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About mantralux

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    Arsenal supporter, Star Wars nerd, socially inept.

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    London, UK


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    Football Manager, Arsenal and Apple stuff

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  1. A web app is just code, which is what 37Signals are giving advice for. There's nothing magic about a social network in comparison to a social organisation app (like 37Signals' Basecamp app). It's all code, and the quotes are from their book on web app startups and how to best approach such a task, regardless of what the app is. I know it's easy to fall into the trap of thinking you know better, or that your product is somehow different...but trust me, it's not. 37Signals haven't just done it "to some degree", they've built many web apps and frameworks. Wisdom: don't be afraid to accept it from those who know more than you do.
  2. Christ, is this still not released? Just a tip: always better to release early and build from there. That's the beauty of web apps: you can upgrade and add features anytime. Better to start with three features and add 27 over the next year, than aiming for 30 features and not releasing the app until 12 months later. Releasing early means you'll have users and manageable amounts of bugs. With your ambitious approach you'll be stuck in beta periods for a long time. Some good quotes and tips from 37Signals (the guys who built Basecamp and created Ruby on Rails): "If you can't fit everything in within the time and budget allotted then don't expand the time and budget. Instead, pull back the scope. There's always time to add stuff later - later is eternal, now is fleeting. Launching something great that's a little smaller in scope than planned is better than launching something mediocre and full of holes because you had to hit some magical time, budget, and scope window." "Throw in every decent idea that comes along and you'll just wind up with a half-assed version of your product. What you really want to do is build half a product that kicks ass. Take whatever you think your product should be and cut it in half. Start off with a lean, smart app and let it gain traction. Then you can add to the solid foundation you've built."
  3. I'm referring to reserve "managers" as you call them: the ones in charge of the reserve squad. If a manager decides to re-train a player for a new position or role within a team, it's definitely a result of the entire coaching team discussing the matter and agreeing that it's the best way forward. Reality is not like FM where absolutely no communication goes on between coaches other than pre-determined questions and answers. These matters are discussed daily between people who work together and communicate. I have never heard of a reserve coach ("manager") going against the manager as if he's surprised at any suggestions on what players to utilise where - the reserves exist for one reason only.
  4. Sorry, but this is delusional. In reality, manager and reserve coaches do this thing called 'communicating'. If the manager is training a player for a new position and he wants that player to play in that position for the reserves, he would talk to the reserve coach to make it happen. In no way would a reserve coach say no. The reserves are backups, and only exist to support the first team. This notion that a reserve coach would have full control over the reserves and ignore instructions from the manager is ridiculous.
  5. If SI can't even implement a feature first implemented into core OS features more than a year ago, I wouldn't hold my breath concerning retina display support.
  6. Yes, FM offers a lot more support for older hardware and software than most games or software do, but in the Mac ecosystem that statement is pointless, as the Mac userbase is the most up-to-date userbase on the planet. You'll struggle to find people using anything below 10.4 or even 10.5, as Mac users are more inclined to upgrade both their OS when an update comes out, and their hardware more frequently (and when buying new hardware they automatically get the newest OS version). It's understandable you want to keep catering to older Microsoft systems, like XP, but to use that excuse for not keeping up with the times on OS X sounds to me like your OS X porting of the game is outsourced or not prioritised. A simple core system feature like OS X full-screen (which was introduced in July 2011) should be at the minimum requirements for a brand new OS X application in November 2012. Judging by the ever-so dismissive answers, I'm going to take a guess that playing FM2013 on a MacBook Pro Retina will be a horrid experience?
  7. For the record, I haven't once said SI are lazy or incompetent. On the contrary; I have asked why it's so hard getting long-term squad AI to function properly (still no answer), and in the spirit of constructive criticism I have suggested a couple of quick solutions. Whether those solutions are realistic or not is irrelevant - at least I'm trying to be constructive and not just rant like the review in the OP. I also haven't said it would be easy to fix the squad AI, although I don't believe it is as hard as some moderators in this thread are trying to convince everyone it is. The problem for me is that resources are spent on completely pointless features that are only included in the game because of business and marketing decisions. And the argument that including these features didn't take away time from coding other parts is false at best, as the time and resources spent on Press Conferences (for example) could have been re-prioritised into other areas.
  8. Apple themselves are the cheapest and most reliable when buying Apple stuff. Store or online doesn't matter, same price. If you're a student you can get a student discount.
  9. Whatever enables you to enjoy the game is a good thing. Some people are frustrated by the game and feel it's more enjoyable when winning more. It's not wrong, it's just one way of playing the game. And at the end of the day it's about entertainment. Who cares if they win everything thanks to a "super tactic"? It doesn't impact anyone outside their save.
  10. Yes it would run FM2012 smoothly.
  11. I haven't seen anyone call SI lazy or complacent in this thread, but I guess you have to invent arguments when the discussion isn't going in the direction you want it to go.
  12. Have to be way more specific than that. Obviously there's a huge difference when coding a turn-based game, as it's easier to let the user select X amount of actions before rules kick in. With a real-time game like a FPS, you need to instantly apply rules for a ton of actions impossible to predict beforehand.
  13. Yes. Yes. Do you realise that the amount of legacy code can make a huge difference in how much freedom you have while coding? Have you ever coded anything? Do you realise that Sports Interactive have to, at some stage, re-write the game from scratch to keep up with new technology and ageing software? I mean, the comments you've made about FPS AI in this thread are mind-boggling. Is it the "friend from Capcom" that taught you about AI in first-person shooters?
  14. Already easily accessible developer versions out there. I would assume that Sports Interactive already optimised for the upcoming OS release.
  15. It's hilarious that you actually think this is true. EDIT: Sorry, that was too short to be deemed constructive. Let me put it this way: it now makes sense how you are dazzled by Sports Interactive and the code in FM.
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