dantares
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Posts posted by dantares
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I'm starting a save where I loaded a single country as playable, all the other countries as view-only, and a large database with every single player on it (a total of 478k).
I get a half star in performance and a warning that I'm going over the 125k recommended player limit, but... how bad will it be? Is it mainly a save size issue, or will I actually get strong performance problems? Anyone runs these kinds of saves on a routine basis?
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Imagine you're a manager. You need to attend these before every single game, when the game ends, after the game, during the week, when you're just arriving at work one day, mid-week, after some random training session and so on and so on and so on. In all these situations, the reporters ask the same routine and mundane questions. You can't be creative with your answers because they'll probably go after every tiny bit of extra information you provide, and that will only generate more questions to be answered later on. It's boring, repetitive and a painful chore you could definitely live without, that brings absolutely zero value to the sport. I feel exactly the same way towards press interactions in the game, so at least we can say their implementation in the game is incredibly realistic. And we even have the advantage of being able to send our assistant manager to some of'em.
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He was probably released from the club in your save and, after some time without any club picking him up, he decided to retire and become a coach. You can probably check his history to confirm when he was released and retired.
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Having seen no indication for it in the latest update, am I correct in assuming this exploit is still open...?
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I did some experiences to see if this was easily exploitable, and it seems it is. It's simply a matter of using the B-team for loanees.
It's also not clear where the money is coming from. Is it infinite? I can't find anything on the club's finances.
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Hmm, but is that budget tied to the club in any way? This mechanic seems a bit weird.
If I sell a player who is in the B-team, does the club get the money for it or does it go to the B-Team budget?
And if I move all my players to the B-team, does that mean I'd no longer need a wage budget, as they can still play for the main team...?
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Which budget do they affect, though? Is it directly discounted from finances? And does that mean B-Teams have an unlimited wage budget?
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Any updates on this?
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I've just noticed that players in my B-Team don't count towards the wage budget. Is it supposed to work that way? Are their wages discounted directly from the club's money, but no budget is kept for them?
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In penalty shootouts, the last outfield player selected is the first to take the penalties. This happened twice in two shootouts. I'm not sure what information to provide, as it's likely a UI bug, not a PKM issue.
To replicate the problem, you need to get into a penalty shootout (cup game, for example) and then manually select the penalty takers. The first one to take the penalty is the last outfield player from the list. It's a rather annoying bug, as that's the player you don't really want to be taking a penalty.
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Is FM Touch supposed to appear only later on? Added the key purchased from them on Steam, but I'm only seeing FM21.
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Is FM21 Touch supposed to show up when you add the key on Steam, or will it be added only later on?
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12 horas atrás, saihtam disse:
Can someone please tell me what bug this talks about, would like to start journeyman save.
If you start with an amateur club and the board turns semipro, you're still unable to offer part-time contracts (you can only offer non-contract playing fees). This makes it impossible to play with amateur teams in most leagues.
It had been addressed already, but an earlier update broke it again... and it's been stuck like this for some months now, even though it can be game breaking.
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Does this update finally address the semipro contract bug? Or is it just a match engine update?
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Is the semipro contract bug addressed in this release?
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The only fixed needs I have are for a solid back four (or as solid as possible) and a couple of decent strikers. The rest of the tactic comes from whatever players I can find (ie, if I can get good wingers, I go for wing play, otherwise a narrow diamond will do the trick). Direct football with pacey players seems to work better, as the opposition defenders are usually slow.
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I tend to always rebuild the team every promotion, so the faster I get to the top, the faster I get stability. I've never had an year where I'd get a team strong enough for the upper league.
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Is there any particular reason why the new beta isn't being announced here, and it's only available through the public-beta option?
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Things that cost money for the scouting budget
in Football Manager General Discussion
Posted
I'm not sure if something was changed in this edition, but I'm running out of scouting budget and I can't figure out why. What are the things that require scouting budget funds?
Here's what I have so far:
- scouting players outside the scouting range
- keeping the update shortlist reports checkbox ticked
- asking for team reports outside your scouting package (not sure if this one is true)
- setting an ongoing search within the country, when your range is within the league (not sure about this one either - but it's not possible to limit the scout to within the league)
I'm not doing the first two things in the list, so my guess is on the other two. Is there something else that could be costing some of that precious budget?