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Everything posted by Lawlore

  1. So, how dead is this? NOT AT ALL! I mean, my desktop PC died a death before Xmas, so I've been stuck using the girlfriend's laptop since then. No FM Editor going on there, unfortunately. However, I now have a shiny new PC and am currently populating it with Steam's finest. Once I have the Editor redownloaded, I'll see where the latest save file is at (saved to an external HD before the PC died) and provide a more in-depth update. Off the top of my head, I believe I had just got the regional Franxia league system with an end-of-season playoff working. In the mean time, I've been all over creating kits for Marblemoor's non-league teams, so that country is going to be especially fleshed out.
  2. In the other thread, timbo's example, the Wolfsburg schedule- my own equivalent is attached. On that page, the dashes are not clickable- this is with this as the only nation/league loaded, and with my manager unemployed. I have been able to attend other matches by going through to the date as mentioned by Blue Lou in the other thread. Thinking this may be looking like one for the bugs forum, if it isn't deliberate?
  3. @HUNT3R The dash on a team's Schedule page is no longer clickable; you have to navigate to that date's fixtures (which can be done by clicking the competition) to attend.
  4. Thank you all. Bit odd that it's become more roundabout to do, but I'm glad it's still possible.
  5. In previous versions, it was possible to attend other matches as a spectator by pressing "View" on the schedule, particularly when unemployed, prompting speculation about why you were there. It's quite handy for testing edited graphics and database elements. This seems to have been removed- is there another way to do it?
  6. You need to highlight the "Text" part, and change the colours there. At the moment, you have the "Icon" highlighted.
  7. Reading this thread start to finish, I would be interested to know if @wrezanini1 ever played Football Manager Live? Between the fantasy elements, the online play-at-your-own-pace style, and the discussions about development, it seems like the black sheep of the FM family would've been right up your street.
  8. So, I've started with Franxia this time around- here's a sneak peek at the teams in their leagues and a few of the graphics for the top side in the country, Danecaster Arrows. The idea behind the nation is one where there is about a 50/50 split between English and French citizens, having been settled by both at different times, with the nation replacing New Caledonia in the database. The basic structure of the Franxia League is two evenly-matched divisions, the Franxia English League and the Franxia French League, with each featuring teams based in either English or French cities. Both leagues crown a regional champion, with a championship match between the two league winners crowning an overall champion at the end of the season. The nation also features a standard knockout domestic cup, the Franxia National Cup, featuring all 32 teams with no seeding. Still a bit to do from a data perspective- the next steps will be getting some staff and stadiums set up- but it's coming along nicely.
  9. So, I'm free thinking here, and one of the areas that I think FM doesn't do a great job of is letting me be the manager. It lets me manage, but it doesn't let me inject my personality, as the manager, into the way in which the team is run. Yes, it allows me to make decisions on what I do and don't delegate, and it allows me to decide on punishments when they occur. But that is true of me and every other manager playing the game. In a previous thread, some time ago now, I pointed out that one of my biggest bugbears with the series was being told "there isn't a suitable reason to hold a team meeting". This may well be true, but last I checked, I'm the manager. If I want to hold a team meeting, I damned well will, and who the hell are you to stop me? Yes, it may be stupid and pointless and result in everyone snoring through it, but I'm in charge, and that's what we're doing. And really, this is an extension of that same feeling- the artificial limits in the game that prevent me from managing the team- for better or worse- the way that I want to. Which brings me back to the topic title. As manager of the team, if I want to set an absolute on something, make something a punishable offence, and set up essentially "house rules" for how the team should play, that's currently not possible. This could be, for example, banning backpasses to the keeper, or direct shots from free kicks, or being caught offside, or any other regular in-match occurrence that I want to encourage/prevent, no matter how much it upsets the team or how bonkers it may sound from the outside. As the manager of the team, that's my prerogative, and there could be good reason for it- maybe all of our players suck at taking free kicks, or maybe I want to limit how much our doofus keeper has the ball at his feet, or try and force a player to learn that being offside is a bad thing. What punishment? Talking to? Minor fines? Start the next game as a sub? Negative incentive is still incentive, and over time, it should train behaviours out of players, much as they may hate me in the process of it happening. And while my thinking here is that this would predominantly affect lower leagues and semi-pro players, I mean, Paolo Di Canio, Premier League manager did happen.
  10. Motorsport Manager is worth a look, seems to have some FM influence in it, and plays really nicely. For me, it would be a music management sim with FM's stylings. Rob Cooper gave a taste of the sort of depth that could be achieved before he joined SI with his Chart Wars series, and there still hasn't really been any major dominant game in that genre that's really let you sink your teeth into it. If someone could nudge him to get on with a sequel, I'd much appreciate it.
  11. That is correct. If you want a South African naming set, you will need to edit an existing country or extinct one that shares it.
  12. Ok, a minor update. To get this underway, I've been consolidating the existing graphics to see where the project was left previously and where there's still more work on that side to be done. The results are as follows: Marblemoor (64 league teams, 64 non-league) - all Division 1-4 teams have kits and badges created. About 50% of non-league teams have kits created, with a few also having badges. Franxia (32) - all teams in both regional divisions have kits and badges created. New Elizabeth (32) - all teams in all four regional leagues have kits and badges created. Baird Colonies (64) - all teams have kits created, none have badges yet. That is... more than I remember being done. That's no bad thing. Obviously graphics are not the top priority, compared with getting the data files etc. ready, but they do very much assist with the immersion into a world once everything is ready in terms of testing the database.
  13. Thanks. The previous version had one of the nations basically complete and functional with 18 players per team and all the graphics set up, so I'm optimistic there can be good progress.
  14. The Four Nations Project: A fictional database by Lawlore Four years ago, I attempted an ambitious project, which never quite saw the light of day. With the release of FM19, I'm that little bit older and wiser, and I'm up for trying again. The Concept Four completely fictional nations, separated from the rest of the world, with only players from those four nations eligible. Essentially, this is a mini fictional world. The Nations & Competitions Marblemoor - Four national divisions, each containing 16 teams. Three promoted, three relegated. Bottom division has one relegated to non-league. - Cup competition will contain 64 league teams and 64 non-league teams. Franxia - Two regional divisions, each containing 16 teams. Playoff championship match between the two regional division winners to crown the champions. - Cup competition will contain 32 league teams. New Elizabeth - Four regional divisions, each containing 8 teams. Four regional champions go into a championship playoff to crown the champions. - Cup competition will contain 32 league teams. Baird Colonies - Three different regional structures, one for each of the three colonies: - Bleathe has one division of 22 teams. - Lennox has four local divisions of 6 teams, with playoffs for the local winners. - Whitewater has two tiered divisions of 9 teams, with two promoted and two relegated. - The three Colony Champions go into a three-team round robin to crown the Baird Colonies Champions. - Cup competition will contain 64 teams. Champions Cup Competition featuring the four league winners and four cup winners (TBC). Planned/Completed Artwork - Nation flags. - Competition and team badges. - Home and away kits for all teams. - League and club-specific ad boards. Other Information Last time around, I got bogged down in player creation and that ultimately saw the project die a death. While the goal is still to create fictional players and staff for all teams, given that FM still hasn't progressed in this respect, I am this time going to prioritise getting the structures for all four nations in place first, to get it into a releasable state. This should be achievable sooner rather than later, but please do not request release dates. This is a long-term WIP, and I will release if and when I feel things are ready, including anyone interested in testing. This is a one-man project undertaken in my spare time, so progress is likely to be slow but steady, and I'm a bit rusty, but after the failure last time, I'm even more determined to get this out in the wild. Adding a fourth nation makes a lot of the numbers easier, and I'm keen to learn from my mistakes last time and change my order of operations accordingly. Fingers crossed.
  15. Has anyone ever taken the time to compile the hard-coded nation information on FM- the stuff that (as far as I'm aware) can't be edited? Specifically, I'm thinking about things like regen name origin (e.g. USA has predominantly English and Spanish naming conventions) and regen skin colour (e.g. Caribbean nations have predominantly black regens). I'm looking to create some fictional nations for a DB, but didn't take these factors into consideration last time, so the regens of the nations I chose to edit didn't really align well with the naming conventions/ethnic origin supposed in the fictional backstory. It's not the biggest hurdle in the world, but I wondered if anyone had any suggestions. Ideally, I'm looking for the following, in the same continent: Nation 1: French & English naming conventions, predominantly white regens Nation 2 & 3: English naming conventions, predominantly white regens Nation 4: English naming conventions, predominantly black regens At the moment, I'm eyeing Canada as a possible nation to replace for Nation 1, but the Latin influence in North America (USA & Mexico) means the other naming conventions wouldn't align with what I'm after. I also don't know much about St. Pierre & Miquelon, which I believe is a French Caribbean territory?
  16. So... just a quick one. On the tactics page, an orange curved line has appeared connecting two of my central defenders. I can't seem to find any explanation for what it is, what it means or where it came from. Anyone help me out?
  17. I'm leaning very much towards yes regarding it violating GDPR. It needs to be opt-in, not opt-out.
  18. I'll generally also start as Gillingham FC for my first save to get a grip on the game, though my long save is usually an unemployed start.
  19. I would, but there's no way I could commit to a regular schedule. This is where FML worked for me- drop in at any time, and there were people online to play with.
  20. Whilst I don't deny there may be some rose-tinted specs, I do think the game captured something unique in bringing players together as communities- as shown by this and other threads, people remember their GWs, they recall their stars and the friends they made. Throw in the ME that was one of the most enjoyable before collision detection, and the balance between being familiar good-old-FM and something new and different, and it had a lot going for it. I don't think the rose-tinted specs are entirely unwarranted. With FML, SI threw a lot of new ideas at the wall- some of it hit, and some of it didn't. The big issue was, as you state, the core model for the GWs not being able to sustain the GWs. After two attempts, two different approaches, they couldn't find a model that worked, which would keep GWs consistently populated with active players, and it was a sad day when it closed. But you're not wrong- ultimately, on a server of 1000 teams, you ended up with an active community of 100 or less teams, which (I guess) wasn't self-sustaining or profitable from a financial perspective. It means those 100 teams ended up playing a lot of AI matches against absent managers, or concocting unofficial competitions to play live matches with one another. It didn't work for what it was intended to be, but that doesn't mean there wasn't a lot of good in it.
  21. But (at least as far as FM15) there's no clear explanation as to what they are templates for, or what those instructions actually are. If I'm telling someone to play one role over another, there needs to be something measurable to differentiate between them. It still strikes me as being set up back-to-front- rather than telling someone how I want them to play (short passing, stay back etc.), I'm picking a role and hoping the instructions reflect what I want it to, rather than picking a few key areas of how I want them should play and then them suggesting a role to fill the blanks. The point about suitability is also key, as you quite rightly mention. In directing the player towards disjointed overall tactics through misleading feedback, it gives the impression things are sound, without caution of the effect on the overall tactic. That should be where an Assistant Manager comes in, highlighting conflicts that can then be amended or ignored.
  22. I've never really played around much with regional divisions, so it's all a bit trial and error at the moment. The setup I currently have is four divisions of 8 teams, representing regions. This seems to work fine, with the correct teams in the correct places, and a Parent Competition to house them all in. So far, so good. However, I'm not sure how to implement the next bit- I'd like to take the top finisher in each of these divisions, and put them into an end-of-season 4-team knockout competition to determine an overall champion. I'm not quite following the setup for this- how can I tell the Editor that the regional league winners qualify for this competition, and where should this competition fall in relation to the League Parent Competition? Any advice or step-by-step would be much appreciated. Also, should state I'm editing FM15, but I get the impression the Editor hasn't exactly come on leaps and bounds in later editions.
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