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VinnyChilds

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  1. I tend to play a lot of long-term online (games lasting 2-3 years once or twice a week with my brother and a couple of friends). We did '10, '12, '15 and now '19. The one thing that stands out like a sore thumb with the latest version is how detached we feel from each others teams. In the past we'd subscribe to each others teams and have news of their signings, progress, etc. fed to our inbox, and the chat flowed accordingly. Sure, it required an element of trust not to select 'bids made' and so forth, but it worked. Now, even with maximum detail selected for subscribed teams, we're largely oblivious to each others progress as stuff is shunted off the the news and social media tabs, and even then it's hardly prominent. It feels like playing single player with added lag. Can you please reintroduce a system to have news from fellow managers fed to the Inbox?
  2. As I'm sure you know, many of us love to play lower league games, much lower than the base game allows, using modded databases. It's great fun, but there are a few things that could be significantly improved with what I think are minor changes - and I'm sure the base game might benefit from some of these too. Apologies if these should have been separate posts, but I didn't want to clog up the forum... Firstly, it would be great if, after agreeing a new deal with your club, a player on amateur/non-contract terms will then automatically reject further offers from other clubs for at least (e.g.) 2-3 months, perhaps with a contextual news item that he has only just committed himself to the club and will not entertain a move so soon after. As anyone who has played these lower league games knows, having to constantly re-offer contracts to the same player on the same terms gets very tiresome; he accepts the terms and the offers are cleared, and a week later a new batch of offers come in, and if you forget to offer him yet another new/same deal, he'll be off. Now, I accept that if the bidding club is offering a step up financially then fair enough, if he's on amateur terms and someone wants to offer him £50 per game, I don't blame him for leaving. I get that maybe it's not 'realistic' to protect an amateur contract, so maybe it can be tied to the player's loyalty stat, but the whole amateur shooting gallery gets a bit much. As an aside while I'm on the subject of contracts, showing "Signed a new contract" in the player's milestones is something I've wanted for a while, even much higher up the pyramid. Back to lower league. Next up, player movements for amateur and non-contract players (and even 'proper' part-timers I suppose). I propose that incoming bids be limited geographically by distance between the clubs. Let's say for example 30 miles for amateur players, 60 miles for non-contracts, calculated by taking the stadium co-ordinates from the database for both clubs and applying a Haversine formula to them to get the distance, and if the distance is too great the bid is not made. Perhaps even apply a modifier on the distance for the tier in the pyramid of the bidding club. As an example case, my Gravesend (Kent) born & based full-back decided to accept an offer from Sherborne in Dorset that slipped under my radar; over 160 miles away and a three hour drive, to play for no money (he at least got appearance fees for me), and on top of that he was only 17. I was also his favoured personnel, so there was no disharmony at work here. Quite why an amateur would spend three hours each way driving to play for no money, or physically moving to a new area, is beyond me. If this were an isolated case I'd shrug it off and say he fancied a fresh start or something, but the amount of offers I'm having to counter from Norfolk, the Midlands, the South-West and so on for players that couldn't afford to travel or move these distances is a bit silly. Player attributes. As we know, players this far down the pyramid are pretty poor; If I've got a centre-back with 8 tackling, he's in the first team. We also know that underneath the hood the attribute rating is in effect 1-200 rather than the rounded 1-20 that's displayed, as seen by the decimals in the Attribute Changes development screen. An option to display attributes as either the normal 1-20 or a more precise 1-200 (or even just to display decimals) would allow us to more accurately measure the differences between players with such low stats, as well as noting their development. On the subject of the quality of players lower down the leagues, a pet peeve is when I manage to get a decent player in whose comparative 5-star rating pushes everyone else down to 0.5 to 2, making it very difficult to get a quick overview of your 'better' players. I accept that star ratings themselves are subjective and prone to misinterpretation, but the addition of a 'squad status' star rating might be a good thing - a 5-star player (according to your assistant) being in the top 10% of your squad, a 4.5 star being in the top top 20%, and so on, so you don't end up with this: Now a couple of wish-list items to round it off. Firstly, 'better' (i.e. worse) stadiums for lower league. One small stand and a rope or fence around the pitch is fine and realistic for ~500 attendances, rather than the four-sided stadium I currently have in the tenth tier. Although don't make the small expansions too expensive... Finally, I'd request the addition of more lower leagues and teams into the default database, even if they're not used by the game and are in effect orphaned records, so that they at least have consistent IDs when used in the creation of lower league mods and logopacks etc. I accept that there has to be a cut-off point somewhere, perhaps around levels 10-12 as that seems to be a popular level of detail for modded db's. I don't know if there would also be potential licencing issues to even include these as orphaned records. Thanks for reading.
  3. Yeah, I thought that might be the case. I just found the four weeks between games 2 and 3 a bit odd, even allowing for no Vase fixtures.
  4. My fixtures seem a little awry with the latest version. Playing in the Kent League at Level 11, my last game (using the previous version of the L11 file) generated fixtures as expected: However, I decided to ditch that save as I'd made it too easy for myself, and started again with the new file. This time my fixtures were a bit more spaced out... They're fine from December onwards, playing every weekend, but there's obviously the potential for fixture pile-ups if I progress in any cups, whereas in the earlier one there were spare weekends later in the season. And on the subject of cups, I haven't been entered into the Vase this time around. Whether any of this is a problem/error or not I don't know. I'm going to crack on for now, but we're getting an awful lot of early friendlies in.
  5. I probably worded that badly, I just meant that if every team is given an away kit, doesn't matter what, then it allows us to drop custom kits on top, but we can't if it isn't there to begin with. As long as the team you copy to use as your base has one, it's all good (if that's how you do it). As an aside, I just bought in the in-game editor to try to solve this, but if I add the away kit it not only doesn't allow my custom kit pic to overwrite it but it also seems to disable my existing custom home kit, with no amount of cache clearing and skin reloading bringing it back, so I'll have to make do with the plain white kit as my away kit. If you decide to update it on your next pass, pics of home away kit attached. Cheers.
  6. Now that I'm about 10 games into my T10 season proper, a few notes so far: Firstly, would it be possible to make youth players not earn money at the lowest levels? My wage budget started at £48 pw, but the 18 kids alone made it £90 pw off the bat, I had to let most of them go straight away. The youth intake will be mercilessly culled when it arrives, and those that remain are given 'contracts' on their 17th birthday to get them off the wage bill. There's also one player in my Rochester United side on a £20 pw FT deal, was that an oversight/typo? I edited him down to PT for my save. It also turned out that he had WP issues so was out of the door in pre-season anyway. Some teams, including mine, seem not to have an away kit set. I went to add in custom kits for my Rochester side but only the Home one stuck as the away variant is not in the editor to begin with. Maybe add a generic away shirt for future updates? When "FA Cup Extra Preliminary Round" appeared in the fixture list, there was a typo as 'Prelimnary'. Awards titles are missing for things like player of the month, team of the week etc. I get news items stating that my player "has been voted August" or "has been selected in .". Also, there wasn't a single scout or physio that would willingly talk to me, I had to time-consumingly deselect all interested filters, search for unemployed English staff with at most minimal rep, and then try each one until someone eventually bit. That's nothing to do with this save, but I needed to vent. Anyway, none of that is anywhere near game-breaking enough for me to consider abandoning the save but figured I'd bring them to your attention. Keep up the good work!
  7. If anyone else does this, I'd be surprised... Whenever staff members ask for competition win bonuses, I offer them a token £1. They don't really care as long as you agree on the basic salary. It's then all forgotten about until we win our next trophy. The following day they're summoned to form a queue outside of my office and called in one-by-one, as I pick up a freshly minted £1 coin from the pile on my desk and hand it to them, thanking them for their continued hard work before they shuffle out again muttering under their breath. Even in victory, never let them forget who's boss.
  8. I think people are far too hung up on PA and spend too much time reading 'wonderkid' lists and using editors. If your player is performing, he's good enough, and PA be damned. I'd also argue that we already have dynamic PA to an extent. If I have a 100 CA player at a League Two club with mediocre facilities and run-of-the-mill coaches, he'll maybe reach 125 by playing regularly at that level and using those facilities. Then, he'll stagnate for want of bigger challenges and better training. If, however, he's then snapped up by a Championship club with far better facilities and he gets enough game time, he can now improve to 140. Then, who knows, the PL beckons and he's playing against the cream and in Europe, in state-of-the-art facilities, allowing him to reach his maximum potential, at which point he's either excelling or is found out. How he applies himself in those situations will determine his progress until he reaches his genetic peak. You could possibly argue for more fluidity in mental stats with age, but everyone reaches a point at which they're just not going to get better - it's your job as manager to decide if their best is good enough.
  9. Here's an explanation of the fields - they don't look like they've changed since '11 or so: "DETAILED_FUTURE_REGEN" "First Name" "Common Name" "Last Name" "Birth date(dd/mm/yyyy)" "Nation (first nationality)" "Favourite Team" "Ethnicity" "Skin Tone" "Hair Colour" "Height (in cm)" "Weight (in kg)" "Preferred Foot" "Preferred Position" "Favourite Number" "Birth City" "CA" "PA" "Club ID" Assuming nothing's changed, the values to use are: Ethnicity: Unknown/random = -1 Northern europe = 0 Mediterrean/hispanic = 1 North african/middle eastern = 2, African/caribbean = 3, Asian = 4, South east asian = 5, Pacific islander = 6, Native american = 7, Native australian = 8, Mixed race white/black = 9 East asian = 10 Skin tone: a value of 1-20, with 1 being the lightest and 20 being the darkest Hair colour: Unknown/random = 0, Blond = 1, Light brown = 2, Dark brown = 3, Red = 4, Black = 5, Grey = 6, Bald = 7 Preferred foot: Right only = 0, Left only = 1, Right preferred = 2, Left preferred = 3, Both = 4 Positions: GOALKEEPER, DEFENDER_LEFT_SIDE, DEFENDER_RIGHT_SIDE, DEFENDER_CENTRAL, MIDFIELDER_LEFT_SIDE, MIDFIELDER_RIGHT_SIDE, MIDFIELDER_CENTRAL, ATTACKING_MIDFIELDER_LEFT_SIDE, ATTACKING_MIDFIELDER_RIGHT_SIDE, ATTACKING_MIDFIELDER_CENTRAL, ATTACKER_CENTRAL
  10. For Goalkeepers, overall rating is not being displayed on the overview page. It's fine for outfield players.
  11. I was trying to work out the new staff ratings and am unsure if this is a display bug or my calculations are simply wrong. I couldn't find any formulas for the new ratings so I'm working on the following assumptions: GK-SS: SS*9 + DDM*2 GK-H: Hand*6 + Dist*3 + DDM*2 Def-Tac: Def*6 + Tac*3 + DDM*2 Def-Tec: Def*6 + Tec*3 + DDM*2 Att-Tac: Att*6 + Tac*3 + DDM*2 Att-Tec: Att*6 + Tec*3 + DDM*2 Pos-Tac: Ment*6 + Tac*3 + DDM*2 Pos-Tec: Ment*6 + Tac*3 + DDM*2 Fitness (same for Str & Quick): Fit*9 + DDM*2 This has proved correct in most of the data I've looked at, but there are inconsistencies in the Positioning categories, as well as one outlier in Fitness (the U23 Fitness Coach at Man City). The attached screenshot shows Staff Stats, In-Game Rating (when assigned to only one category), 0-300 Rating Calculation based on surmised formulae above, and the star rating based on that. The top batch of data is from my Gillingham beta save, and the bottom batch from Man City loaded as a comparison. Where the calculation matches the in-game value, the cell is shaded yellow, otherwise unformatted. So, display/calculation error, or my formulae completely off?
  12. Never mind, found it hidden away in the Properties box for the game in Steam, can now access the downloads store. Bit cheeky still wanting full price for it though.
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