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Everything posted by Harmonica

  1. Yeah, the best conversion rate for game events (in real life) is when a shot or delivery is defended in the box, but the clearance does not remove the ball from the box (ie, ball is knocked down into the box by whatever means: deflection, woodwork, keeper parry, defender block, etc). If you were designing a superior tactic you would try to generate as much of these events as possible. Shooting from range often produces such events. The attacking side banks on their ability to react quicker (and generally, they can, unless against the very best of defenders). This is probably why managers do not ever (or very rarely) instruct players to never shoot from range. In my experience with this FM, though, I have seen plenty of these fumbles inside the box, so I'm not sure I'd agree they are missing from the game (though perhaps they were more common in recent previous years).
  2. Unfortunately the team with the most posession, shots, corners, or even the team that is considered the downright favourite on paper, does not really have that much of an advantage in football. SI try to get as close to emulating the game's production of statistics as it can, but they have also (correctly) moved the game away from directly divining results in line with those stats (or at least, far enough away to again resemble reality). If anyone really wants to get into football/sports statistics in a big way, they should read The Numbers Game, it pretty much puts to bed a lot of myths about conversion rates from certain stats, such as those talked about in this thread. Not conceding is worth more than scoring, statistically. It boils down to manager philosophy as to how much emphasis they place on playing attacking football versus defending their own goal, but a good team (and tactic) is built on a good defence. I think the issue is being correctly interpreted by posters who say that too many CCCs are being generated. The stat has been in the game for a long time, but it has been more accurate and reliable. Of course, this mostly affects those players who like to sim through seasons very quickly. For those who watch the matches in whatever detail this is less of an issue; you can see how you team is playing, whether they are really generating chances, and the quality of those chances. Something I'd note is that the ME does seem to consider a lot of frivolous (non-) chances highlight worthy, and it also likes to say chances 'would have been a great goal' WAY more this version, usually for ridiculous punts from 30 yards which go out for a throw in.
  3. There's always been periods of the year where other teams are more open to the idea of proposed friendlies. Though it does sound like it's a bug or a bit too difficult to arrange, if they also have no fixtures (but the AI might assume they can't host friendlies during the season). For normal procedure, arrange your friendlies early in the Summer, before your players even come back from their break (this also means you can get the jump on setting up your desired friendlies/tours). You can do it before you get next season's calendar, just load the fixture list and arrange the friendlies.
  4. I'd like to know this too. It's far too useful a feature for it to have been deliberately removed (and the notepad is still there, and you can still save notes for some things) - particularly for saving results of training, scout reports, or just random highlights from the news. My previous FM saves are littered with hundreds of saved notes and its fun to go back and read things sometimes.
  5. Ah, I came to ask about refs too. Is there no way the game checks rep of leagues or refs when assigning them? Maybe it's a bug that FM14 assigns too high rated refs to lower leagues or custom leagues. It's a shame it doesn't generate newgen refs like it used to (I came from FM09 and it was working fine). Aside from that, I've been playing your mod with my local team in tier 7, a lot of fun but extremely difficult given how non-contracts work, it seems like your players are constantly being poached. The only few improvements I could think of would be to look into income and wages at that level and specify them for clubs, to give a bit more financial realism (for example it's weird to be getting paid 40k/yr and putting the club into debt...).
  6. Can't find a concrete feature list anywhere, so not sure if it's a thing, but it would be nice to be able to change the colours of competitions/screens in the game. After having started a game (and spent time in the editor), I usually run into a few competitions eventually during a save game that have weird colours for their pages, and it would be nice to be able to tweak them 'live'. It's not something that's worth restarting a save game for when you're already weeks or months into it
  7. I assume this question is asking if you can play poacher on academy graduate trialists at other clubs? I'd like to know that too, I assume you'd have to shortlist and wait to see if they are released. If not - then it is very easy to have a scout with high potential skill search only for young players when assigning scout tasks. I typically scout the U18 league competitions constantly and it turns up a few quality finds per season (whether they are already on a pre-contract or not is another thing...) You can do the attribute-specific youth search already too. Find the button on the add scouting assignment screen that lets you specify restrictions. Beware that 95% of all scouts will be next to useless at finding very specific players, or scouting anywhere you haven't a) added a country to the game save database, or b) run an active league (and you need youth leagues too).
  8. The ability to filter out the 'chaff' so to speak (don't let the players hear that) is going to be a real boon. I loathe having to negotiate crappy one-season contracts for the useless youth newgens (cheaper) - but this keeps the micro-micro management aspect alive plus makes it more realistic and time saving. Brilliant addition. I like the attribute changes if they are well balanced (racial physical attribs too or not going there?) Nice to hear Miles talk about balancing those of us who strive for the "hands on: 20" rating and those who think that's too crazy! Question: I like selling the crappy youth for pocket change, are the trialists going to leave on frees? edit: related other question, can we now ask our scouts to assess our team? Apologies if this has been added already since I play FM09. It is rare to find a coach who is good AND has 20/20 vision for potential. And it's stupid the manager can't ring up head scout to look at a youth system player (assmans are rarely good at potential I find).
  9. Yeah, those are all great ideas. I would love some custom macros in FM. Even better if the game can track the team's familiarity with your shouted commands (as I believe it does with tactical decisions you make during games - you get better, controlled performances if you are tactically consistent, and make relatively few astute adjustments per match) I like the idea of having team-relative slider settings on player position pages. A selector: absolute/team relative. A slider, from -10 -> +10 (with 0 being the middle/mixed/balanced setting, what is currently 10). Interestingly: if anyone has tried fudging their own per-player settings into the XML file (recommended), you might notice that what you put in that xml file is adjusts the sliders one value lower than what you would expect. Ie, 10 actually sets the sliders to one below the middle (9), the middle setting from the games point of view is 11. I think this is because the minimum value is 0, but it visually appears the same as 1 (the slider takes two clicks to move from the left). I play with FM09 so I'm not sure if this is a bug which has been corrected later - or am I wrong to consider the mid-point 10? If you specify 20 then it actually sets the slider to MAX, you'd expect it to be 19 though..
  10. Well that's a problem with the difference between roles, formation, and the tactical sliders underneath. This is why I still kind of prefer FM09 (and play it over the newer games), since all you've got are the sliders. I like any attempts to make the game more pick up and play and intuitive for newcomers, but I feel it's kind of gone sideways for people who've lived with the game for years, rather than progressing. I guess sliders are here to stay, because it's hard to think of ways you can get away from the numbers aspect of implementing football tactic design. BUT, I would prefer (as discussed above), each player gets a role-design screen on their profile/somewhere, then you simply drag them onto the pitch on match day. If they've been given the role of a centerback, you put them on the pitch at the half-way line, they'll still be a centerback, they'll just play pushed up. Or maybe they're a holding DM, you put them in exactly same place, they play on the halfway line covering the defense. Move them up the pitch to where you might expect a box-to-box midfielder to play, they won't suddenly BE A CM (as currently), they will just look to hold the ball higher up, close higher up, tackle players higher up, and generally BE higher up the pitch. You might say that 'you can shift players around currently using mentality/other settings' - true, but you shouldnt have to adjust mentality to actually physically tell you players to get their arse to another area of the pitch! In real life if your manager shouts at you as an individual to float further to the wings, you do it, but you don't suddenly think about becoming more or less attacking or changing your role in the team! There would be no fixed positions, within reason - I imagine it like in football games like Pro Evo, you couldn't drop a CB into the opponent penalty area, there's a bounding box. Same for the rest: give a player the role of a fake winger/inside forward, but instead of merely placing him in his assigned AMR or FR/FL 'slot' and having that dictate his role, you can place him on the pitch where you want and that entails things like how much he tracks back, how narrow he sets up when in posession, what runs he makes, and so on. Champ Man had it right in their last iteration, the digital whiteboard with the passing arrows and the individualised player commands. Shame their match engine was a bit rubbish so it kind of fell apart.
  11. Once you've been playing with the same players and tactic for a season or so then it does become a fairly quick process to instantly set slider positions to the right place when you bring on a replacement sub - but totally agree that this feature is something that I always find myself wanting every now and again, and would add to the feeling of coaching your players properly. Also - it's highly annoying to suddenly remember you forgot to swap some slider settings as you see a different player subbed on and playing not how you want him to do! I also think it could be more a feature, in line with the specific training schedules you can use with players, if the players were given specific roles outside of the tactics screen, and you could interact with them to see if they were happy with their role. I think that this kind of changes goes hand in hand with hopefully at some point FM moving towards separating the formation screen from tactical roles (at the moment it's more a case of it being a illustration of roles and not a true reflection of formation). I think FM should take up (the last) CM's tactics screen allowing flexible positioning and run arrows and so on - a bit like a whiteboard in the dressing room. This is only true to the extent that good players will be able to fit into a tactic you set up without too much problem, but if you want to get the absolute best out of individual players, some sliders might have to be changed if they are subbed/brought on. For example, I even make changes as small as lowering the creative freedom by 1 for players who are ever so slightly weaker mentally (but otherwise nearly identical). Players perform at their best when they are using the same tactics week in week out.
  12. If it's anything like other parts of the game, the widths are stored in some arcane way in another file, and it will probably control all the columns of Motivation in the game (even in the match widgets). I'm impressed you managed to edit that screen, though, because I couldn't find the code for it. By any chance, have you ever edited the Team Selection table columns? (not the squad screen, the one before or during matches). I never found how I could add columns and make them resizable or sortable.. but I'm sure it's possible.
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