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About samba23

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    Man Utd fan, Barcelona admirer, Boston Utd sympathiser, Perth Glory & FH holiday romance.

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    Last seen in Greece - rumoured to have been released by Panetolikos

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  1. All of that I think is doable except you may not be able to get the continental qualifiers to work as you want. The bolded part you can do on "group settings" via the "fixture plan rules"
  2. On the league settings tab you can change the number of points for win, draw & loss. Maybe set all three for the same number of points and then in league sorting rules have goals scored as the first option.
  3. In a database I made on FM18 I created several invitational style competitions. Each one would be based in a specific region and would pick approximately half of the competition's teams from that region, and the other half from across the rest of the country. The exact teams that were chosen were done so at random through the use of the "team pool" setting. On the "stage" tab of the stage for the competition, within the team pool setting I would add teams by "add specific team" for every team in the region individually and then "get random teams from division" and setting the "maximum number of teams" to ensure an approximate 50/50 split in teams from the local region and the rest of the country. Then on the "Teams" tab I would select "get random teams from team pool". This worked well for my intended purposes as local teams had a decent chance of being invited to play in the competition but it wouldn't just be the same local teams every year and there was good range of non-local teams being invited year on year. The team pool setting appears to be broken on FM19. I have tried with the exact same settings as I had on FM18 but all it seems to do is pick the first teams from the list, therefore picking the same eight teams to play in the competition every year and ignoring the "random" aspect of the team pool. New to FM19 is that there is that when you choose on the "Teams" tab "get random teams from team pool" there is the ability to create the team pool within this page, as well as on the separate "team pool" tab. Choosing the team pool using this method does the same, it just picks the first eight teams from the list. There is also another "team pool" tab outside of the "stage" tab, just underneath "average points" and "qualified teams". This team pool does not work at all. Setting the teams in the team pool on here only gets a "competition found 0 teams" when choosing "get random teams from team pool" on the "teams" tab. Here's a couple of pictures from FM18 to show how I set the competition up and working as intended. It's a real shame that team pools do not seem to work in FM19 as I found using them to be a pretty cool and flexible way of choosing teams at semi-random for competitions. I have added the FM19 editor file below, see the "Texas invitational" competition to see what I am on about. NCAA180.fmf
  4. In theory, yes something like this should be possible. Set the competitions first stage as a cup stage. Have every team play in the first round (round 0) (sort teams by reputation or random or however you want). Set the index of next round for winner to "1" for the next round. Set the index of next round for loser to "2" for the round after. Then for rounds 1 & 2 have half the number of teams from round 0. Repeat this for the next few stages. For round 1 (the winners from round 0) set the index of next round for winner to "3" and the index of loser to "4" and again have half the number of teams from rounds 1 & 2. Do the same for round 2 (the losers from round 0). By doing this you can have a competition with multiple rounds pairing teams with identical win/loss records up to that round. The total number of games a team will play will depend on the total number of teams. An 8 team tournament would see all teams playing three games but a 128 team tournament would see teams playing seven games. Basically each round a team plays halves the number of teams from their previous round until there are only two teams remaining in the round. For example the 128 team scenario would have 64 separate rounds for each team's final match. Therefore, although technically possible, this probably wouldn't be much fun to try and create in the editor. The important final step is to create a 2nd stage, this time as a league getting every team in the competition entered into it. Have this stage create no fixtures (untick "create fixtures" on the "league settings" tab. Then go back to stage 0 and on the general tab "process results into stage 1". This will mean that every result in the cup rounds will update the league table, making it possible to see every team in the competition ranked from 1st to last. Hope this helps you create something similar to what you're looking for.
  5. This is a known issue. I posted it in the FM19 bugs forum so hopefully SI will fix it for FM20.
  6. Something is very broken here. Even "get specific teams" ends in a totally random number of teams.
  7. So I've fixed the original problem just by going back to basic rules and changing the season update date to 4th July and going back to advanced rules. Strangely this fix did not work if I changed the date to the 2nd or 3rd of July - this editor is a fickle beast... And now I have another problem, I'm having a real bad day with this. I have a group/league competition which draws teams from a number of divisions and randomly assigns them into groups, meaning that all teams play cross-divisional games. This worked fine in FM18 but attempting to recreate it in FM19 has me stumped. Originally the competition should draw 120 teams from 12 leagues. This is done by "get all teams from divisions". It verifies fine but when I play in game the competition does not get scheduled and the rules tab gives a random number of team and a random number of matches. There seems to be no logic to it, different saves have given me 224, 112, 80, 32 etc teams. My rules should also have teams in a group playing each other once, eliminate draws and have silver goals and penalties if needed. These changes appear to be ignored by the rules tab too. I have tried getting teams by other methods "use team pool" "get league stage teams" and using fewer divisions (even trying with just one division) but the competition still appears to be choosing a random number of teams.
  8. I've just started working on the nation rules for a league structure that I created in FM18 but needed rebuilding from scratch in FM19. I've done all that I can in the basic rules and verified it as working. However, once I've changed it to advanced rules I immediately get the error message when testing "season update day should be between 2nd July and 15th August". I previously had the season update day as 1st July so changed this to 2nd July on the "nation" tab and every competition tab but this did not fix the error. I tried changing the "base year for dates" and "year" to 2018 for every competition. Doing this makes the error change to "should be between 4th July and 17th August". I have also tried changing the "mode (debug version)" to "overrides rules in code" for every competition as this was defaulted to "fixed format rules". I can't see any other setting that needs changing that could be causing this error, and as far as I can see the nation rules that I have edited so far are exactly the same as they were in my FM18 league structure. I'm at a complete loss for what else I can do to fix this, does anyone have any experience of this issue?
  9. Thanks for the reply, I have uploaded the file NCAAbasic2 to the SI Cloud. Cities with the ID 131111572 and higher are newly created cities that do not have a club attached to them. Cities with ID's just below that are newly created but do have a team attached to them. My file always uses "create players for playable clubs" as all teams do not have any real-life players. You can see that by using the player search filters and searching for "place of birth" that created cities with a club in produce players for that club only, created cities without a club do not produce any players. It does seem to be something that is hard-coded, as copying cities and just renaming them (this workaround works for awards, where awards created from scratch do not work but copying an award and editing it to become a totally new award does work) does not work for cities.
  10. Oh, and in answer to Bigpoles original comment, cities that are originally in the editor can produce players, regardless of whether they have a team or not. There are many cities in America that are in the database that do not have a team, and they do produce players. My guess is that they have been added because there is a real-life player from that city. So, to prove my original point, created cities in the editor do not produce players, whereas cities originally in the editor do produce players.
  11. Another example, Nebraska only has three cities in-game so my team from Nebraska is getting a large number of in-state players who come from the same cities, rather than from a variety of cities in Nebraska. Also, other nearby teams that may get players from Nebraska are one again getting Nebraska-born players from just three cities. Although I appreciate that this is not an issue for 99.9% of FM players and is only a minor cosmetic issue for the other 0.1% I do think that this aspect of the editor is broken and that if you create a new city, that it should be able to produce players for any team.
  12. Ok, so I have looked into this some more and it seems as though Bigpole may have a point. The cities that I have created that have playable teams do produce players but only for the team in that city, unlike already in-game cities which can produce players for any team. Merely creating a team & creating a stadium in the new city and then adding that team to a un-playable lower division does not produce any players from those cities, so it seems as though the city has to have a playable team to produce any players - but then again, only for the team in that city. Whilst this may work in principle, it doesn't actually solve my original problem at all. Using Tennessee as an example, its population is almost the same as Massachusetts but Tennessee only has 12 cities in the database, whereas Massachusetts has 38 cities. In my database Tennessee has 6 teams. Therefore, any instate players for those teams come from only 12 possible cities. Although players can come from "out of state" many other states have the exact same problem of having hardly any cities to produce players.
  13. Hi I noticed that many American states have hardly any cities listed in the FM database. For example, Mississippi only has four cities whereas California has over 300. I have tried to add more cities but I am finding that they do not produce any players. This means that those states with fewer cities produce far fewer players than those with more cities listed in the DB. In FM18 & 19 I needed to add more cities because some teams I created for my database did not have their city already in the database. These created cities do produce players but as far as I can tell only for the team that is in that city. In FM19 the cities I have added do not have any teams, they are there purely to try and produce a greater number of regen players in those states and a greater variety of places of birth for each state. These cities do not produce any players. So it seems that newly created cities only produce regen players if there is an active team in that city. As you can see in the above images Mississippi only has four cities in the original FM database. The cities I created that have teams in, Oxford, Starkville and Hattiesburg do produce players but the other cities do not produce any players. I have added the correct co-ordinates and other info needed for each city and even tried making four of them 10x larger to make them the largest cities in the state but they still do not produce any players. Please could you fix this so that cities can be properly added and working in-game, thanks.
  14. Having checked again I can see that my competition logos and trophies work fine but club logos and icons do not work.
  15. I am trying to copy some custom graphics (logos mostly) from FM18 to FM19 but I'm having some problems. When I look at my documents folder for FM19 there is no graphics folder, in fact many of the folders that are in my FM18 documents folder do not exist in FM19. I have created a graphics folder for FM19 and copied all of my FM18 graphics over. They all appear when I open the folder in documents but do not load in game. I have tried clearing the cache and reloading skin but it still does not work. Can someone help please.
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