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Issue Comments posted by Neil Brock
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In terms of a 'new' stadium there is a limit in time before you can request the board to build a new one. In terms of improvements, it's won't be as long, so worth uploading your save game and letting us know the file name so we can check and see what the current status is. Details on how to do so here - https://community.sigames.com/bugtracker/instructions-and-notes/how-to-upload-files-to-us-r98/
Thanks.
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1 hour ago, Gozzer said:
Although I tried everything, the game continues to crash... Please help!
If it's crashing then it'll be a different issue entirely, so worth checking the tech FAQ here for troubleshooting suggestions - https://support.sega.com/hc/en-gb/sections/9807315748881-Technical-Issues
If you're unable to resolve it yourself, please contact our support team for further assistance here - https://fmofficial.support/Ticket
Thanks.
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Yes the issue is related to the way in which they're incrementally increased. It means you won't be able to upgrade in this save until it drops in standard.
You still have 19/20 for your setting which means it's still exceptionally high. If you're desperate to change it to 20/20, I'm happy to update it with the IGE and send you the save game, just tag me here or drop me a PM if that's the case.
It is an issue we're aware of and one we're investigating.
Thanks.
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What does it display if you go to the Home -> Promises what does it display for this?
Would be helpful if you upload your save game and let us know the file name so we can take a look. Details on how to upload here - https://community.sigames.com/bugtracker/instructions-and-notes/how-to-upload-files-to-us-r98/
Thanks.
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Thanks for providing the save, our team will review.
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Yeah it's likely a setting in your preferences. Search 'continue' via the search bar and there are options which may be active causing this (such as Continue Game Timeout).
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Yeah as said above, this is due to licensing reasons.
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Just to clarify on this one, what exactly do you mean by 'cloud services' - what did you have running which caused this conflict exactly?
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This is an issue we're aware of currently that is being investigated - we do not require any further information in relation to the crash at this time.
Apologies for the inconvenience caused and it's something we'll look to address as soon as we're able to do so. Thanks.
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14 hours ago, michael21 said:
Adding that this is still an issue I am seeing. New save today, simmed to 2035 and the English team is all above 25 years old. Kills the immersion on saves.
As said it is something the team current have under review, but changes to player reputation have to be managed extremely carefully given the wide-ranging effect they can have on the game.
On 28/11/2022 at 22:06, albertocerdeira.4 said:I wont give up complaining about this and the full backs regens with low crossing even if in 2030 they don't have it solved.
Disgraceful
In our last update we included tweaks to enable full back newgens to develop in a different way, so you'd be advised to check this again with a new save.
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On 25/12/2022 at 14:55, adamcyrl said:
i have same problem too, can we fix it?
We'd ideally need a save game from just before the point the players retire so we can investigate further.
If you can provide the save game and let us know the players which do retire, we can take a look. Details on how to provide a save game here - https://community.sigames.com/bugtracker/instructions-and-notes/how-to-upload-files-to-us-r98/
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6 hours ago, .Supersonic said:
There is another error. As far as I know, this stadium is being built with government support. But all financial obligations in the game are covered by Ankaragücü. As far as I remember, he has a debt obligation of 230 million Euros. For this reason, the club collapses financially in a short time and a trustee is appointed.
Do you have any evidence which supports the information you've provided? Can be in Turkish or English. I know previously it was going to be ground shared with Genclerbirgli (at least was in older versions of FM), but that may have since changed as well.
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@xProXyDe I've sent you a PM in relation to your issue. Please read and respond. Thanks.
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Can people please create their own issue/thread to track their individual issues? May well be that there are different causes for these, so want to make sure they're all kept separate.
In this one we'll track @xProXyDe's issue. Thanks.
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On 22/12/2022 at 09:32, huesey1974 said:
Gents,
something to try which certainly helped me, i have installed iobit advanced systemcare (free version) i then go to speed up section and turn work mode to on releasing RAM and shutting off 43 programs. I also used smart game booster booting into gaming mode. Made mine much better, still the odd lag but more than playable. Worth a try perhaps?
We wouldn't suggest anyone uses third party tools like this given the knock-ons they can have with systems.
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Generally having more recruitment meetings that scouts can cause the game to run a bit slower given the amount of AI/searching that's required - it increases processing time.
Saying that, if you've only seen this since our update, some users have encountered some slowdown due to a graphical change we made. To reverse that and see if it makes any difference in addition to conisdering the above, try the following:
- Go into Steam and right-click on the game
- Select 'Properties'
- Click 'Set Launch Options...'
- Copy the following into the dialogue box: --disable_flip_discard
- Close the panel by clicking the 'x' button and launch the gameThen let us know how you get on. Thanks.
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Did anything major of note happen in either of the games when it's reproduced? So say an injury or red card that caused a major tactical change?
Unfortunately think this will be very difficult and unlikely to reproduce, but would be good to see if we can figure out what may have triggered it.
Thanks.
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Okay do keep us updated - as said skins/graphics can sometimes have this kind of knock-on so it'd be good to know if it's potentially related to that or not. We believe it may be as it's a UI issue.
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GPUs are able to run at much higher temps than that so that isn't really a sign of an issue. The game is designed to maximise graphical performance using the card.
Just to be clear is the match engine still appearing on screen at the point when it's running high? Does it increase beyond levels it's already at from the match when it's playing out?
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Thanks for the feedback on this - yes currently it's designed only to be the top line, but agree it's very limited.
Will be fed back to the development team.
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23 minutes ago, dunk105 said:
Yes I get that as believe I've mentioned I understand that the ME doesn't see AI vs Player, but it feels as if the balancing on cards per game is skewing what we see in actual games- this is what I feel you guys are ignoring.
Examples IRL do not match what we are seeing when examples I show suggest that despite me playing in a style that isn't overly aggressive that the majority of my cards are from single offences when you ignore the opponent fouling away all game. Where is the benefit to the player for a more pragmatic approach?
Its been suggested it a tactical issue and I've supplied my tactic there has been no feedback why its the tactic as claimed.
More examples:
Every yellow of mine apart from one is from the first foul:
8 vs 18 fouls, again only fouls accumulate 2 cards for me but it takes 9 for my opponent.
What makes me think that this is a balancing issue with your need to make numbers correct across the board is that after I've hit yellow cards I can go full press, hard tackling without penalty and no fear of second yellows as I know the game is going to keep it within your arbitrary preset limits rather than award cards based on what is seen on the field. With this in mind no wonder the best tactics have "get stuck in" as standard as its clear there is no risk in doing so.
Doesn't work like that. Game doesn't recognise how many cards a team has or doesn't have then has to 'hit' a certain number. We analyse what the ME produces based on the way it's been balanced across the board, not the other way round.
Get Stuck In works in tandem with other instructions. So a low pressing 'get stuck in' side will likely have less cards than a high press team without it. It's all about overall instructions, game situation and player make-ups (so attributes etc).
Appreciate the pkms and the team will take a look
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5 hours ago, dunk105 said:
I've no issue with the amount its the distribution with the AI seemingly able to get away with a lot more whereas many of my cards are for 1st fouls. The below example shows 0 for United, and 3 of mine are after Ive gone 2 up and wound down my pressing etc as soon as I got the 3rd in the 61st minute.
If you also watch the game the AI is pressing / sliding in all game too. Realise the match engine cant differentiate between human and AI but the amount of times I get this it does feel Im playing by different rules.
Just to be EXTREMELY clear, the match engine does not distinguish between AI manager and user manager - any bookings are given based on the type of foul, not who their manager is.
Again have to be clear on this that we need more examples. There are instances where certain referees are 'harsher' so are more likely to book players, or more prone to mistakes in match which means players are booked in situations where they perhaps shouldn't be, just like real life. I note some of your examples come from European games, where in some instances referees will be harsher than say in the PL.
Our figures as said indicate there is not a wider problem here and in our internal tests, both with individual match examples and when looking at a larger data pool. There are plenty of examples IRL of players being booked for a first foul as well but again more than happy to look at specific examples where you feel a first foul booking is unduly harsh.
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It's a known issue specific with create a club which is currently being investigated. Apologies for any inconvenience caused.
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For crash issues we'd suggest reading our FAQ for troubleshooting suggestions. This can be found here - https://support.sega.com/hc/en-gb/articles/10004422057745
If you're still having issues after doing so, please contact our support team directly here - https://fmofficial.support/Ticket.
Thanks.
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Can’t select team to manage for MLS all star game
in All Other Issues
Posted
It is something under review currently but in the meantime we would recommend holidaying past this.
Apologies for any inconvenience caused.