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TroubleMan

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Posts posted by TroubleMan

  1. 6 hours ago, magicmastermind124 said:

    I have used Excel in the past too and am very comfortable using it, which is why I am keen to use something like this project.  Sadly I just don't have the time to set up the data myself to import and test, and frankly it would be more useful for the community to have a project like this one available.

    I did notice on the link you send that large unique id's are still being used in xml files - you can change these to integer and get the normal value.  It will make everything much easier when working in Excel.  So instead of:

    <large id="db_unique_id" value="606306713973603730"/>

    You would use:

    <integer id="db_unique_id" value="2002042258"/>

     

    That is a good point.  That's what I was doing, because excel doesn't like numbers with more than 13 digits.  At first I had to use the & function, but after some experimenting last year, I found you could look up the last UID for that type of data and then start from the that number plus 1.  I start my players at 2002042203 in FM24.

  2. I used excel and mail merge to import players and staff en masse.  I had this all done in FM23, but I lost the data.  I just recently rebuilt it for FM24.  I'm going to finish the database that I'm working on in maybe week or two, but then I'll go into it more.  However, here is the post that lead me in the right direction:

    Right now I have the UID for all attributes, plus a few other basic things like biographical data.

    My process could probably be improved with some script or python, but I'm very very comfortable in excel, so that's why I've been doing it like that.

  3. I found something new.  Now a Striker needs to also be decent in the AMC position to have a decent role of False 9 in the striker position.  This is a change from previous versions.  Before all striker roles were unaffected by the person's position score in a different position.  In fact, any position's roles were not affected by any other position until FM23.

    Here is an example.  We have a person with identical attributes in FM22 and FM23.  Their CA is 160.  Their position score is 20 in Striker, but 1 in every position:

    image.png.71e46f6846470a02a377739ae057e871.png

    Here are his role scores in FM22:

    image.png.918ab2c0ca5833c4867c150213326115.png

    Here are his role scores in FM23:

    image.png.21dd703504b911b3b19c05861a105598.png

    Again, this is the same person with the same exact attributes, identical in every way.  Look how far the False Nine position dropped.

    To raise the False 9 role score, I have to give him some ability at AMC!  Here's when I change it to 8:

    image.png.f44d6fe6f0e908f98058353025c20265.png

    image.png.b6cc67dabcc1aab8a92f8b8b98df6e5a.png

    Notice the F9 went up to 137.

    When I change AMC to 15, take a look:

    image.png.f44462b091407adbec03ec3cf5bb4213.png

    image.png.8c938d3664bb30a0c8d9bc18fad88f4d.png

    It goes up to 152.  A striker now cannot be that good (relative to his CA) as a False 9, if he's not also good at AMC, as well.

    Other notes:

    All attributes are filled in with no zeros (a zero means the game can/will assign it in game to fill up the CA), so that's not affecting it.  Also, the CA did not rise when adding the AMC position, also not affecting it.  It appears the CA multipliers for attributes in the STC and AMC positions are close enough to not rise the CA.

    This is new to FM23.  This is the first time (that I'm aware of) that a person's role score in one position is affected by a person's ability in a different position. 

     

  4. On 18/11/2022 at 07:58, Wolf_pd said:

    Does it help to remove the discipline rules and remake them?

    I tried that, and I still get the same error.  I think I know why, however.  In the original in FM22, I started advanced, made some changes, and then went back to basic rules.  Despite what the warning says, it still retains all of the changes you made in advanced rules, or at least it did on FM21 and FM22.  This is now on FM23 and I've left it on basic rules.  I'm going to try switching to advanced, redoing all of them, and then see what happens.  I'll post it here if it works.

  5. Sorta in the spirit of the thread, I guess.  I found something that they took out!

    Now there are only 11 preferred formations that a manager can have:

    image.png.a6b77011a0ff1f9e8e4f1fcd60f35099.png

     

    In FM22 there were 28 or 29 formations you could choose from.  However, that is also reduced from FM21.  FM21 and FM20 had 47 formations to choose from!  I don't know why they were reduced.

    I ran a long term save, polled the formations used, and saw no 4141 formations being used.  It was fairly common for heavy underdog teams in previous FMs.  There were only 11 formations used throughout all leagues.  It was these 11.  I went to the editor, looked here, and this is probably why.  I'm curious as to why they reduced the options.  Maybe it makes the ME easier to balance?

  6. I opened an  editor data file in the FM23 PGE.  It was made in FM22 PGE.  I tested the rules and saved it.  When I load it into the game I get this error:

    image.png

    It pops up three times.  I hit okay three times, and the game loads and runs with no problem.  There are three custom leagues, so having the error pop up three times makes it seem like the discipline rules are not set for those leagues.

    So, I went into the editor and checked to see if there were discipline rules for those leagues.  There is. 

    It's not game breaking, because the league still runs fine with no errors, but it would be nice not to have the error pop up.  Does anybody know how to fix it?  Thank you.

     

  7. I thought I should add a little more to this. 

    First I know this might be asking a lot, but I think it would need to be two attributes to sort by.  For instance, on the near post routine, the attacking near post guy would be sorted by jumping reach, and then I'd pick heading (put some people might pick anticipation or off the ball - that's why it's a drop-down).   That way if two guys have equivalent attributes in an important area, you can sort which one goes where.

    Second I thought I'd give an example where you would not want the corner taker to be top priority.  It's actually the Second Example in the OP, the attacking short corner routine.  Here's how I do it:

    Priority 1:  Lurk outside the box.  Best long shots

    Priority 2:  Lurk outside the box.  Best long shots

    Priority 3:  Come short.  Best dribbler.

    Priority 4:  Corner taker.  Best decisions (or passing) - because if you don't have a smart guy here with good off the ball and decisions, they'll often receive the ball in an off-sides position, ruining the routine.  I've found the smarter guys run diagonally so they're not off-sides.

    Priority 5:  Attack near post. Best jumping reach

    Priority 6:  Attack far post.  Best finishing

    Priority 7:  Attack from edge of area.  Best heading (of whoever's left!)

    Priority 8: Stay back.  Fastest or best marking

    Priority 9:  Stay back.  Fastest or best marking.

    Priority 10:  Stay back if needed.  Whoever is left.

    Third I'd thought I'd address the keeper.  He normally stays back, except in some cases.  Maybe a check box for him (or drag and drop him) if we don't want him to stay back.  I would guess most players would want to exclude the keeper from being selected as the default, but have the option to get him involved in special situations.  The other alternative is to have 11 priorities, and the keeper being one.  You could make it default to priority 1 play GK.  Then if the player wants to involve him, don't pick that that position in the routine.

     

  8. Issue:

    The large majority of people arrange their guys on corner kicks based on attributes, but in FM (other than the corner taker), they are arranged by position.  When we sub in or out guys, or change the starting line-up, we may have to change it all around.  Yes routines can be saved for some of those situations, but we can't make a routine for every possible sub possibility.   Also, if I sub out the corner taker, then often one of the guys that was in a different corner placement gets moved to taking the corner, and then the routine is missing a key person, because it assigns the sub to "no specific instructions."

    First Example:  On an attacking near post corner, I want the guy with the biggest jumping reach attacking near post, or lurking near post, depending on the set up.  I would also want the second highest jumping reach guy attacking far post.  I want the two guys I have lurking outside the box to be my fastest (pace and acceleration) guys or with the best anticipation.  I want the guy marking the keeper to be the strongest guy.

    Second example:  On an attacking short corner, I want the guy coming short to be my best dribbler or best passer.  I want the two guys lurking outside the box to be my best long-shotters. 

    Third example:  Defending a corner, I want my best jumping reach guy to mark the tall person.  I want my two fastest guys lurking outside of the box.

    Fourth example:  Attacking corners.  In your starting line-up, you have two guys equally good at corners, but one's right-footed and the other is left-footed.  The game automatically puts on guy taking one corner and the other guy taking the other side.  If you sub one out, then often the same guy is taking both corners, then you have an unassigned player in the routine.

    In my current save, I have a striker with 18 jumping reach and 14 heading.  I put him attacking near post on attacking corners and mark tall person when defending corners.  However, he's only got about 10 stamina, so he doesn't play the whole game.  When I sub him out I then switch out a DC to those positions, but then I had to pull the DC from somewhere else, which causes me to rearrange everything.  Also, my CM is my corner taker, but my back-up CM is not good at corners.  FM automatically pulls the next best corner guy, which is a good thing, but it usually pulls my DR to take the corner.  Well my DR was one of the two guys I had staying back, so if I sub in the heat of the moment and I don't rearrange the whole routine, then I leave myself open to a counterattack, as the guy staying back is assigned to a position, instead of an attribute.  Plus the CM that just came in is now on "no specific instructions."

    Solution:

    Change corner routines to be arranged by priority and attributes.  For instance you assign a 1 through 10 (maybe 1-11 if you want to include the GK) of importance.  In my near post routine, the corner taker is most important, while the near post guy is 2, the mark keeper guy is 3, the far post guy is 4, the lurk outside box guys are 5 and 6, etc., etc.  Then for each position assign by most important attribute (or a sum of two attributes if you could!). 

    So you first assign priorities, then each one has a drop-down of attribute you'd like to sort by.

    So here is how I would select them in the First Example:

    Priority 1:  Corner taker, always best corner guy for that side.

    Priority 2:  Attacking near post, always best jumping reach.  It will always pull in the best jumping reach guy, unless he's the best corner taker.

    Priority 3: Attacking far post, sort by jumping reach.  It's a lower priority than the near post guy so it will always pull in the 2nd best jumping reach guy, unless he's the best corner taker ... or the best jumping reach guy is the best corner taker, then it will pull in the third best jumping reach guy.

    Priority 4:  Mark keeper, strongest guy.  It will always pull in the strongest guy, unless he's assigned to one of the above roles.

    Priority 5:  Lurk outside area.  Sort by fastest

    Priority 6:  Lurk outside area.  Sort by fastest.

    Priority 7:  Attacking from outside the box.  Sort by heading.

    Priority 8:  Stay back.  Sort by speed or marking

    Priority 9:  Stay back.  Sort by speed or marking.

    Priority 10:  Stay back if needed.  You wouldn't need to sort by attribute, because he'd be the last guy left.

    So if we could assign priorities and then sort by attributes, then no matter how I changed my starting line-up or subbed during the game, the right guys would be in the correct places.

    Why just corners, why not others?  It would probably make sense to also do this for free kicks, but maybe not for throw-ins.  IRL teams do move guys out of position for free-kicks and attacking corners, but rarely IRL are people moved out of position for throw-ins.

  9. Haven't checked in FM22 yet, but regen names from FM20 and FM21 are copied from the names of current people from that country.  I made a custom db in North Korea with tons of teams, and named all the players with position and first name and a team name as the last name (in numerical order....team "One", team "Two", team "Three", etc.).   I names all the staff by what they do, Phys1, CoachGK, Scout1...things like that, with the last name of the team.  After a year all of the regens from that country had names like CoachGK1 Two, AMC4 Eleven, Phys1 Ten.  That's how I found out.

  10. Update on the post above.  I would say that FM is doing it correctly.  The next Euro Cup II match for our team is March 2nd.  The vacation and end of season were timed correctly.  It's just a little weird how the Norwegian season ends in December.  I'm guessing it's because of the climate.  Even if we didn't win the group and would have had to play in the first knockouts, then that game is mid-February, so same thing. 

    Again this is for a team in the Norwegian Premier League.  For a lower division it would still give the erroneous but harmless fake end of season.

     

     

     

  11. Another update on this same bug- the season ended while I was still in cups.  This time we're in the Euro Cup II, and we just finished our last group stage game, and we won the group.  We also won the Premier Division this time, which is a longer season that the first division from last year.  However right after the last group cup game in the Euro II, it ends the season:
    image.thumb.png.a1a4374df0df379b1407259bad5f44c2.png
     
    image.thumb.png.86a4933bc5e718c0965cd5dafadf51f6.png
     
    image.thumb.png.c97d80861d4a5ed88ad7bfa76d3d7ab3.png
     
    image.thumb.png.fcd38852497f1a6e85d553a8560a79b7.png
     
    I guess it's weird because the last game is November 3rd, but we won't even know what game we're playing until December 12th.  Maybe there should be a little break?  I lost in the Norwegian Cup semis, and maybe if I made the final, there would be a game there.  I'll update the thread when I get that far, and devs if you need a save game, let me know.
     
    On edit....
    While on the break I get this....never seen this before:
    image.png.ca4c4dfc1ae4f2f39cd64f6238c8ac46.png
     
  12. On 14/01/2021 at 12:19, Freddie Sands said:

    Thanks for raising this, it seems the game is confused by the cup final and doesn't send players on holiday after then instead of before. I have logged this internally for further review now.

    I just had the same problem right now.  If you need, I can upload a save.  Just let me know.  I won the First Division and was in the Norwegian Cup final.  I'm playing a Premier league team in the cup final, and their schedule continues out right up until the cup final.  However, our team's season ended a few weeks before this. 

    So it's ending the season and vacationing our guys right before the cup final, and then having an 18 week pre-season.  LOL.  Our guys will get about 7 day "vacation," then it's back to the grind.

    Screenshots:

    image.png.938b77ec7844543220ad63d6a4176ad8.png

     

    My schedule in November and December 2021

    image.png.3ec223cd88d8dcaffee0a30c125e0b9b.png

     

    My upcoming opponent's schedule in the same time period

    image.png.c9a0cd404521957f50407eaeb7e66d33.png

     

    It appears that any non-Premier division team that makes the Norwegian Cup final will have this issue, because all of the other divisions end by then or earlier.  I tried scheduling friendlies to prevent this, starting from about 3 weeks before hand, to try to prevent this, but it didn't work.  I tried in the small window after the November 7th game before the break, and it wouldn't let me either.

    I know you're not doing any more updates or fixes for FM21, but please keep in mind for FM22.  Again, let me know if you need me to upload a save.  Thank you.

  13. On 04/05/2021 at 07:19, Dan Ormsby said:

    -our game mechanics won't allow matches to be played with a one day gap, let alone on consecutive days

    I'm sorry to slightly sidetrack this discussion, but that's absolutely not true.  Maybe the intention was to design it that way, but in reality, I know of nobody who's ever done a save over a few years where that didn't happen.  It's so common, it's a reddit meme:

    https://www.google.com/search?client=firefox-b-1-d&q=congestion+site%3Awww.reddit.com%2Fr%2Ffootballmanagergames%2F

    I'm relatively new to FM, having only played since FM20, but I've never had a save where there was not games with a one day or no day in between matches.   I've played about 15 long-term saves over the two FMs (FM20 & FM21).  I am active on several FM discord channels, and anecdotally 99% of players say that always happens if you go far in cups, you play lower leagues, or if you are in the MLS.   Heck, in the MLS, 8 or 9 games in two weeks happens all of the time.   I've literally seen hundreds of posts and jokes about it over the last 2 years.  It's not league specific, either, as I've done 5 or 6 journeyman saves, and it happens everywhere in the world (although certain leagues tend to be worse than others).

    I know this is not the forum for this issue, but there's no need to report it again, as it's been mentioned many many times here already:

    https://www.google.com/search?q=congestion+site%3Acommunity.sigames.com

    If you just play a save in FM and it spans over a few years, you would know this happens.  If you participate in the larger FM community (reddit, discord, fmbase, fmscout, sortousi, ect.), there's no way you wouldn't know.  I was extremely surprised to see you say the game mechanics won't allow it.  That doesn't appear to be the case, and just a cursory search shows this goes back years. 

    (sorry for all of the double negatives!)

     

    (on edit)....after a little more searching, it appears that the mechanics allow it:

     

     

     

     

     

  14. On 16/02/2021 at 14:53, Blue 4 Life said:

    The throw ins drive me insane. A number of times, my player throws the ball directly to the opponent, who then hits one through ball for their striker to run through and score on the counter attack!!

    It's a known  problem (see the throw-in thread below).  However, I've been able to make it a lot better by doing this.  On the right side, have your ML or AML take the throw.  On the left side have your MR or AMR take the throw.  Make sure both are short throws.  It will follow it on attacking throw-ins only, but you (hopefully) won't turn them over.

  15. I came here to report the same thing.  Basically I 99% used long throws in FM21, and only used short throws in a few situations, like SUS or down a man, and I didn't pay attention to the short throws too much.  They just seems to throw it short and that was it. 

    However, now that long throws are no longer an exploit (which I approve of - great change), I started out new corner routines.  I had a saved game I would experiment with, so I watched the complete match at fastest speed, pausing and recording all the positions on all throw-ins.  I noticed that no matter how I arranged the short, quick, or mixed throws, it's the same guys in the same place every time.  The only exception being the guy who takes the throw on an attacking throw.  By attacking throw, I mean one that's near your opponents goal. 

    So it appears that for short, mixed, and quick throws all player have a set place on the field, based on their position and the location of the throw-in.  No matter how you change the set play in tactics, it seems to be completely ignored, again with the one exception of who's making the throw on an attacking corner.  I've recorded about 200 throw-ins with several changes.  I'll give some picture examples.

    For this example, my players are playing a 41320 (strikerless)

    image.png.b8a9a6ab5890e330807818341428e311.png

     

    Here's the throw-in tactics:

    image.png.dfed1c8369ec4a8f7f3476225293d457.png

     

    Notice the key player that would change from non-attacking throw to an attacking throw is the DCL (Teles).  The guy has 18 jumping reach, so I want to utilize that occasionally. 

    Here is the first throw, and how they lined up:

    image.png.8f264485566a0c3c51082d5b356c60da.png

    I know it's not an attacking throw, so I understand if they don't send the DCL to attack, but I put the ML to come short, and he doesn't. 

    Well....here's the next throw.  It's in the position what I would think is an attacking throw:

    image.png.881406edd368f5e0538f3e523c99e665.png

    Nobody comes short and the DCL doesn't join the attack.  The DM that was told to stay back isn't, the AMCL is not attacking far post.  Basically nobody is doing anything I told them, other than the guy throwing the ball.

    Let's look at another one on the same side of the field, but further up:

    image.png.a26145b0e94dd5b12108bdcf235ee1a8.png

    Everybody is in the exact same place all of the time.   There were about 35 free throws for us in that game.  The only change in formation was when it's on our side of the half, which looks like this:

    image.png.dbb68b0d4b102f5bc5429210ec7d8f3d.png  The ML seems to come forward a bit.

     

    So I reloaded the game, and tried the same match with a different throw in attack.  This time I tried a quick throw:

    image.png.1781c98cf8e04c6bdddbe4a8472ca7f4.png

     

    Here's our first throw:

    image.png.fc2c6dbbd393cc91be24ecfd8e24c16a.png

    That looks very familiar, right.  Here's the next one:

    image.png.9273be220165ea435dba87a2e2504f29.png

     

    I then changed the quick with two people coming short - same thing.  I tried two people coming short for a "short" throw in....same thing.  It's the exact same placement of guys every time.  Nothing I do changes anything, other than the guy throwing (and that only on attacking throw-ins). 

    Then I tried mixed throw-ins:

    image.png.31a8e89d1f6e12caa40cc2297af98e46.png

    At this point I was tired of labeling everybody, so I just clicked on Teles, who's the DCL,  He should move to attack near post on attacking throw-ins.

    image.png.bd7b0d6926f5f9f5541e95a979e7f987.png

    image.png.7ece0a6400abd9f14e29d306c6369e92.png

     

    image.png.5470530a930a3077bfbcdb3915861a40.png

    I reran the game 4 times, thinking maybe there will be a long throw out of the "mixed," but there never was, out of about 80-something throws, and a good 1/5th of them were attacking.  It was ALWAYS the exact same throw with the guys in the exact same place every single time.

    Other things I did: 

    1.  I changed formations.  I tried a 442, a 424, and a 4321.  Same thing.

    2.  I tried a different game in the same save.  Same thing.

    3.  I tried a different save, with a different team.  Same thing.

    4.  I started a completely new save.  Same thing.

    5.  I had some people on discord try it with their saves they're playing now.  They said the same thing.

    So after I did all this, I came on here to let you know, but there's already a thread about it, so it appears it's happening for everybody.  I like that you nerfed the long throws, but now if we don't want to do a long throw (which 90% leads to a turnover if you don't have a good long-thrower), we're forced to use the same exact routine every time.

     

    Steps to reproduce:

    Just fire up a game on the current patch, make a short, mixed, or quick throw-in, watch the full match, and look at them.  See if you get anything different.  Then switch the guys around in the throw-in tactic and observe if it changes anything (other than the guy throwing on an attacking situation).

     

     

     

  16. 2 hours ago, holtb80 said:

    So MLS All-SStars Game is a cluster! 

    -You should be able to hold players out, I have a player desperately in need of rest, already sent him on a week long vacation and he is currently on a week long rest, yet called to be an all star. https://gyazo.com/9942f456dc762598d6f5e1a59ab29a49

    -As a Manager, I should be able to decline running the team too, thanks but no thanks

    -Injured players on the roster??? https://gyazo.com/e8c8f28d2c5cf0818eb1b38f3111d378

    -

    LOL all of those were issues in FM20, too.  One time I got an MLS All-Star team with no GK's on the team.  I had to put an outfielder on goal.  The funny thing is that we won on penalty kicks!  Our guy didn't make the save; the opposition just shot wide twice.

    However, every time I've coached an all-star game there were always tired and injured players in FM20.

  17. 1 hour ago, Aljarov said:

    The registration isn't enforced until compliance day in late February so it's not a big issue.  It shouldn't be stopping you from doing anything.  You don't have to register anyone until that date (Feb 27th, 2021)

    It shouldn't be stopping you from doing anything.

    It does though.  I always play around with the registration screen before I make a trade or try to get a new player.  It will only allow you to have 12 guys registered, so you have no idea how much cap space you have to make a deal.  Additionally if I decide to offer a contract, then the warning that you get where it won't allow you to go over cap space or use a designated contract....that won't happen because only 12 guys are registered so it thinks I have a ton of cap space when I don't. 

    So it's only a 15 day period, but it's a crucial 15 day period because:

    1.  Any loans you have will end during that 15 days.

    2.  It's right before the transfer window opens, and you would like to have most of your deals done before the window opens or you're often behind the curve.

    The first one is important because I specifically had a guy on loan, and I wasn't sure if I would have the cap space to renew his loan and get another guy I wanted to sign.  The second reason is annoying, but not as bad as the first.  It changes back on Jan 1....why not just make it go back the day after the draft?  That shouldn't be too hard, I'm guessing.  Even a few days wouldn't be so bad.

  18. Okay I can confirm that on January 1st it reverts back to normal.  However, that's extremely annoying.  That's 15 important days to make deals that you're missing.  Additionally I had a guy on loan, where the loan was ending, and I could not really determine if I kept him on loan how much space I would have left, if I made changes to the other players' registration.  The registration screen reverts back to normal after the guy's loan ended.

    This one is specific to the screenshot above, too.  Because Julian Carranza was taken from me in the expansion draft, I now probably had space for this guy, but I couldn't tell because it was stuck on the expansion draft registration screen until Jan 1, and by that time the guy was gone.

    So please have it revert back to normal the day after the draft.

  19. 11 hours ago, Sebastian Szlenkier said:

    Could you please upload a save file to the SI Cloud Server with specific steps on how to reproduce. Thank you. 

     

    Could you please upload the save file in which this occurred? The 12 players will be taken from the Expansion Draft, and this is unlikely to actually have any effect on the players you are able to register at the point at which registration actually occurs.

     

    This was by design as it was a decision taken by the team to ensure that the Expansion and Superdraft worked correctly in the first year. These should all be present from 2021 onwards.

    Did you upload a save file to the SI Cloud? What was it called?

     

     

     

    I was coming here to report this.  Here is the deal.....

    After the expansion draft is done, it doesn't go back to the regular registration screen.  This is preseason, and I haven't gotten to the full season yet, so maybe it will eventually change.  However, that's not good, because you know with the MLS, you need to fiddle with registration to see how much cap space you have left, before you make an offer to anyone.  Here's a screenshot from my game:

    image.thumb.png.3e9b297b7bbd8bb4ecf9863aa31fce83.png

     

    Notice I circled the date.  The expansion draft was December 15th.  I know it's over, because one of my guys got drafted (Julian Carranza), and now he's with the other team.

    image.png.63d2037d89b652087d31b05edd48ca79.png

    If you need me to upload a save file, I can, but I don't want it to be public, because the coach's name is my real name.

    So basically after the expansion draft, the registration screen needs to change back to normal the day after.

  20. I would like to change just one page of a skin, the League Matches and Results screen.  I would like to show the results for the whole year, rather than just one day at a time.  Here is a screenshot of the regular FM skin and where it's at:

    image.thumb.png.1b802c8fc7be83dd4b7d807febc89cc7.png

    You can see where I circled it only allows one day at a time.  Can I change the skin to show the matches and results for the whole year or season?

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