic. I don't think there's much sense talking about one without the others so I'll cover them all at once. As you're probably aware by now, in Football Manager your formation refers to your defensive shape. So after a much experimentation, I settled on a 3-5-1-1 shape. Very Fluid: For me, the description below describes word-for-word exactly what we're looking for here. Complete footballers, attacking and defending as a team in a fluid shape playing free-flowing football with high creative freedom. Perfect. Standard: Balance is the key word here. The temptation here would be to select control, or attacking. The reason I went for Standard is that playing a Very Fluid shape means that my team will attack and defend as a unit. This means that selecting a more aggressive mentality would make my entire team more aggressive. In other shapes, such as rigid or balanced, this is balanced out by reducing the defenders mentality but not in Very Fluid shapes. In my experience, Very Fluid shape does not mix well with Attacking mentality. I am sure it could work but in my experience it is simply not balanced. Team Instructions Note on Passing You'll notice that despite wishing to play a possession-based game, I don't alter my passing options. There are two reasons for this: My team consists of intelligent, technically talented players and my instructions give them good movement, passing options and creative freedom. I want to allow these players to pick the best option, rather than the one closest to them. Much of the time the best option will be a short pass, but occasionally they could rip open a defence from range, if it's on. I don't think Cruyff would say 'no' to that! Want to avoid possession for possession sake. We want to dominate possession but also make sure we're creating chances and moving forward. Player Roles & Instructions As per wwfan's influential 12 Step Guide on How to Play Football Manager, in order to successfully play a Very Fluid shape I need to limit my team to 0-1 Specialist roles i.e playmakers, ball-winners or anything with a fancy name. Sweeper Keeper (Support): Distribute the ball to Playmaker, Distribute Quickly Central Defender (Defend): N/A Central Defender (Cover): N/A Central Defender (Defend): N/A Right Winger (Attack): N/A Central Midfielder (Support): Player specific* Deep-lying Playmaker (Defend): Close down much less Central Defender (Defend): Player specific Left Winger (Attack): N/A Attacking Midfielder (Attack): Hold up Ball Complete Forward (Support): Move into Channels *by 'player specific' I mean that I alter the instructions based on the strengths or weaknesses of a particular player. Using the starting XI above as an example, Klaassen is a great, aggressive central midfielder so I have him Get forward, close down more, dribble more and play more direct passes, whilst Van de Beek on the left is more of a patient passer, so I have him hold position, pass shorter and fewer risky passes. I try to balance the two so one more aggressive and the other sits helps recycle possession. Analysis of the Shape The screenshot below comes from the Home Leg of our 2020 Champions League Quarter Final tie with an aging Barcelona side. Ajax are in possession of the ball in midfield with Bazoer playing a short pass towards Klaassen. Here, you can clearly see a wide back 3 with a diamond midfield ahead of them and a centre forward, flanked by two wingers. You can also see the problems this shape is causing for a deep 4-2DM-3-1. Look at the space our our midfielders have. We won this game 4-1 and achieved almost 60% possession. If heat maps are more your thing, here is our Average Position with the ball. Match Analysis AJAX vs PSG 2020 Champions League Final We faced up against Laurent Blanc's PSG side. It was the collision of two very different footballing philosophies. PSG has spend more than £560m since the game began, whilst 7 of the Ajax starting 11 come from the Toekomst academy. PSG lined up in a formidable looking 4-3-3 and I played the system exactly as outlined above, no special tweaks. Analysis without the ball The main reason for choosing to play a 3-6-1 system is it's strength off the ball. The numbers in midfield mean you can press aggressively without worrying about leaving gaps. I'd strongly recommend reading the following article for more insight into the strengths of the shape - 3-6-1: A Logical Step, by Spielverlagerung (I don't work for them, honestly ) Key Instructions: Very Fluid - Defend as a unit, compact mentality structure Close Down Much More Tight Marking Prevent GK Distribution The High Press Here you see PSG in possession at the back and you can immediately see how much pressure they're under. Mbemba narrowly managed to get the ball away to his fullback before my centre forward pounced on him. Now look at the options open to the fullback. Nada. My left winger is up and on him before the ball lands at his feet. Pressing is very simple. You need a formation where your player will be close to the opposition player with ball, i.e no gaps in formation, for example it's difficult to press opposition fullbacks with a 4-4-2 diamond as you have no width. You need players who get there quickly Close Down Much More TI/PI, high Work Rate, Pace and Stamina You need to support that player by covering the gap he leaves, and cutting off passing options, i.e 5-man midfield offers great cover (see article above), and tight marking. Wining the ball instantly with a high press is great, but difficult. The real objective of the high press is to force the opposition into a long ball, when we have 3 mobile defenders and a holding midfielder. The Deep Press Now you can see our defensive structure when PSG have possession in a threatening position in the attacking third. In the absence of Fullbacks, players in the MR/ML strata drop deep and defend as slightly advanced fullbacks creating a very solid back 5-3-2 shape. Bazoer will drop into the defence if anyone is out of position to kill any gaps. This is the premise of my defensive structure. One of the things I like about generalist roles vs specialist is their defensive work-rate. Look at #10 - that's Odegaard, my attacking midfielder still getting tight on Daley Blind, cutting off any passing option there. Analysis with the ball Now for the fun part.. Build up from defence As you expect from a Total Football-inspired team who attack and defend as a unit, our defenders and indeed goalkeeper are the first stage of our build up play. Key Instructions Very Fluid - More movement, creative freedom and defenders encouraged to get involved with play. Higher Creative Freedom Standard Mentality - players pick the best passing option, unbiased as to whether it is a short or direct option. Generalist roles - with the exception of the DLP, players will not be biased towards finding a 'playmaker', again simply choose the best option. This image shows that our formation is essentially two diamonds, with a front 3 ahead of them. Almost all opposition formations will find it difficult / impossible to put pressure on each point in both the diamonds, so you'll almost always have a 'free player' in the build up phase. This is an easy example, as PSG are not pressing at all. There are two key points to the diamond: Deep Lying Playmaker Attacking Midfielder If you missed the link above, Cryuff explains it himself, here: The Deep-Lying Playmaker - Bazoer You may notice I have Bazoer highlighted in a lot of the highlights. The reason for this is that he is my point of reference. Bazoer is the pivot between the two diamonds and always needs to be available for a pass. The reason for having him highlighted is to see instantly if he is being marked out of the game. Bazoer will regularly drop into the back 3 to pick up the ball and distribute forward to my midfielders, wingers or attackers. Key Instructions Playmaker - only playmaker in the team, so he attracts the ball more and has the most passing options. Very Fluid - finds space himself and team mates offer good movement. In addition, higher creative freedom. The Attacking Midfielder - Odegaard Best player on the team. Odegaard is an attacking pivot. Odegaard has two responsibilities: When the ball is behind him, he has his back to goal, finding space for a simple pass and then playing another simple pass to an onrushing midfielder. When the ball is ahead of him, making forward runs and acting as a playmaker or secondary striker. Key Instructions Hold up ball. Get Forward (automatic). NOT Roam from Position - none of my midfield diamond roam from position, as if they roam too much then I lose my diamond. SOMETIMES Swap position with ST, if your ST is a playmaker. Possession in Midfield Here, you can see how we line up as Bazoer enters the opposition half, and plays a short pass to Klaassen. This illustrates: Bazoer's positioning in the centre circle - I want him staying in/around here as a passing option and foil for opposition counters. Odegaard has his back to goal, open to play a connecting pass to an on-rushing midfielder before making an attacking run himself. <- we score a lot of goals from this. Back 3 spread wide in possession of the ball, all in plenty of space. Midfield diamond in an advanced position, ready to transition to attack. Wingers are wide, stretching the defence. Complete Forward is dropping deeper, adding an extra passing option and creating space. Entering the Attacking Third Here, Riedewald finds Nunnely in an attacking position. As we enter the attacking third, you can see: Our shape becomes a 3-3-4. Odegaard is now facing goal, making an attacking run and creating a 2v1 on the opposition centre back. Our back 3 and midfield 3 remain reasonably in-tact, acting as cover to counter attacks and passing options. At times, Klaassen will make a later run into the box. Wingers make attacking runs into the box. I really like the positional play from MR/ML Wingers in a Very Fluid system. They allow us to transition from 5-3-2 without the ball in our half, to 3-3-4 with the ball in attack. The Result We won the match comfortably and this was perhaps the defining match of this Ajax team. We destroyed PSG 5-0, recording 58% possession and preventing a single shot on target whilst a youngster from the academy was Man of the Match and scored a bicycle kick. This side also won the Eredivise, unbeaten and scoring a record number of goals. Odegaard, Nunnely, van Leeuwen and Patrascu all managed >20 goals in all competitions. Nouri, Ayew and Klaassen all achieved goal tallies in the double figures. PKM Download 2020 Champions League Final: Ajax 5:0 PSG 2019 Champions League Final: Ajax 2:1 Juventus If you're interested in the background & development of this team, I have been posting regular updates in the Ajax - de Godenzonen thread in the Player & Team Guide of this forum. - Rest in peace, Johan.. -
    2 Points
  16. Raware

    FM Careers Forum Discussion

    After all of the years of playing CM/FM (over 25 years!)…I finally have a son! And he looks like he has some potential to be a good player for us too . Obviously he's been offered a full time, professional contract straight away and will probably go straight into the team…not that I’m biased or anything Ryan Rawlings (24A) Profile Overview | Attributes Overview | Information Overview | | Coach Report
    2 Points
  17. Franky, just want to say thanks to you again for this. Wanting something different this year, I opted for a game in Scotland with Hearts, where I'd mainly be playing for 3rd place. Using Total Domination for much of the first season, my results picked up as the players' familiarity with it grew, and we ended up in 3rd after just barely making the Champions Group. In our second season I swapped to Phantom, with TD in reserve. Although we missed out in qualifying for the Europa League and had a shaky start in the league, we were 3rd after 7 matches, a position we held until the 3rd to last match of the season. Knocking off Rangers, 3-0, we moved up to 2nd. In the following match, we took out Hamilton to go top as Celtic mauled Rangers, 6-0. The final day of the season dawned with us 2 points ahead of Rangers and 3 of Celtic - we needed to win to guarantee the title, and while I was kept waiting for a little while, our 22 goal star striker Eamonn Brophy popped up just before half-time to give us the lead. 2 more goals followed in the second half, with our stand-in DM bagging his only domestic goal of his Hearts career to send the fans into ecstasy. The unfancied Heart of Midlothian are the champions of Scotland! A couple of notes: We had a shaky spell mid-season, losing 5 in 9 in the league. However, after that we rallied and won 14 in a row in the league, and 17 in 18 overall. Only a galling 3-1 loss to Celtic in the cup spoiled our fun, else we'd be looking at a double. As it's Scotland, and our coaches are fairly shabby, injuries are a problem; We lost our CM pair to injury for a combined 3 months, meaning they scarcely played together in the second half of the season. Various others got knocks - our star left winger and striker were out for a combined 3 months, for example. In spite of that, we kept on producing results. We had the meanest defence (26 in 38 games) and the second best attack only to Celtic, who could field Berahino, Sinclair and Januzaj as their front three. I'd spent a lot of time identifying really good defenders, especially as Hearts' starting set mainly left for bigger clubs in or after the first season. Still, it wasn't just good players - we only conceded 3 goals in the 14 straight wins. So, having expected a low pressure career at Hearts, I now find myself set for the Champions League. Not what I was expecting, but neverthless, thanks, Franky!
    2 Points
  18. Piemaster

    failed medical

    "Okay son I want to to complete this cone drill as fast as possible" "But sir, I'm on crutches, I don't think this is a fair-" "Look you don't get to determine the format of the physical, jump to it" (some time later) "Your time is 2 minutes 23 seconds. That's terrible, the worst time I've ever seen! Players at this club are expected to complete the drill in no more than 18 seconds" "But please sir, with respect, I am recovering from a broken leg! Once the cast is off and I can lose the crutches I'm sure I can-" "You're a disgrace lad! This club treats fitness very seriously, we're don't deal with players who don't take care of their body." "But-" "Out!"
    2 Points
  19. Yes, this is one great peeve of mine as well- they all have hardcoded instructions that limit who you can use effectively in the roles. I use the DF roles as the "generic" role in my setups, they have the least "wrong" with them- I'd rather live with the simple passing than a hardcoded dribble instruction, for example. I use a high block anyway, so the closing down part doesn't bother me. The down side, as there always is, is no attack duty. We absolutely need a ST(C) role that is akin to the CM role that we can customize more readily.
    2 Points
  20. same thing happened in this save. he had 40 goals between europa and the epl and then wanted to leave however tottenham paid his minimum release which was 60 mill so i got a good return on someone i signed on a free so not complaining. finished my 2nd season with the ghost and was even better then domination was with my 1st.
    2 Points
  21. Can you just confirm this bug, which makes the game unplayable in my eyes, will not be fixed in FM17?
    2 Points
  22. Was unable to get any combination of settings to fix this problem so uninstalled FM17 a while ago. Dismissal/denial of this as a major issue by Mods on here just makes me think they are more interested in defending SI and their own positions and less in debating a very real limitation in the match engine. It just makes me less likely to want to deal with SI or buy their games in the future. Really, really disappointed. Oh, and once again, for the record, I've only ever questioned the lack of an option to change this defending preference with some kind of setting for those inclined to want that - not hard-coded positioning one way or the other, because all will have their own views on the optimal spacing between players in various scenarios. Basically, we are not allowed to do something that is possible and regularly seen in real life and it ruins the game with eggagerated and totally unrealistic defending. For anyone to say that the size of gaps between MC and ML/R in FM17 are normal and realistic is quite frankly ridiculous. And yes, it is a combination of bunching CM's and wide midfielders but that doesn't make the problem any less bad. A real atrocious error of judgement by SI this year. Sooner or later they will start losing customers.
    2 Points
  23. enigmatic

    Manager reputation - Not realistic

    Mourinho started the game as Bobby Robson's interpreter. Whilst he spent a good long while as an assistant before getting a managerial role, it only took four seasons of management and the one Champions League win before he was considered a world class manager. And if some maverick oligarch were to parachute their nephew from the Russian Sunday League into the manager's role at their new toy football club, that nephew wouldn't struggle to find job interviews afterwards if he won European titles rather than screwing things up. A reputation system that doesn't guarantee that winning a Champions League earns a manager at least enough reputation to be considered for most top division sides, regardless of their starting point, isn't a good one. Success at a certain level should ensure a person reaches a minimum threshold as well as add points if they're already over that threshold Same applies at lower levels where it might be more realistic for people to come from literally nowhere. Mark Warburton's experience before meeting Brentford's chairman during the filming of a TV program consisted of an unsuccessful four year spell of youth coaching at Watford and a bit of semi-pro football two decades earlier. But promotion from League One and a good spell in the Championship was enough to land him the Rangers job, because actual success - even a little bit - at that level convinced people that he was a good manager and not a guy with a barely-above Sunday league CV that had been lucky enough to make friends with a maverick owner.
    2 Points
  24. herne79

    Moderators

    It's a full time job. Starting salary is £100k pa plus bonuses depending on how long you spend active on the forum. Fraz, TMS and hunt3r are on more than double that due to their length of service. And in other news, photographic evidence that pigs may actually be able to fly has been recorded.
    2 Points
  25. Loversleaper

    Tactical Central & Strategy Design by LL

    I usually don't put up tactics that I haven't tested in one way or another ... I do have a different testing method than the conventional way of seeing if your tactics somehow beats the AI - that's not exactly how I play the game. I check to see how well the in-game strategies are working in conjunction with the descriptions of them. In a way, to see how balanced the ME is and how balanced the tactics work within it. You see, success is a relative term. It depends on how well one uses the strategies. If you ask if I have success, I would say that I am experienced enough (just had my tenth year anniversary last year on the forums) to do better than worse. If you ask if forum users can have success with the types/styles of strategies created in this thread, then I would say that anyone could easily do so if they understand the concepts of how to use them...
    2 Points
  26. For the record the bug itself is not just that the wingers man mark the opposition wide players, but also that the central midfielders sit too narrow, leaving large gaps between the two. In a 4-4-2 ends up looking like x-------------------x----x------------------x When it should be like x---------x----------x----------x For me that's a problem so large that I cannot reasonably hope to put together a good tactic when such large gaps are going to be forever exploitable through no fault of my own.
    2 Points
  27. Ceching You Out

    What determines Youth Recruitment level?

    @Jupjamie, are you more of a Fred or a Velma?
    2 Points
  28. last night I had mertesacker cruyff turn an attacker... something cheeky snuck in the update? Who was the player in your game? sounds good! highlight vid?
    2 Points
  29. westy8chimp

    Are dribbles nerfed this game?

    I will check stats in my game tonight ... but this is 'general discussion forum'... not 'absolute fact forum'. We are sharing common frustration ... I don't care enough to investigate and raise a bug about my perception of Coutinho's dribbling effectiveness in the ME compared to real life... but agreed with Danny that I share his frustration about Coutinho losing the ball an awful lot. Also I don't know Klopp's exact formation, tactics and instructions for his team and specific individuals ... so any data would be completely un-comparative and useless. It's a subjective opinion of mine that I think Coutinho is pretty good, IRL, in tight spaces to beat a man using a trick or two or just good body shape and balance to protect the ball... and that in FM it's hard to replicate because he get's tackled a lot easier, than say, Origi if I play them in the same role in the same tactic.
    2 Points
  30. As soon as I remember which thread I posted it in, I'll have to share my speculation on how PPA gets calculated . Think you're right that PCA impacts PPA as you describe, plus maybe a projected average growth rate that is a little pessimistic for better personality types. I started paying attention to this after comments by @Jimbokav1971 a few months back. Initially with Avenir Beggen we couldn't afford to sign the full class so I would only take the top few that projected to be starters. Not to mention we similarly had limited tutors and less margin for error to give the youngsters a bit of playing time.I'd probably still do the same given the constraints but it's certainly food for thought. In my opinion, this information raises a number of questions people should answer in their own game when deciding who to sign. Essentially the heuristic to answer "How deep in the youth intake is it worth going?" then follows from asking "How many youth can we afford to gamble on?", "Do we need starters vs contributors?", "Can we sell those who don't make the grade?", "How much can we shape personalities through tutoring?", "Is playing time available or are our youth facilities good enough without it?", etc. Myself included, I think a sizeable portion have taken the initial PPA's too seriously. Whether that's because it simplifies our decision making, we haven't adjusted to the game becoming more realistic, or what have you, I'd like to encourage more people to think about it. It's these kinds of things that make youth challenges more exciting for me Tagging a few folks I can remember discussing this topic with over various threads, since I've buried a more general post in my career thread: @smp20 ,@Jupjamie, @Notorious SPC, @noikeee, @LPQR
    2 Points
  31. "Let it be known that we, the Trafford football board, hold our employees to the highest ethical standards. Recently it came to our attention that one Mr. Adam Hart, afflicted by poor morals and an altogether salacious upbringing, violated the most sacred prescription in our code of conduct. This club must wave our batons at such base chicanery regarding the revered institution of journalism. Our deepest, most formal apologies to Steve McAdoo of FarmersOnly.com; your serious questions deserved a response. We wish Mr. Hart the best and pray that God warms the evil recesses of his frozen dead heart for a redemptive return to the blessed crosswalks of life. Please direct all questions to the nearest crossing guard on duty, 7-8 AM and 3-4 PM. Safe crossings, The Trafford FC Executive Board and Honorary Guild of Her Majesty's Crossing Guards, Protectors of Innocence"
    2 Points
  32. Recent threads saw me focus a lot on ideas revolving around concepts on defending and the systems I've focused on have been a consequence of maybe too much dwelling on that, so I've decided to try out something new, yet again, with my Sparta Bucharest side Attacking football is a very debatable term... is it GegenPressing? is it Route One? is it Schimdt's overloads? is it Conte's 3-4-3? The whole idea of branding a style of football as attacking is based on the fact that throughout most of the match you will notice a particular progressive move from one end of the pitch to the other executed in quick successions and with a reasonably high tempo. Whether that is achieved through high, aggressive pressing, intelligent positional play, exploiting the wings or a quick passing game seems to not matter very much in the eye of the 'attacking football' label, although each of these 'styles' are achieved through completely different approaches to the game. Another often disregarded issue is that the ability of the team to execute more attacking moves in a short space of time relates a lot to: a) how often the team is presented with a scenario where it can exercise a transition from back to front, i.e. having space to attack b) how often the team will win the ball back and how efficient it is in recycling the possession necessary to initiate an attacking move Consequently, my interpretation of a system that aims to create attacking football will be based on the following principles: 1. a system designed to create and exploit space 2. a balanced way of managing all phases of play (defending, possession, transitions) 3. a team layout that ensures the ball travels from back to front with minimal waste of time these three constitute the foundation layer if you wish, the next area of consideration is analysis of squad and design of suitable duties: The more I play FM the more obvious becomes an issue which is fundamentally.....obvious! Do not demand something of your players that they can not execute! It really is a simple and cliche point, but the implications that it has on a system performing or not as a whole are like a domino-effect. If our attacking wingback has the responsibility of covering the whole flank alone but lacks attributes for workrate, bravery, stamina and speed - will he be able to perform the task necessary for that system? How will that affect the whole set-up? So yes, it is fundamental that the players at my disposal have suitable duties allocated to them and that the requirements of the system demand actions that they are able to perform. strategic considerations - our DR and DL have emerged into top quality fullbacks for our level and they are more than capable of covering both defense and the full width of the pitch - the number of talented players for the striker and AMC positions that we have got through previous intakes is quite big, and I want to accommodate their transition to the first team - our AMR is our best attacking player and it would be a shame not to exploit his ability closer to goal - we have very good coverage for center-mid positions, with a large number of players of different profiles - one of our CM's, (Bodea) and his specific stat distribution make him uniquely suited for the BWM role and he is one of our most promising talents so I want to use him - we have a shortage of wide players, with the above mentioned AMR being one of the two available (the other is also an AMR) squad suitability as mentioned above, the general attributes of the squad would need to be suitable for the style of football I want to implement. Here are the main attributes I've identified in that sense and their application to our best 11 For the level of football we're currently operating in (Romanian First Division) we show excellent ability in the required areas. The main concern is that we only have a few people who can pass the ball well, however, luckily they all play in advanced positions, exactly where we will need it the most as per my current vision. Additionally, we have the highest stats for aggression in the league which is a bonus! One of the trickiest parts of designing a system is that one needs to carefully balance the role and duties the players are best suited to with the responsibilities the general idea of the system requires. Here we already have a few important considerations: - There needs to be a correct balance between players who support and attack as well as players who have more and less creative ability in order for the transitions to unravel smoothly and to maintain a healthy balance between penetration through runs and penetration through passing - players need to be positioned in a way that the ball constantly moves forward without unnecessary delay - I want my attacking players to hassle the opposition and avoid getting too 'artsy' about their passing, dribbling or creative endeavors, rather keeping it simple and progressive. formation&roles - the Defensive Forward and Shadow Striker are two uniquely aggressive attacking roles that are fairly limited in their creative responsibilities and that look to challenge opposition for the ball and generally cover a lot of defensive ground on the pitch - the DLP is the only 'creator' of the team as his presence in the build up from deep as well as when in possession high up the pitch is a key element to balancing play and providing penetration through passing - the BWM on the left helps cover the gaps that the CWB leaves when attacking and does not look to run too forward. I've even moved the BWM to the DM strata occasionally as well as had him on 'defend duty', both successfully. - there is a good balance between 'runners' and 'passers'. We have the BBM, CWB, W and SS mainly focused on exploiting space through runs while the DF has the instruction to 'hold up ball' and support on-running players and the BWM and DLP act as support options from deep. The furthest support option is the right FB, which stays even deeper than the DLP and rarely joins attacks in order to maintain good defensive coverage. team instructions&shape - as mentioned before, I want as quick of a transition from back to front as possible, and hence the higher tempo - I'm still wary of defensive responsibility so I've adopted a tighter marking scheme, which forces players to track back more and stay close to the opposition players. That also helps us regain possession through player positioning rather than relying on exhausting hassling and physical duels all the time - close down more and preventing short GK distribution makes our forward trio press the opposition defense even higher up the pitch - my side midfielders need to cover width occasionally, hence the balanced setting there, which is actually fairly wide under attacking mentality influence - I want my attacking players to take a man on and pressure the opposition with a number of players running at them, hence the run at defence instrucion - pass into space relates to exploiting open spaces that the opposition are bound to leave behind and relies on the promise that we will have a player attacking that area in most cases - I want a balanced and varied approach in the way our attacks unfold, so it could be either through a defence-splitting long ball or a short pass combination between the front 3/5, so mixed passing - I want my squad to have space in front of them to run onto, so the defense line is set at normal. Given the attacking mentality and high closing down setting, however, my team will push a little bit higher, just enough to pose a considerable challenge to the opposition in their own half, and integrate the counter-pressing element into our style of play - the attacking mentality relates to numbers 1. and 3. outlined as principles, and it aims to increase the risk the players are willing to take in moving the ball forward, as well as the aggression of the squad as they look to transition up the pitch Ok, so to elaborate on the principles I have set out to embed in my approach: 1. a system designed to create and exploit space space will be created by a number of factors: a) the overload we create on the right side of the pitch, with increased numbers of players attacking that area. This forces the opposition to commit players towards that zone and thus leaves spaces elsewhere, which we can exploit if we maintain good coverage of the pitch. Here comes why having the correct player for the CWB roles is so important - if he wouldn't be quick enough to be in an advanced position on the left side, we wouldn't be able to exploit width/space in that area. b) the variety in player movement - as mentioned above, we have runners and passers, players who hold up the ball, and players who dictate from deep, so we have a number of ways in which we move on the pitch in order to de-stabilize the opposition and create/exploit space c) the shape, formation and roles which aim to have the squad close enough to each other in order to interact however spread out enough in order to move the ball quickly without having to spend time on running 2. a balanced way of managing all phases of play (defending, possession, transitions) Here I aimed for a balanced coverage of duties being performed around the pitch in different situations of play. As mentioned above, this relates to choosing the player roles in correspondence to the general idea of the system as well as in accordance to each other. For example, I am able to manage good defensive coverage because the BWM fills in for the CWB when the latter is caught up the pitch. I am able to manage possession well because I have a good number of players in the midfield area that are performing the correct duties (think DLP dictating from deep and BBM running in the box). I am able to manage transitions well because the support/attack duties as well as the movement that the players make on the pitch are complementary and are designed to achieve the above mentioned goal, which happens to be point number 3: 3. a team layout that ensures the ball travels from back to front with minimal waste of time it's difficult to talk about the three points in separate ways, as you can obviously see how inter-relational these concepts are. And.... it's supposed to be like that! Football is highly complex mechanism and you can't just separate one thing from the other and pretend it's not there. A lot about how I plan to achieve that has already been talked about, relating to player roles, duties, mentality, tempo and so on. A key aspect of point 3 that has not been mentioned above, however, relates to team shape: I have chosen flexible because I literally want my team to be....flexible I don't want them too close to each other and neither too spread out. I don't want my defenders playing through balls and neither my forwards coming too deep to defend. I want a balanced shape that would allow me to ensure good coverage of the pitch and quick progression of the ball, without running into extremes. In-match examples: the BWM (here in DM strata with support duty) covering for the CWB caught up the pitch in attacking move. Here you can notice the 'domino effect' that complementing duties can have. The DLP drops deep to cover the central area that the BWM leaves exposed due to drifting out wide, while the SS drops into midfield to cover the area that the DLP left exposed. Flexible team shape ensures good balance of these 'covering' situations example of a) good space coverage - notice width and number of players looking to make runs into space. b) possession management - the duties that the midfield trio perform: the BWM looks to make a simple short pass to the creative DLP who will either launch a direct ball to either of the runners or pass it shorter to the BBM who will either look to make a run himself or pass to close running options example of creating space - the DF is challenged by 3 opposition players and chooses to protect the ball and make a pass to an on-running player. Notice there are four of them making runs into space. the central runners exploit the space left by the midfielders that challenge the DF, the W tries to beat his man in the box and the CWB is advanced enough to be a forward passing option in the above mentioned left side of the pitch example of good defensive shape, as the SS drops deep to mark his man, thus creating an important numerical advantage for us in this situation. Notice that the DF and W are positioned high enough up the pitch in order to attempt out-running their opponent if they are on the receiving end of a direct pass. there are a lot of other examples I could go into, but it's a short day and I've been writing for a few hours now I used this system with slight variation when necessary for the second half of the season - i.e. dropping the BWM to DM or changing his duty to support, playing narrower, or more disciplined if necessary. Don't forget that the ME reacts to how you play and if you don't react to them you will lose! So, this isn't about a magic formula, this is about developing a concept and adapting if necessary. The results however, have been mesmerizing: Part II - Adapting Sparta vs. Real Madrid - this match in the group stages was a massive challenge for us as we had to play Madrid. Going in as heavy underdogs, I made a couple of changes: - moved the BWM(S) to the DM position to offer cover for our most vulnerable area, as the CWB ventures forward to support the attacks - ticked the 'stay more disciplined' instruction so that we stay focused and reduce the risk of misplaced passes or ineffective creative outbursts from our players the Defensive Forward (Dumitriu): drifting left to support the CWB, then running in the box to finish off the move after the SS was muscled out. This move also shows we have 3-4 men challenging for the final ball in the box. the BWM(Blaga) covering for the CWB who mistimes his tackle and is caught out of position Anticipation+Speed from the CWB allows him to intercept this ball and start a quick counter. Here you can also notice the quick transition from back to front, the involvement of the BBM (player takes final shot) and the DF holding up the ball waiting for on-running team-mates. final result: we kept Madrid at bay and even created a very respectable number of chances. this goes to show that defensive stability can be achieved with a high risk mentality such as 'attacking' providing a few elements of play are functioning well: - space coverage, or the ability of the team to maintain good control of all areas on the pitch, without allowing the opposition an 'Achille's Heel' - balanced duties that support and complement each other in their responsibilities on the pitch - an understanding of the strengths and weaknesses of the style of football you play and how to react to potential threats Further Analysis Using the initial system with minor in-match adjustments as exemplified above, we completely dominated the Romanian First Division this year, finishing the season unbeaten and scoring almost 3 goals per game: the assist map/type shows how efficient the CWB is in the open area we create on the left by overloading the middle-right of the pitch. Apart from that we have a very healthy mix of assists from all areas and of all types which shows that we are involving players in different areas in attacking moves. This graph also shows that what is our main strength (left flank) is also our main weakness in defence as we have mainly conceded goals assisted by crosses. the goals we are scoring rely mostly on shots - either placed or powerful, and our lack of quality headers is quite a concern given the high number of crosses we put in the box. A possible explanation for that would be that we only have one or two players who are good in the air and both play in the DF position, which is most of the times caught a bit deeper in the final third, behind the SS and the AMR. Goals & Style of Play quick transition& using deep passing option (AMR-BWM-SS) quick transition& fast exchange of short passes (CWB-SS-DF) drawing opp. players in centre of the pitch and exploiting the left wing via CWB+ AMR attacking far post quick counter-attack (SS-BWM-CWB-DF) one of the key objectives in developing this system was to exploit our best player's attacking ability as much as possible - Catalin Turcu (AMR) the idea was to exploit Turcu's ability both ways - in a supporting sense as well as in an offensive one. I want him to be a sort of wide forward, there to finish off the ball or beat the last defender with his great pace; I also want him to skip past his man and put in a cross or a dangerous pass when presented with the occasion. What this required is a correct management of the attacking A-line: the fact that the DF is instructed to hold up the ball, as well as being a role that operates in the deeper area of the pitch, meant that our AMR would be the most advanced player on the pitch in most of our attacking moves: in the same move that led to the goal against Madrid (GIF above), here's how the A-line takes shape: the functions that this kind of movement perform are various and beneficial for both the player and the team in the context of this system for a number of reasons: - the W pushing up usually creates space for our deep runner (the BBM) who can get in the box easier as a result - the W attacking the far post means he is our main threat from early crosses by the CWB - the W provides the most advanced passing option the team has for a crucial reason: he has the best ability in the team to take a man on and thus create heavy numerical advantage - the design of the system means he is one of our most supported players on the pitch: FB on the right providing defensive cover and deep passing option, DLP supplying with long balls to run on to, SS, BBM and DF as close passing options and CWB supplying crosses to the far post. Turcu stats 2031-32: European Golden Boy for the 2031 year more results: ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Thanks for reading and check out my blog for more stuff like this
    2 Points
  33. Have fun! Don't forget to download Etzella's kit files, I'm finally starting a save file and I'm leaning towards VC Vlissingen. Dutch Pyramid v3.0.fmf
    2 Points
  34. oneronaldo

    Rotherham? They'll... oh, who cares.

    Needs his name changed to Rick
    2 Points
  35. Season over.....Doncaster Rovers Premiership Champions!!!
    2 Points
  36. D_LO_

    [FM17] CFM Skin 2017 - v0.7 | CFM Touch Skin 2017

    @wkdsoul tactics icon with team info panel Last line, i.e. <widget class="team_button" id="team" size="small" colour="faded white" alignment="centre" auto_size="vertical" multiline="false" icon_enabled="false" mode="1"/>
    2 Points
  37. It downloaded for me on Chrome, but not on Firefox. Try the alternative link Ross Ingersoll posted above ^. Franky, I liked Total Domination and will give this a go on my new season too. Looking forward to seeing how it works out!
    2 Points
  38. Svenc

    How accurate are the chances?

    10% is about the AI average, it's also about the average in real football. If you flick through the team reports of AI, they're on occasion down to 5% long-term, which is always positionally/tactical what they're doing then, has always been. Arguably they are still doing stuff in there that was addressed by our entry-level guides seasons back on these boards -- the last time I personally went that low long-term I honestly encouraged players to just hump it from all over the pitch all season, including severely limiting the number of players that at all would enter the box outright. You can have the best conversion really with the most average forwards and at the same time battle against relegation or be fairly mid-table. This is caused by teams expecting to beat you, and you can hit them on the break. I often have the best conversion when still at that point. At the same time, look how wasteful top teams such as Arsenal or Spurs are in real life. They create a lot, and miss a lot the same. The highest I went up for months more recent was 1 in close to 5 overall shots (18%), which was with Leicester on FM 2016, caused by sometimes stupidly aggressive d-lines of the big dogs in the leagues, in particular away. In particular if you happen to take the lead (lucky or not), they leave themselves all kinds of exposed as they wouldn't accept anything but a win... often even during their own attacking set pieces in stupidly ways. That said, the sooner SI clarify their CCCs or take them out, and the sooner they make an actual distinction of the source of the shots (open play vs set piece, both a HUGE difference by definition), the better. Dominating stats isn't dominating matches anyway, and defensive AI tactics are geared to happily let you dominate the "numbers", but a side that just spams average shots no matter in which quantity could hardly be argued to have been just "unlucky", and that's the picture the game has always drawn (stats-wise, plus post-match report likewise). What may be contributing to it may be that it is simpler to get at attempts, any kinds of attempts going from set-piece play.
    2 Points
  39. Dr. Hook

    Learning how to play

    No point in keeping this open, and will take further threads started by the OP under advisement as to whether to allow them. That parting(?) and somewhat oblique shot at members of the forum and the moderators after the pages and pages of virtual ink have been spilled trying to assist the OP is the last straw.
    2 Points
  40. potbellypigs

    Funny Screenshots Thread

    That's where you've edited the finances but the game doesn't recognise it. Happened for years.
    2 Points
  41. Svenc

    How accurate are the chances?

    It's your shot conversion overall you should be more concerned with, which is displayed in each team's team reports. Also the nature of your shots: A big amount being from range or a big amount of those into the box coming off set pieces is a sign of a tactically issue, and depends on the opponent also. E.g. opponents dropping deep immediately killing through balls as opposed to a more aggressive opponent, and there are certain formations that doubly pack the centre. The CCC has always been all over the place, and this is no different. Reasons for this: - It's called "clear cut" -- but even in football analysis, those are missed on a regular basis. See Arsenal missing close to 70% to theirs last season, up to 5 in a single match and several top flight forwards missing 80% of theirs all season... and those are Opta data, typically genuinelly one on ones (keepers are in the advantage to save outside of penalties or tap-ins, most of the time). Highly doubtful the game is accurate, but as this is supposed to be a sim, which is this is the target, who knows any that? Where does it say that anywhere in the game? - Even so, it's apparent just from watching how different those cccs are. There is shots from reasonably difficult angles, from no angled through balls which force the keeper to just come out at a straight line to worsen the chance, shots from set pieces that have multiple forwards in front of the guy easily blocking the shot, multiple defenders hounding the forward plus anything where the forward actually is into space on the occasion (the latter of which being far more likely to be tucked away). All of those are being flagged as clear-cut. Has nothing to do with that not happening, has all to do with this being a stats algorithm, and with SI's own definition (header finishes, even if the goal is empty, haven't been counted for quite some time, and there's is several decent attempts always slipping through). Case in point this one, where none of their umpteenth shots were taken in much space despite the ccc racking up, whilst all of ours tended to be on the break, which visibly had defenders pulled all over the place due to the sheer aggressiveness of their approach (a luxury not afforded by defensive opponents, sadly). For those reasons, it's still the single worst stat in the game, in particular due to the above demonstrated focus on them. It is hugely misleading, in particular as there conversely isn't a stat showing if defenses are actually stretched (shots from actual open play). More importantly, the super aggressive approaches oft taken by downloads being so popular encourage a lot of shots, and as the stat algorithm is so liberate/unreliable, you will have those CCCs piling up on the odd day by definition. It's like throwing sh*t on the wall in huge numbers, and eventually, something will stick regardless, even if that something ain't all that. This is doubly bad, as lots of shots and little return can make a forward display as frustrated, which can slightly impact the conversion of any decent shot thereafter, and the bombarded team grow in confidence as of FM. Everybody who has consistently issues with finishing and/or conceding off very few shots consistently rather than on the odd day, that's always been a tactical issue. And buying better forwards has never been a fix. A focus on the CCC stat is frustration guaranteed. I'd actually advice to switch it off out-right, unless you'd be aware of all of the above, and treat it really with all of that in mind.
    2 Points
  42. lomekian

    Does the game make title runs more exciting?

    Using definitions such as clutch and choking aren't helpful. Because they imply that it is purely down to the individual capacity under pressure of one sportsman over another. Ultimately, its rarely that such a strength or weakness in illustrated in a quantifiable sense in an individual. But it is undoubtedly the case that certain individuals work more or less successfully in certain environments. Most professional sportspeople have already shown a high level of self motivation, but there can be a myriad of factors that can affect individual or collective performance. Confidence, in self, team-mates and collective strategy. Its easier to maintain peak motivation and perform instinctively (or in the moment) if you believe in your colleagues and the wider objectives. This is clear in any work place. Clarity. Does the person understand their job, what is required of them, the role of their colleagues and the bigger picture. In something where instinct is key, you don't want people second guessing. Commitment. Do you trust your team-mates to back you up, and are you willing to risk getting hurt for them and the greater good? Will you remain brave enough, under pressure, to not choose easier options to avoid being the one making a mistake? And countless others. I don't think its a question of some players being clutch and others chokers, but rather that different individuals have to have similar needs met in different ways in order to perform at their best, and some of which are more complex. When a team chokes, the manager gets blamed, and rightly so. It is a reflection of their shortcomings. All the most successful managers know that a combination of personalities that require different approaches as individuals is the best way to make a cohesive yet varied team. In stressful situations I find I am much better at managing the stress of others and diffusing it than I am my own, which makes sense because I am a professional communicator and adaptive storyteller. I think all the best managers must have those traits. Quite how you replicate this in game without getting much more deeply into player personalities (and thus only with fictional players) is beyond me. To be honest the game does pretty well with team talks etc, and recognising the importance of man-management as an ability. Accordingly when setting myself up, I make myself a great man manager but awful at coaching anything but tactics, with great motivation but average discipline!
    2 Points
  43. JWVG

    Funny Screenshots Thread

    It's her fault.
    2 Points
  44. noikeee

    FM Careers Forum Discussion

    Merry Christmas and may you win your friendly against FC Santa Claus.
    2 Points
  45. It's in TCS v1.2, I just reactivated the code. If you want it just copy 'preferences display sound panel.xml' from the game folder, into the game folder of the touch base skin.
    2 Points
  46. Hotfix 8.0.3 is now live. Changelist: Fixed example of match freeze Fixed stalled cup competition Fixed rare crash entering match As ever, these fixes are compatible with save games. Those who have had save games affected by the stalled competitions should see the competitions back up and running again by the following season at the latest. Merry Christmas from all the SI Team!
    2 Points
  47. DEBSKI'S WORLD OF HAIRSTYLES FOR FM17 MADE BY EMIL DEBSKI Released: 19.12.2016 link removed. Brand new regen hairpack for FM2017 adding 2580 new fresh styles for your regens/newgens! Make your long-term saves so much more enjoyable, with this new addition to complete the FM experience. The download includes thousands of hairstyles from all over the world, and will make you want to keep even the shittiest of regens just because they look so good ;-). Due to the variation of player face widths, a very small percentage of the hairs will not fit 100%, as the shapes vary by a small margin this year, making some heads too narrow and others too wide - this is nothing we can do anything about, and as written it should affect only very few players. Tested and looking well on light and dark skins as well, and save game compatible. Goes perfectly along with other installed graphics (hairpacks, logos, kits and so on). Enjoy guys! link removed ========================================== HOW TO INSTALL: ========================================== Step 1: Please be aware that this graphical mod DOES NOT go into the "Documents\Sports Interactive\Football Manager 2017" folder as normal graphics do (kits, logos, faces and so on). It will not work/have any affect if extracted here. Instead extract the whole folder "Debski's World of Hairstyles for FM17" into the following directory on your computer: "[YOUR FM GAME FOLDER]\data\facegen\hair" (Default place to look for this folder is "C:\Program Files\Steam\steamapps\common\Football Manager 2017"). Step 2: The above mentioned folder (hair) should now contain minimum 6 folders. The "afro", "asian", "euro", "hispanic" and "mixed_race" standard folders by SI, alongside with your new "Debski's World of Hairstyles for FM17" (see photos above) and eventually other custom graphics you might have installed. Step 3: Open up your game, go into preference > interface and click the "Clear Cache" button. When done, close the game. Run again, and everything should be up and running. Files are save-game compatible, meaning you don't have to start a new game for them to make effect. link removed
    2 Points
  48. This is an example how you defend in a 442:
    2 Points
  49. cel1234

    Gibraltar League 2016-17 Season with real Fixtures

    Here is my Gibraltar League 2016-17 season This is a follow on from previous seasons files i have made on Gibraltar Football this year was abit different as i was helping Stephen Davidson SI Games and Julian Fortuna at Gib Football Talk with the actual database for Football manager 2017. So all the details i had from my database have gone into SI's this year. http://community.sigames.com/showthread.php/409844-Gibraltar-League-FM15 http://community.sigames.com/showthread.php/383327-FM14-Gibraltar-League My file is a update/follow to SI Games Official Steam version http://steamcommunity.com/sharedfiles/filedetails/?id=792707687 things we didn't manage to get in before the data lock. Gibraltar Premier Division & Gibraltar Division Two (With real fixtures) Rock Cup Pepe Reyes Cup 2nd Division Cup Britannia XI and Red Imps, Europa Pegasus no longer in game All Cup Histories from 2012 added for Rock Cup Premier League Cup European Cups 2nd Division Cup (only from semi-final) Correct Reserve League (With real fixtures) Reserve League 9 Teams (Lincoln, Man 62,, Glacis, Magpies, St. Joseph, Lions, Lynx, Mons Calpe, Europa Reserve League Cup Correct U18 League correct dates U18 League 5 Teams (Lincoln, Man 62, Glacis, Lions, Europa) U18 Cup (Not real dates) Duplicate people deleted Transfers up-to-date - Players/Staff added to teams (added from SI's version) New Angels manager - Lewis Fraser All teams have correct player positions apart from 4 players at Europa and (added from SI's version) Relationships added for players/staff where known (added from SI's version) Places of Birth added to players where known (added from SI's version) Heights and weights added where known (added from SI's version mainly Gibraltar Phoenix & Gibraltar United) Gibraltar U17 & U19 national team players added not already in database Correct squad numbers on most teams (This is ongoing as some teams don't have squad numbers yet) Added attributes to some players Added extra Gibraltar media sources Added clubs record win/loss All changes that are here are done Added Pick Up Academy with players as they have affiliation with Bruno Magpies and players in Academy have played in Gibraltar Haven't changed international caps so they are correct as of 1/7/16 Not been tested as been busy. Can't think of anything else This is an ongoing file. Please feel free to contact me with any issues or ways of making the file better. Since making these files i have made lots of contacts within Gibraltar football and even more now i'm Gibraltar assistant researcher and would like to thank them without their information the files wouldn't be authentic. I'm also in the process of updating and adding to my facepack. Grff with his amazing work again with the Gibraltar Prem and 2nd Kits and national kits http://s000.tinyupload.com/index.php?file_id=01052731392433395502 Club Logos are here including Gibraltar Regiment http://s000.tinyupload.com/index.php?file_id=10917712406069046222 Facepack updated and added to 986 pictures http://www.filedropper.com/gibfootballers Comp Logos including new Rock Cup logo http://s000.tinyupload.com/index.php?file_id=33370352073927049543 Gibraltar league 2016-17 mark 2_899968E1-283A-4145-A421-87764C2A8DFB.fmf
    1 Points
  50. Pace and acceleration combined total of 30+ in the top division. That would be the absolute bare minimum but obviously, the higher the better. The only exception I would make is if I have a really creative IF like Juan Mata, in who's case I'd forego the speed requirement. This just for the IFs. The SS MUST be quick, irrespective of how creative he might be.
    1 Points