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janmagn

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Posts posted by janmagn

  1. So I got this idea of how to make lower league players stay at their local clubs. Basically the idea is to convert all local regions to nations. However there are a few things I want to make sure I have right to make it work

    - Club's based nation affects the nationality of regens, so I would leave that to be the country that the league is in. However, is it the club's based nation that also affects players' likeliness to move to a country or is it the country of the city that the club is located?

    - If it is that I have to have the based nation be the region nation, is there a way to force regens at the very least have dual nationality like Athletic Bilbao's regens have?

  2. On 24/01/2023 at 18:20, Vänsterback said:

    Yes, I agree that distance should impact the likelihood of a player moving to another club where he will earn less than a full time salary. However, it would not be unrealistic for a player to move the opposite way (from Gällivare to Stockholm) and play in a lower division because the main driver behind the move might be studying. But since a city's coordinates and attraction are already in the database that should be doable to improve.

    Yeah it's not unrealistic but it's not that common either

  3. On 03/01/2023 at 17:38, Vänsterback said:

    I feel that contract types are an unnecessary detail (or restriction) in the game. Whether a job is considered full time, part time or amateur should only be defined by the salary in relation to certain database values of the nation in question (rich/poor country, are there competition rules regarding minimum wages etc). Maybe there is a need to add that kind of value in the database also, call it 'Minimum acceptable full time salary for an adult' or something. In lower divisions of big countries in Football Manager you can sometimes offer salaries that are several times a normal workers salary but you may be restricted to the contract type 'part time' which makes no sense to me.

    A related restriction that makes little sense is the amount of training sessions you can arrange in an amateur or semi-pro club. That status shouldn't really put a cap on training. The manager should be in full control of that. Obviously players that only make a fraction of a 'Minimum acceptable full time salary for an adult' would be furious (and likely ask to break the contract) if you schedule too much training. The amount of training sessions could also be something to add to contract talks. Four or five afternoon team sessions in a week is not uncommon for an ambitious semi-professional side in real life. But a important players in such teams should be able to have contract clauses allowing them to not attend every session.

    Also the labeling of clubs as 'professional', 'semi-professional' or 'amateur' should just be a function of its current contract situation. Like the example below.

    • Professional: 80% or more of the senior players earn at least the country's 'Minimum acceptable full time salary for an adult'.
    • Semi-professional: 50% or more of the senior players have a salary but not enough to be considered a 'professional' team.
    • Amateur: Less than 50% of the senior players have a salary

    This could be a great addition with my idea of making semi-professional and amateur players actually stay where they last played. As an example, I think it would be very unrealistic for a player from Stockholm just randomly move to Gällivare to play semi-pro football (used Sweden as an example as I saw you are a researcher there)

  4. On 03/11/2022 at 17:38, youngs15 said:

    When playing a fixture where squad numbers aren't permitted (e.g. friendlies where not all players have a squad number, youth team matches, international friendlies, leagues without squad numbers), the subs are assigned #12, then #14 onwards. Assigning #13 isn't possible.

    This is very out of touch of real life, and I assume is a hangover of the time when teams were allowed only 2 subs (and English clubs assigned them #12 and #14, presumably omitting #13 out of superstition).

    Given how common AI squad number assignments in game give #13 to a goalkeeper, it's weird that you can't assign #13 to anyone in the above non-squad number scenarios.

    My suggestion is that you open up #13 to be assigned to Sub2. Sub1 would still be #12 and Sub3 would be #14, etc.

    Ideally, the AI would assign the sub numbers as per on local customs, something which I've posted a separate suggestion about...

     

    13 is reserved for a substitute keeper irl

  5. Says in the title. I would like to see currency and skin colours at the very least be to every save. I like to have the currency of the country I'm playing in and it becomes annoying to change it every time when changing a save game. Same with the skin colours, sometimes I want to hide the attributes and some saves not. Make it so I don't have to make that change manually every single time I download a different save.

  6. 2 hours ago, johnarsu said:

    Can the FL & FR postitions be made available again Wingers/Inside Forwards etc.  This has not been in the game sine FM14 and it prevents you from putting a forward hard up against a Full back to stop them comming forward

    This can't be done by setting the striker to stay wider?

  7. 6 hours ago, 2feet said:

    This requires a careful bit of design, but I bought the editor this year and it has increased my enjoyment of the game because I can see a bit more of my players hidden attributes like Consistency and Professionalism, etc

    So I understand the players better now.

    I think in real life, a manager would have at least a fair understanding of these values, for example how consistent a player Joe Bloggs in midfield is.

    I think the game should allow at least some indication of these values, to help us understand why a player played rubbish in a game, and stop people drawing the wrong conclusions from a bad game that the player is useless or the tactic is wrong. Or why a player is training poorly.

    I dont mean it should necessariliy tell us what their exact value. But they should give a range, eg. Professionalism is >10. Or consistency is <8. The longer a player has been at a club and the more games he has played, the more accurate the range of these figures should become.

    A little bit like scouting, except drawn out over the course of a couple of years. Until after maybe 2 or 3 years, you know the player well enough that you now have a very narrow range of values for what their professionalism is eg. 14-17, 17-20, etc.

    I really think this would help increase understanding of your players and enjoyment of the game.

    eg. old Johnny Useless  played a crap game in midfield again for me, his consistency is really poor but Ill stick with him, maybe it will improve over time.

    I dont like to use the editor to get the exact value of hidden attrivutes because it feels like cheating. At the same time, having zero idea of what their hidden attributes are feels too much the otherway, too difficult. (And using media style as an indication of controversy is a pain becaues of how the columns are structured)

    This idea any good?

     

    If you look at the icons in the scout/coach report there's stuff for consistency, big matches etc

  8. If you go to the tactics screen, it shows player's ratings per position. However, this is only by general position (for example all three central midfielders would be M(C)). I would like to see that expanded to show ratings per role, for example if my playmaker has done better as a roaming playmaker or deep lying playmaker

  9. Explains itself. In a lower league save there are a lot of unrealistic moves with players moving across their home country for an amateur/semi-professional contract. Have the players have either based local region or based city and don't have them sign for teams that are too far away. That distance would wary depending on the contract.

    E. I took a look at the pre-game editor, and here you already have "City" as a field you can add to your view. No player has a city set there and this field cannot be found in the player profile in the database. Am I correct to assume that based city has been in some older version of the game or been considered before that much that its already gotten a field in the PGE?

  10. Whilst I was able to fix that problem, I have ran into another.

    In Finland, there are three cup competitions: Finnish Cup, Finnish Regions Cup and the Finnish Regions Roots Cup.

    Finnish Cup is for all teams, Regions Cup for third and fourth division teams and Regions Roots Cup for fifth and below.

    How those cups work is that they get the eight teams in those cups, that advanced furthest in the main cup.

    Regions Cup works fine, but the Regions Roots Cup doesn't populate when running in game. Is anyone able to find why that is, since I can't find any difference in the advanced rules?

    regions cup try.fmf

  11. 14 hours ago, rusty217 said:

    One option would be to add another instruction (at the top of the list) to get all teams, set the team type to whichever youth level you want to exclude, make sure it has no fall back, and then tick the Ignore Teams box. That should leave the first teams and reserve teams eligible, while ignoring all of the youth teams.

    Thanks, works like a treat!

  12. Hello all,

    I am trying to recreate the Finnish Cup in my database. The competition isn't obligatory and teams choose if they enter or not in real life. I am trying to work around this by having the competition drawing random teams from a local region to enter the competition. However, when I do this, it also gets youth teams in there.

    I know there is the option "Dont use B/Reserve/Youth teams". However, as the reserve teams play in the same pyramid, they can also enter the cup and I want them to be able to do so. Only the U20s are the problem.

    How would I be able to exclude on the youth teams from entering the cup?

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