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Andrew James

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Everything posted by Andrew James

  1. Hi @therealpete I've had a look at your save - could you confirm that the player in question is Lloyd Noswroth? By sending him on an individual rest for 2 weeks twice in a row (4 weeks total), I've managed to get his Fatigue level to return to "Fresh". This may seem like quite an extreme action to take but it is working as intended. "Fatigue" is designed in game to represent a player's "long term fitness" so just a few days of rest won't have enough of an impact to remove all the fatigue a player has gained from training and matches (even if only a few sub apps!). As it seems this player has only just been moved to first team squad, it's likely he won't have been a part of the first team's pre-season training, which is where players build up this long term fitness and get some credit in the bank - I'd guess that this is why he is showing some signs of low fatigue already. It's also worth mentioning that "Low" fatigue isn't really something to be concerned about and should be expected in all players at some point during the season. I don't think difference between "Fresh" and "Low" fatigue levels are worth sending a player on a 4 week break mid season for, but hopefully you'll see the player return fresh for next season and with a proper pre-season he'll have a better chance of retaining that level for longer Hope that all makes sense and let me know if you have any questions. Cheers.
  2. Hi @Fredholm, apologies for the delay in getting back to you. Do you happen to still have a save game that displays this issue which we could take a look at?
  3. Hi @BobDor, good spot! Have you got a save game that displays this issue which we could take a look at, please?
  4. Hi @dplant, apologies for the late reply. Did @Things Could Get Messi's advice help? If not could you upload a save game for us and we'll take a look.
  5. Thanks for raising this. I've logged it and passed on to our Dev team to investigate
  6. Thanks for the posts. This is a known issue and is under review - the upgrade should still go through and correct dates should be visible on the club vision page.
  7. Hi @Tryllefot Thanks for your post. Do you have a save game from just before such a request gets rejected? There are several factors that contribute to the board's decision here so you provide a save then we can take a look and see what the cause is, and whether it's valid or a bug.
  8. Thanks for the save @casederik. I've loaded it internally and Match Sharpness is displaying correctly for me. Could you confirm whether you play the game with a custom skin? Does seem like it's probably a UI issue and potentially skin related, so hopefully my colleagues on that forum will be able to provide some more help.
  9. Thanks for your post @d-g0. This isn't something that I've seen widely or reported or managed to reproduce internally, so I'm not sure what could have caused it. If you have a save game that displays this issue could you upload it for us to have a look at, please? Does the match sharpness level show anywhere else correctly, on the tactics page, for example?
  10. Hi @reservoir hibee Do you happen to have a save game that displays this issue? If you have one from just before the stadium is completed that would be perfect, but any time after that would also be helpful.
  11. Hi @zois92 Thanks for your post. Unfortunately with such a small sample size I think you've probably just been unlucky. We run injury rate numbers at around 80% compared to real life, but this doesn't mean some freak injury crises like this are impossible I'm afraid!
  12. Correct. And inactive leagues should only struggle when they have extra players loaded at game start using advanced db settings. Not quite the same, but the biggest factor in game processing speed is the player count, and view-only leagues are also already running all the competition's rulegroups. So adding a league as playable in this situation would add extra functionality and stability for clubs there (more Youth Intakes, transfers, staff hiring etc) without adding to the player count or rulegroups - it would probably be a tad slower as a result but worth doing in my opinion Also worth mentioning that you can reduce Match Detail levels in certain leagues to try and speed your game up too.
  13. Yes, inactive leagues are any leagues that appear in game that have not been added as playable, which includes view-only leagues. View Only leagues are inactive leagues that simulate all the matches and rulegroups for that competition, but does not add any extra players from those leagues to the starting db. This means that if you use custom db setups to add extra players to a View-Only league, then you may as well just load it as Playable, as it won't slow your game down at all but will add a lot more structure and stability to the nation. Inactive Leagues are indeed designed to function without the need to be fully stocked with players - but in cases where additional players are loaded there, they would still ideally be able to retain their player count. The issues regarding custom dbs are down to the fact that these extra players are based in inactive leagues - where we have a lot less to work with in order to try to boost and balance the numbers.
  14. The latest update 21.3.0 contains fixes aimed at improving Youth Intake numbers for both active and inactive leagues, as well as maintaining the long term total player count in saves. All changes are save game compatible. We have introduced a stricter "minimum value" for the amount of players per intake. This means that top flight clubs should receive at least 8 players in every intake, with lower division clubs receiving slightly less - in most cases this should always be at least 4+. These minimum values are now met regardless of the total player count in game, so even if the total player count hasn't decreased since game start, the number of players being generated will not decrease below a certain point. This means that it is now possible (and in many save game setups likely) that the player count will now gradually increase rather than decrease, especially in the first 10 years of a save, after which it will start to flatten out again. I believe there are still some nations where a decrease may be possible - in Argentina for example where the squad sizes at game start are unsustainably huge - but there should now be a much healthier number of newgens generating across all active leagues than before. Hopefully these changes will mean that u18 squads are less dependant on virtual (greyed out) players to make up the numbers, but to clarify, the presence of virtual players does not mean a club is not producing enough newgens. We have also increased the number of newgens per intake for clubs in inactive leagues, but unfortunately the custom db setups where loads of players have been loaded into inactive leagues are still most likely to experience a drop in player count. It should be less severe than before this update, but my advice for long term saves would probably still be to add nations as playable if you want every club there to generate a youth intake every season and maintain the overall player count. If you have any questions then let me know. If you spot any bugs regarding youth intakes, then at this point it's best to start a new thread rather than post it here as this one is getting a bit congested. Thanks again for your patience and all the information posted regarding these issues, they've been incredibly helpful in helping us try to get them resolved.
  15. To confirm, this is still under review with our dev team. We are working on ways to increase the minimum amount of players per Youth Intake for AI clubs. All changes will be save compatible when they're ready. Obviously this thread has had a lot of comments, could I ask that any issues that aren't specifically related to the number of players in Youth Intakes are raised in new, separate threads in the relevant subsection. This makes it much easier for us to make sure nothing slips the net and to track progress with fixes etc.
  16. To confirm, this is still under review with our dev team. We are working on ways to increase the minimum amount of players per Youth Intake for AI clubs. All changes will be save compatible when they're ready.
  17. @Nick_CBAh, I understand now. Yep, good spot. Could you upload a save game with this issue present and we can take a look?
  18. Hi @Sbn600 Please could you upload a save game with this issue present https://community.sigames.com/forums/topic/538431-how-to-upload-files-to-us/
  19. Hi @04ambroj There has been a FIFA rule change which means players are allowed to switch national allegiance even after playing competitive matches for a nation, on the condition that when the matches were played they were u21 and already eligible for the nation they're switching to: https://www.forbes.com/sites/steveprice/2020/09/19/fifa-eligibility-rule-change-offers-world-cup-hopes-for-one-cap-wonders/?sh=1b4300df511e
  20. Thanks for your post. This is an issue we aware of that happens deep into long term saves. We are working on ways to try and increase the number of newgens per Youth Intake for AI clubs. When the fix is ready it will save game compatible and you should see the number of players in your leagues start to rise back up again. Thanks for your patience.
  21. Hi @Flashman\'s School Days Thanks for your post and the detailed description. It looks like you've done a good job with the club finances, I'd imagine the "Insecure" label is due to the recent history of bad finances and the outstanding debt. Once the stadium has been built, which will hopefully lead to a better stream of income, hopefully the financial status will again improve and the owners won't feel as insecure or cautious. If you don't notice any change going forward then please upload a save and we can take a look to see if there's anything under the hood that explain this, bug or otherwise.
  22. Hi @Mikew1965 Could you upload a save game that displays this issue, please?
  23. Thanks for raising this @ashok_mittal_83, if you have a save game from just before an example of a player changing their preferred training sessions could you upload it for us to have a look at, please?
  24. Hi @Tryllefot Yes, this has been removed as a trait as all the other traits work with an on/off system, which is different for weak foot ability. What happens in game now is that the most professional players are more likely to put in extra work for their weak foot ability in training sessions, but this is something we are hopefully looking to tidy up and make a bit clearer in future versions.
  25. Hi @BenMcCluskey Thanks for raising this. Off the top of my head I can't think why this would be the case. If you have a save game available could you upload it for us to have a look at, please?
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