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DaddyTorgo

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Posts posted by DaddyTorgo

  1. 2 hours ago, GIMN said:

    Attributes are grouped by training focus.  This way it shows the interconnectedness of attributes and how they impact specific areas of play.  Some attributes, such as technique and decisions, being to multiple training groups and so will appear multiple times.  It is worth pointing out that the "Tackling" and "Leadership" groups are customised collections of untrainable attributes.

    If nothing is showing at all in the DNA chat, that may be an issue with MPGD not handling scale levels outside 100%.  I (finally) have solved that for FM24.

    That all makes sense. Awesome. Love the skin so much - along with hodr it reinvigorated my love for fm23. 

    Looking forward to starting my proper fm24 game once it's done (or bringing my fm23 game forward honestly). I had to sim ahead to 2043 b/c i didn't want to see any current players attributes. 

  2. 10 hours ago, GIMN said:

    Yes, what you said is right.  It's based off statistical output - so if players reach a specific threshold for relevant metrics the icon becomes active.  As with a lot of the added frills, the logic has to be relatively simple for it to work, as what we are able to do as skinners is quite limited.  The way archetypes works is that all of the active icons are loaded and then greyed out icons are put on top.  If conditions are met, then the greyed out logo is hidden.  Let's take the "Box Crasher", for example.

    There are 5 icons.

    The coloured one, and then 4 grey ones on top.
    If the player is above the 70th percentile for shots for attacking midfielders, one of the grey icons is removed.
    If the player is above the 50th percentile for progressive passes for attacking midfielders, another grey icon is removed.
    If the player is above the 50th percentile for passes completed for attacking midfielders, another grey icon is removed.
    If the player is below the 40th percentile for dribbles for attacking midfielders, the final grey icon is removed.

    Unfortunately we cannot measure two separate values against one another.  E.g. I can't create a condition that is "if non-penalty goals is greater than or equal to non-penalty xG, display an icon".  Subsequently, I don't think I can do what you are asking for.

    Oooh it's based on statistics and not attributes?

    Well then I love it the way it is. I was thinking it was based on attributes and basically acting like a "cheat" to see their attributes, but if it's not and it's aggregating relevant statistics, that's brilliant already.

    Another question while I have you. And I'm not looking at the skin, so apologies if it get the details wrong, but on the player profile where it has the colored circles, there are certain things that are duplicated - I think "technicals" is one for example. So if there is a technical under attack and one under defense, that is basically splitting up the attacking-related and defending-related technical skills, right? Or physical skills for another example I think. Am I understanding that right? As I type it out I imagine I am.

    And one last comment/feedback - the user-selectable pizza-chart type thing in the bottom right corner of the player profile - I was never able to get it to actually display anything. No matter what fields i selected in it the slices didn't fill in at all. Maybe it wasn't enabled, or maybe I was doing it wrong. 

  3. On 23/10/2023 at 01:27, GIMN said:

    Correct.  MPGD was the preview build.  There will be a few changes here and there, and a couple of new additions, too - but the design system is based on that which I did at the end of the FM23 cycle.

    I'm so happy right now. 

    One thing I wondered about it - I really like the player archetypes at the top of the profile. Is that something that it would be possible to extend to ALL players? Like right now I think I remember you saying if someone has "Fox in the Box" you know they are going to be close to world class in that role. But what if that just basically told you their preferred role, and not that they were a top player? Does that thought make sense? 

  4. On 19/10/2023 at 17:00, GIMN said:

    Notice for FM24

    Firstly, thank you all for the support over the last year.  Mustermann23 had 90,000 downloads which, quite frankly is mind-boggling (of course, it also had 21 updates, so there will be plenty of you who ended up downloading it multiple times - I am not going to pretend that is 90,000 users :D)

    Due to work commitments, the FM24 version will not be released until late Novemeber - I will be targetting circa 20th November.  There will only be a graphical version for FM24, as I am looking to better balancemy time in the upcoming year.  I will create a new thread once there is progress to share.

    Peace and love, y'all.

    I hope that graphical version is the one that you were working on for FM24 already in FM23, the one that was like "FM24 preview build" or whatever. Because I love love love that skin. 

  5. 10 minutes ago, GIMN said:

    Yeah, on the graphical version there needs to be a special setting so that a colour can be used to distinguish attributes which have not been scouted at all.  Unfortunately that means you can't change colours via Preferences, and instead will need to edit the settings file (inside the settings folder).  For the dark version, it is lines 502-514.  For the light version, it is lines 664-676:

    <colour name="low attribute" 							value="bg darker"/>
    <colour name="normal attribute" 						value="analyser3"/>
    <colour name="good attribute" 							value="mustermann" />	<!-- changed from fg range13 -->
    <colour name="excellent attribute" 						value="mustermann_alt darker" />
    <colour name="unknown attribute background" 			value="bg lighter"/>
    <colour name="low attribute background" 				value="bg darker"/>
    <colour name="normal attribute background" 				value="analyser3"/>
    <colour name="good attribute background" 				value="mustermann" />
    <colour name="excellent attribute background" 			value="mustermann_alt darker" />
    <colour name="special attribute" 						value="fg blue" />
    <colour name="attribute label" 							value="fg" />
    <colour name="special attribute label" 					value="fg" />
    <colour name="profile extra text" 						value="fg" />

    You define a colour by it's rgb value.  For example, if you wanted low attributes to be white, it would be like this:

    <colour name="low attribute" 							value="rgb(255,255,255)"/>

    Or you can define a colour by using a colour named earlier in that same file.

    Oh sweet, did I miss this in your original explanation or somewhere in the last 10 pages? I tried to do a quick look through them and didn't see it. 

    Anyways, thanks for the quick response and the solution!

  6. 3 hours ago, gavinski33 said:

    It's just a question is all; particularly when signing players

    Do players religiously check scout reports and data analysts or just (me personally) see 6"7 CD/TM and sign?

    I spent my entire FM 22 career as manager of Hong Kong (Irn Bru!) Rangers and I don't think I used any of them once.

    Got an agent badger me about some Qatari newgen; that I signed and scored 24 in 16 then sold for 1.8m (more youth facilities)

     

    Thing is. None of it was using the recent tools given in the game, it's just me looking at attributes and saying "him" and, this time, it working out brilliantly.

    Just wondered, ahead of 23, what peoples play styles and or recruitment were like re all the data

     

    I play without attributes, or at worst, with the "stars for attributes" skin that bundles attributes into ranges. And I don't use player search at all - only look further into guys that my scouts bring to me or that show up on various lists (exception: I will use a "transfer list" and "loan list" and "expiring contracts" filter on the player search). 

    Challenge yourself - it's a whole different world. 

  7. My initial thoughts would be the quality of the league they play in and/or the quality of their teammates vs. opponents (maybe they lay in really good crosses because they are floating them in to Lorenzo Lucca for example).

    It could also be stuff with crossing for example, where if they have a bit of pace or dribbling that they're able to get open enough that their 13 crossing attribute still enables them to fire in good crosses. 

    Or thinking of a ST, their speed or off-the-ball may get them a lot more clear-cut chances, so even if their finishing isn't world-class they end up putting away a couple opportunities a game.

    I love how I lost my old login, so despite having played this game for over 20 years it looks like I only have 57 posts on this forum. LOL

  8. On 30/09/2022 at 08:03, Lord Rowell said:

    Sorry you feel that way but I think we'll find the addition of women's football will be very popular and I for one can't wait to play it - also actually think its long overdue tbh. But glad SI are getting it ready now and if its the main feature in FM24 or FM25, it'll be one of the biggest single leaps forward the game has taken.

    100%. 

    There honestly isn't a thing I'm looking forward to more. 

    I was asking Miles about the possibility of it years ago on Twitter (idk...maybe 4 or so years ago?) so I like to think I had some tiny part in planting the seed.

  9. On 12/09/2022 at 05:36, Brother Ben said:

    I think you are right with regards to most managers not being involved in transfers, other than to maybe hand the board a list of targets that would fulfil what they are after.  The issue with having this as a club vision is that it would take a lot of the fun out of the game.  What most people enjoy most about FM is squad building. 

    Having said that at lower levels the manager is much more likely to be involved at all levels of the transfer process.

    I think the current system is probably about right in that you can delegate transfers to the Chairman/DOF if you wish.  I think there is definitely a conversation to be had about how best to go about this in a realistic way

    The way I have always approached this since I started playing realistically years ago, was to delegate transfers to the Chairman/DOF until I have been at the club for some years and have had success enough to the point where "in my gut" they would be willing to listen to my suggestions about transfers.

  10. I'd love to see scouts be able to give you some idea of a player's existing tactical familiarity (based on what their current team plays), preferred tactic, preferred pressing intensity, team instructions, etc. This would help with signing players that fit your tactic (or don't completely clash with it). 

    The same holds true for coaches and existing players. Basically, all of the things that show up under "tactics" on the pre-match briefing. There is currently no way to have any knowledge of it outside of that one particular screen so it's not really possible to take it into account in any systemized way. 

     

  11. On 27/11/2021 at 15:37, sebastian_starttrbts said:
    Quote

     

    I'm glad you're looking forward to try this playing style and I hope you'll enjoy it in combination with the data hub as much as I do. :)


     

     

    Oh yes, absolutely. Having great success with it as well. One thing I like is that I find myself making decisions more based on fitness, "gut", or on highlights that I've seen, or of course the statistics, rather than saying "I want my defender with 2pts better marking to play this match." 

    Another great thing is that I find myself actually making transfer "mistakes" and having a lot more squad turnover as a result. 

    Thanks again!!

  12. I'd love to see more data in the data hub. Potentially even if it's in different ways of displaying it (e.g. tables or comparisons). 

    I look at a site like FBRef for example, and I would kill to have some of that data in FM as someone who plays without attributes.

    Non-penalty xG. 

    Shot-creating actions.

    Progressive carries. Progressive passes. Passing stats broken down into short/medium/long.

    Pressures.

    On and on. 

     

    I'm sure it would be an issue of processing power, but perhaps there would be value in looking at a few of them internally and making a decision, or opening it up to the community to see which are most desired.

  13. Great ideas, and saved me having to make my own topic to request them! 

    Was literally the first two things I thought with the data hub. Particularly #1. 

     

    I'd also like just more data. More more more. I'd love the SI team to just go to FBRef and look at all the stats they have, and bring the bulk of them into FM. 

    I want to be able to compare my midfielders by progressive passes for example. 

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