Jump to content
Sports Interactive Community

osvaldopiazzolla

Members
  • Content Count

    671
  • Joined

  • Last visited

About osvaldopiazzolla

  • Rank
    Red Star FC Researcher

Biography

  • Biography
    Os, in the Miller GW.

About Me

  • About Me
    ici, c'est le chaudron

Interests

  • Interests
    yes, football

Favourite Team

  • Favourite Team
    Saint-Etienne, Red Star

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Okay, so for the first time since along ago I have been able to play a number of seasons high enough to produce a first team of regens from my own academy with my own style of play (reserve and u19 tactics are set to mirror my first team tactics anytime). I do appreciate the fact that my youngsters have a high level of (my) tactical understanding when they break into the first team (thumbs up for that) but I'd love that the players pairs gelling in midfield or central defense (such as X and Y have a fairly decent partnership having played together often) could be acquired in youngster teams. If I'm not mistaken, that does not happen evn though youngsters play together for seasons. Am I right? And if I am, would'nt it be a nice feature for that kind of managing ?
  2. It means a way to punish someone if you are a 19th century military man. For everyone else, it means the state of the part of male anatomy you mentionned when you are emotionaly in good mood
  3. Thanks enigmatic, your "evryone has same CA" experiment is a good way to answer my question.
  4. Hi folks, Let's say an AI club play with an AMC and has two players that can reliably play in that position. One is called "Relatively High CA" (or RHCA) and the other is called "Significantly lower CA" (or SLCA). The AI manager picks RHCA as his preferred choice, things are doing relatively normally, but suddenly, RHCA picks a longterm injury. Logically, the AI manager picks SLCA as his second choice. Now, let's imagine that the team is beginning to perform better for some reason (better string of results due to easier opponents, team morale on its way up, SLCA in a good mood, or , even simplier, SLCA has characteristics that match the role that the AI manager was giving to the AMC from scratch). SLCA, on the long term starts to outperform RHCA in terms of game stats (or simply marks). Now RHCA returns from injury. Do you guys know which AMC the AI is going to pick? I have been told that the AI relies on CA, but what do you think of that particular situation?
  5. Using Gimp, this Stack Exchange question may help: http://graphicdesign.stackexchange.com/questions/5446/making-the-background-of-an-image-transparent-in-gimp
  6. Hi rashidi1....but are you not anthropomorphising ? why would it be computationally easier to start with 0 and then tick 1 and see the effect than to start with eleven, then untick 1 and see the effect? To stick to your question: because i would only untick one. exacctly same methodology. Of course you could answer: "because instructions are explained in football terms and they have a clear, "one instruction-one parameter" effect and it's easier to check their influence on the game this way...but the "instructions" are not this easy to translate in parameters....so we are reduced (and it's part of the fun in the game) to trial and error anyway. What's the difference between "more risky passes" and "more direct passes" anyway ?
  7. @Jambo Fair enough, but then again, it has nothing to do with the "number of instructions", just , from a manager's point of view, a common sense of modifying different parameters one at a time when tinkering. Nothing that prevents you to start with twelve instructions and then modifying one by one.
  8. Ok, sorry to all if i miss something obvious, here. tried to search around in "pairs and combinations" and "lines and diamonds" as well as a quick search in threads, to no avail. Basically, my question is this one: I am frequently seeing in the tactical forums the claim that "too many instructions risk to confuse the team/players", meaning that, whereas we are granted with the possibility to tick a dozen TIs or PIs, it would be counterproductive to actually tick more than a few... But what is the rationale behind this? I mean, if the players (and the teams) were humans, i would perfectly understand that too many instructions would confuse players, even to the point that different instructions may contradict one another. But they are not. They are graphical representations of a match engine implementation, they are algorithms intended to make them react to and influence parameters of the ME. They are code. What i am trying to say is: even if ticked instructions are contradictory, i cannot imagine that this is confusing, because for a player (or a team) they are only a sum of parameters at some value, even if said value is the aggregate of moving the slider one way for a ticked instruction and the other way for another. UNLESS, it is actually coded that beyond a certain number of ticked instructions, then player (or team) efficiency is set (by code) to be lowered. But, if this is the case, why not saying it clearly, and telling exactly beyond which level? What do you think ?
  9. That's a nice one, Dave, and a call to be as realistic as possible, too.
  10. I, for one, regard Judging CA and PA as his most important attribute (along with "knowledge of club players") because i will have more trust in the stars in "AssMan report"
  11. To answer to OP, another strategy (other than leaving blank spaces) would be to search/scout the database for all the players that satisfy the criterium, and sign them.
  12. mmmh, PSG has A WHOLE LOT of club trained players IRL (but it could be that they were restricted to Champions League registering, due to lack of compliance with financial fair play, just like Man City...)
  13. Even "get creative" ? i have been shouting it all season long to my playmaker in hope that he will try a key pass. :/
  14. Hello happy managers, what the title says... After a rapid bibliographic search i only came across this piece by sociologist Garry Crawford: Crawford, Garry. 2006. “The Cult of Champ Man: The Culture and Pleasures of Championship Manager/Football Manager Gamers.” Information, Communication & Society 9(4):496–514. I am especially interested in whatever relates to Games Studies.
×
×
  • Create New...