Jump to content
Sports Interactive Community


  • Content Count

  • Joined

  • Last visited

Everything posted by Exius

  1. Since I haven't purchased FM 2020 yet, I can't check it. Can anybody try it with the full version? I tried the mode with the demo, but it wasn't working, the camera didn't appear in the game. If that's what happening in the full version - bad news, guys. There is nothing we can do - SI decided to remove this option then.
  2. I haven't tried, but I think by modifying those files you can change the octagon categories, or maybe even adding more edges with new attributes. When I have time, I'll experiment with it.
  3. You can check this in Panels/player attribute analyser outfield.xml and Panels/player attribute analyser goalkeeper.xml (for GKs). For outfield players these are: Defending: Tackling, Marking, Positioning Physical: Strength, Agility, Balance, Stamina Speed: Pace, Acceleration Vision: Passing, Creativity, Flair Attacking: Off the ball, Finishing, Composure Technical: Technique, First Touch, Dribbling Aerial: Jumping, Heading Mental: Decisions, Teamwork, Anticipation, Bravery, Determination, Concentration. For GKs these are: Shot Stopping: One on ones, Reflexes Physical: Strength, Agility, Balance, Stamina Speed: Pace, Acceleration Mental: Decisions, Teamwork, Anticipation, Bravery, Determination, Concentration Communication: Command of area, Communication Eccentricity: Eccentricity Aerial: Aerial reach, Handling Distribution: Kicking, Throwing
  4. This part should be developed further in the game. I remember how I was a manager of B team and when they sacked manager of the first team, I applied for the job. And then the board was disappointed with me for that, they were also disappointed in the interview and asked me why I was applying for other jobs while managing a team... So, the game currently doesn't recognize that it is actually the same club and you are not applying for other jobs, you are just seeking a promotion.
  5. If they have a special edition, which is more expensive than the standard one, does it mean they'll make editing club logos and kits more difficult? Otherwise I see no reason to overpay for a single club logo, kits and facepack when you can get all these (and not just for one club) for free.
  6. Looks like a bad luck - it happens from time to time - both IRL and in the game. If this happens to you every second game - than it's a real problem. But if it's just one game out of ten - it's just nothing more than a bad day. I know it can be very frustrating, expecially if you prepare to the match, study your opponent, analyze his tactic and then everything goes wrong... But this kind of matches happens in real life, not too often but it does. If you can't stand it - just reload the game and see if there is another result.
  7. It does nothing with passing length. It adjusts defenders movement and positioning so that they are more often open for pass. I'm going to show it in my next tactical experiment here and I already have some interesting results.
  8. The same story with me. I got promoted to the first division and have at least a couple of suitable stadiums in my city (one of them is not used by any team) but the board moves me to another city to share the stadium with another team. I don't know what algorythms choose a stadium but they are completely broken.
  9. Here you are. Yet again I used 4-2-3-1 control possession preset for both teams with default TI. U21 team has Work ball in box by default. U19 team has Shoot on sight instruction. I also set Be more disciplined instructions for both teams to make sure they follow the tactical instructions. I played only 5 games because there are no surprises here. The team with Shoot on sight instruction usually had more shots but many of them were outside the box, while the team with Work ball into the box instruction had less shots but most of them were inside the box. This is pretty obvious and expected. There was one game where U19 team had less shots, and there was a game where U21team had most of their shots outside the box despite their respective instructions. I didn't watch the games (I was watching Napoli-Barcelona friendly at the moment) but I can assume what happened there - things went wrong for the teams in that particular games and they struggled to get to positions to shoot. U19 team had produced some shots due to their Shoot on sight instruction (maybe they would have had much less shots without it), but most of them were outside the box. U21 team was forced to shoot outside the box even though they had work ball in box instruction, but without this instruction they would have had even more shots, still outside the box because they failed to get into better positions. So, Shoot on sight instruction will increase the number of shots. Many of them will be outside the box. If you struggle to produce the shots, you may start producing some (outside the box mostly). But that instruction alone doesn't mean that all your shots will be outside the box. If your players succeed to get to positions to shoot inside the area - they will shoot from there. They just may have some more shots outside the box as well.
  10. I played a bit more games (10 overall), so here are updated results: What can I say? Indeed, a team on a lower tempo has a bit more possession (in 5 games they had +8% possession, in rest of the games possession was equal or nearly equal). An even when they don't have considerably more possession, they still make more passes (players find more time to move into position to receive pass?) - in 7 games from 10 the team with lower tempo made 10-15% passes more (I mean number of passes, but not accuracy percent). So, tempo alone may have some influence on possession but it doesn't reflects on any other stats. Lower tempo = more passes + a bit more possession. Could you please suggest a more suitable tactic to test tempo influence? I mean not only influence on possession, but any other stats? Yes, in friendly matches players don't try as hard, but, as I explained, I tried to exclude home/away advantage/disadvantage, which I believe may have much more influence. And there is no other way to control both teams and play on neutral ground other than to play a friendly between my junior teams. Now I've set all attributes to 12, with CA 120 and PA 150. As I said, the editor I'm using makes it automatically - you only need to choose player level you'd like to achieve - from very poor to superstar. The reason why I'm doing it is because I'd like to exclude the difference in players attributes from equation.
  11. Here are results of several more games. As I said, 4-2-3-1 control possession preset was used for both teams with default TI and no PI or OI.The only difference is that the team to the left plays with the slowest tempo, the team to the right - with the highest. As you can see, tempo doesn't affect stats in any way at all. It doesn't affects, shots, possession, passes. The only useful conclusion which I can carry out of this experiment is that tempo doesn't affect passing accuracy. You can play short passes + high tempo and the accuracy will be the same as short passes + slow tempo. It doesn't seem realistic to me, but that's how it is in the game.
  12. Yes, but the problem is, what I saw - is not a clear pattern. I made another test - I took a Control possession 4-2-3-1 preset with default TI for both teams. For one team I set minimal tempo, for another - maximal. Yes, sometimes players with the lowest tempo dwelled on the ball, but sometimes players from the team with the highest tempo did it either! I watched the whole match, but if I didn't know the tempo of both teams - I couldn't tell it only by watching the game. The only difference which allows you clearly say who's playing with a higher tempo - when there are set pieces, players with high tempo don't wait for the ball and run to teturn it to the spot themselves. That's all. Anything else - they do in both teams. Players with high tempo can take time with the ball while players with low tempo can perform quick actions with the ball (like first time shots or passes), and they do it quite regularly. So, if there is such a small difference between the highest and the lowest tempo - then what's the point in this instruction at all? I think that's because the tempo should define how fast a team tries to get to the goal. When we say IRL that a team plays with high tempo - we mean that it rushes to score, makes quick transitions, a lot of sprints, etc. In FM it's controlled by mentality and passing directness, while the tempo controls comething I can't clearly see. Another thing is that tempo varies naturally through the game. Players can't play all 90 minutes in high tempo. Sometimes they slow things down to take a break, and in such pauses the team with slow tempo may hurry things a bit. So, after all, they all look pretty similar through the whole match. If you think that it's poor choice of tactic to see the effect of tempo, could you please recommend me a tactical preset which should be affected more by changes in tempo? Or maybe change some other conditions to see the difference more clearly (make one team weaker or less motivated, or smth else)?
  13. Thank all of you for the answers. All of you have a point but the main problem here was in something else. We all missed one thing - what actually a player with all attributes 20 would do in a match. I think nobody knew it, because nobody tried. I tried to watch at least one game in full mode and I was surprised with what I saw. The was one more problem with the results I provided - this is my regular tactic, and when I play it with my regular team I usually complete around 400-500 passes. And here it was only around 200 passes completed by perfect players. I thought the problem was that all of them are perfect in defending, so they just don't let to play each other, but it's not the case. The problem was that every player just tried to dribble to the opposition area - even defenders. They literally took the ball out of the defence and dribbled to the opposition area, without passing it to anybody. And then they either tried to shot, or passed the ball, or lost it. I tried to make some tactical changes and add more TI and PI which can increase number of passes - dribble less, pass much shorter, be more disciplined, work ball into the area, etc., but it didn't produce any effect. And then I realised that the problem was in those "20" attributes. It seems, that players are actually "aware" of their attributes! I mean, they know that they have 20 Dribbling and try to dribble more even though they don't have such trait (I removed all traits). And 20 Flair (and maybe some other mental attributes) made tham ignorant to my tactical instructions. So, if Aggression is some sort of natural pressing intensity, than Flair is a natural creative freedom. So, a player with high Flair does what he thinks is best (and what he is best in) but not what you tell him to do. It's not a problem when it is a midfielder with 20 Dribbling and Flair, but defenders are not supposed to have such attributes, so it ruined the game. I changed all players attributes to 12 and after that I saw them really following my instructions (in terms of passing and mentality). But changing tempo still doesn't reflect on team stats... I'll share new results a bit later. The point is to minimize any other factor which can affect player's performance than tactics. Of course it's not possible to do completyely, but I tried to. And why I initially chose to set all attributes to 20 - because a mistake is also a random factor and I wanted players to make less mistakes, thus minimizing this random factor. But it worked in the way I didn't expect. I still don't get it. How can changing tempo have no effect at all on the stats? More mistakes - than it should be a higher number of passes or shots attempts. I tried to do this with a 4-2-3-1 preset without any TI and PI at all for both the teams, so it shouldn't be the tactical issue. And I tried to watch, but I don't see any considerable difference. Yes, with lower tempo players take a bit more time with the ball to make a decision - they can make a small pause with the ball (like dwelling on a ball), but I don't understand why it doesn't affects match stats. If they stay with the ball longer - than it should be fewer passes made, but it's not! I agree with you - 3, or even 10 matches is very little sample size. But unless you are a SI developer and can perform automatic tests, I'm afraid there is no way we can do something else here. But it would be very interesting indeed! Yes, I'm planning to test these TIs as well, along with some others (play out of defense, hit early crosses, compare players stats with various roles and duties). I used an unoficial ingame editor to do this. It turns a player to superstar by setting all his atributes (including hidden except injury proneness and controversy) to 20, and his CA and PA to 200. Anyway I already know that this is not needed and actually ruins my tests. Of course all of these are great guides, but, you know, you learn something much better when you try and see it yourself than just read about it. I'd like to see an exact effect of some tactical instructions. I'm laso struggling with understanding some player roles and their differences and that's something I'd like to test in this experiment as well.
  14. Yes, it was the only solution which replicates the correct attacking movement, but it doesn't replicate his defensive behaviour. If I move him to ST position - he just stays forward, while IRL he comes back when the team loses the ball (not always of course, but if there is a dangerouls attack coming - he drops back to his defender position). So in terms of FM it's more like a box to box midfielder but with larger roaming range. So, it seems there is no way to replicate this precise behavior in FM.
  15. I enjoyed the latest PES demo, and noticed they implemented something I tried to replicate in FM without any success. I'm talking about a defender going forward like a stiker when the team is on attacking mentality and needs to score. IRL Pique does it quite often closer to the end of the game when Barcelona struggles to score and there is nothing to loose. In FM I couldn't replicate it - I succeeded to make him dribble with the ball to the opposition area, but then he passes it to somebody and gets back. Does anybody know, is it possible to make him do what he does IRL, without changing his position?
  16. Oh gosh, my whole post was about completely different thing, and you took the least meaningful sentenсe out of it... Of course not. I explained why it's not always relevant to make experiments against AI team - they can react to your tactic and what you'll see - might be a result of AI changes but not yours tactic. You need to create more "sterile" conditions for the experiment, and I tried to make them. But it doesn't seem to work.
  17. I decided to make a small experiment to check some tactical instructions and player roles. The thing is that most of the instructions are not explained clearly in the game or even in the manual - this is something that should be improved considerably in the next iterations of the game. The best thing to get clear with something is to try it yourself and see the difference. But the problem is that the difference itself can be influenced a lot by the opposition team instructions, by attributes, morale and condition of the players, by various small factors and even pure luck. So, to prepare clear conditions for the experiment I took my U21 and U19 teams, changed all the players so that all their attributes are 20, they are of the same height and weight, have excellent morale and tactical familiarity and able to play in any position (I also removed all their traits). I decided to use my junior teams to remove any home/away side advantages or disadvantages and I'll be able to control both the teams. I'll use no team-talks and make no changes during the match. The players are in excellent condition and have excellent stamina, and I even changed the weather, so it is a warm and dry evening. In other words, I tried to minimize any factors which I can influence on team performance aside pure tactics. The first thing I decided to check is Tempo instruction. It defines how fast players try to make decisions and move the ball, thus influencing how fast the ball moved to the goal. Both teams play the same formation - 4-2-3-1 with 2CDs, WBs, AP-A and DLP-S in CM strata, AM-A, two wingers and Poacher as a striker. U-19 has no TIs and plays with Ultra-defensive mentality. U-21 plays with positive mentality and has the following TI: Play out of Defence, Pass shorter, Higher line of engagement, Counter-attacks, Higher D-line, Distribute to centre-backs. I will change tempo of U-21 team from game to game and see how is this reflected on the team performance. Since a single game can depend on various random factors, I'll play at least three games to see, if there are any trends. So, I'm playing 3 games with the lowest tempo, 3 with standard tempo and 3 with the highest tempo. And here are the results (average positions and match stats). U-21 team (which tempo I'm changing) on the left and U-19 team (no TI) on the right. Low tempo: Medium tempo: High tempo: Frankly speaking, the results are very confusing. It seems either adjusting tempo doesn't change anything, or players with max attributes perform the same no matter what tactical instructions are. I expected to see more passes with the highest tempo, more attacks, more shots. Only 1 game of 3 with the highest tempo resulted high number of passes, while the highest number of shots was achieved with medium tempo. And the second highest number of passes was achieved with the lowest tempo. After playing these 9 games I don't see any patterns affected by tempo instruction at all. Another conclusion from this experiment is that playing with ultra-defensive mentality not always will result your team position very low on the pitch. In fact, in most of the games average positions of the teams is very close to each other. In a couple of games the team with ultra-defensive mentality was even positioned higher than the team with positive mentality. And the third conclusion is that the team is capable to play even without any instructions, changes or team-talks during the match. They know themselves when to go forward and when to sit back. I watched all these games in Commentaries only mode, looking at the average positions screen. I saw after conceding a goal or couple of goals, the losing team went forward and tried to equalise, even though their mentality was ultra-defensive, while the winning team was forced to sit back despite their positive mentality. Of course it could be affected by the fact that every of 22 players on the pitch was the best possible player in the game - in technical, mental and physical aspects. But what worries me the most - that I couldn't find any differences by changing tempo. So, does it really affects anything? Or maybe I made some mistakes while preparing this experiment? Please share your thoughts and suggestions what can be tested further.
  18. I experimented with 3-4-3 tactics myself but failed to use it as a main tactic - it requires very good defense and quick wide players and anyway it struggles against the teams with 3 attackers - either ST + AML/AMR or 3 ST. Maybe it's not the best choice in the FM 2019 particulary because in this ME defenders tend to position themselves way too narrow and constantly loose wide attackers. But if you play against a team with 2 ST or even lonely ST (without AML/AMR) - it can be very good, because you have more man in the defense than the opposition in the attack. I also found BWM-S quite useful in the center - he's giving a defensive solidity and participates in the attacks pretty good.
  19. I used sometimes 4-1-2-3 strikerless with Barcelona, where striker is dropped to the AMC position, since F9 wasn't dropping deep as often as I wanted him to. It was pretty good for ball retention but lacked penetration in the attacking third, so this tactic is good only if you want to hold the score.
  20. Both of them are exactly 18 years old. So it's not the case when you can't sign a player under certain age.
  21. I'm playing in the Ukrainian 2nd division. There are two 18-year old guys on a trial in my team who I want to sign. They came to me as free agents, offering their services, and I proposed them a trial. Now, when I offer a contract to one of them, the Irish, transfer date is immediate. When I offer a contract to another one, Croatian, transfer date is "The next available" - next transfer window start date. Current transfer window has just ended but shouldn't free agents be available to sign at any time? So, the question here is why these two free agents have different available signing dates and why I can't sign one of them outside transfer window? Both of them don't have any clubs in their career history (in fact I don't know what club released them because they are newgens), so it's not the issue when a player can't be signed for more than 2 clubs per season. And i don't know of any specific rules for Ukraininan clubs signing Croatian players. So, it seems like a bug.
  22. Maybe really a stupid question, but do players on the same positions and with the same roles/duties and PI act different in different formations. For example, let's take 4-2-3-1 and 4-1-2-3 with the same TI. Do AML and AMR with the same roles, duties and PIs act differently in these formations? I didn't noticed that in the game. The only thing I noticed is that in 4-1-2-3 they a positioned a bit narrower, because the AMC strata is empty and that leaves a lot of space for them. IRL I see that in 4-2-3-1 AML/AMR act more like midfielders, while in 4-1-2-3 they are rather forwards positioned wide. Another example - wingbacks and how they are positioned when there is a ML/MR ahead of them (for example, 4-4-1-1 formation) and when there is a AMR/AML ahead (4-2-3-1 formation). In the first case they are positioned a bit lower on the pitch and that's reflected in the game. Are there any more positions which are affected by pure change of formation?
  23. Well, I don't say it's decided ahead of the match, but I believe some games tend to be lost whatever you do. For example, I played against a much weaker side, I dominated possession, I had decent number of shots, several clear cut chances, but my players either missed the target from a couple of meters or shot straight into the keeper. I lost due to a single counter-attack. I reloaded that match and used a skin with instant result button. 7 games of 10 I lost it anyway, despite dominating possession and having more shots in all of them, no matter what tactic variations I used. There were red cards, missed penalties - it seemed the game used any means necessary to see me lost, since it couldn't beat me tactically. In a couple of games I got a draw. And only 1 match out of that 10 I won. And then I noticed that the opposition had a streak of 4 straight home wins despite overall poor form. And that game was their home game. So the game decided that match should probably be their 5th home win. It wasn't pre-decided, but the probability of their win was much higher than it would be in any other circumstances.
  24. As I wrote - set the needed panels as default in "player overview panel.xml" and set all "save_session_state" to false. It won't remove the problem completely but all you'll need to do to get things back - reload the game.
  25. Great job! Glad you finally got it right! And I have a problem of another kind. I quite often concede in the late game. I just can't make my team keep the ball in the late 15-20 minutes of the game if I'm winning. It's OK if I'm leading by 2 goals. But when there is only one goal margin - the ending is always very nervous. Usually when you dominate possession the whole game, the opposition sits back very deep and narrow. Of course your players got tired and you want them to take fewer risks so late in the game and just keep the ball to make sure the game ends in your way. What is the most logical way to do it? Lower mentality to catious or defensive, increase time wasting, decrease passing length and tempo or/and add instruction "take fewer risks", right? Wrong! This setup makes my defenders bang long balls forward just giving up possession. You might say: "they see it as the only safe option when the opposition closes them down", but I watch full matches and I see there are plenty safe options for a short pass - another DC, FB, keeper, even DLP coming closer to get the ball. No! We'll shoot the ball forward straight to the opposition. That's much safer! It wouldn't be such catastrophic if they at least tried to get it to the lonely striker staying forward. But they are shooting the long ball miles away from him - to the opposition defenders or even the keeper, literally giving possession away. So the opposition makes more attacks in these 15-20 minutes than during the previous 70, just because I give the ball to them. And if I don't lower mentality and try to keep the possession offensively till the final whistle, I usually concede at least one goal from a counter, because my players are tired and the opposition starts making more runs forward. God, why they removed "Retain possesion" instruction and made it all such unobvious! That's driving me crazy. All I want in these final minutes is just to pass the ball around very cautiously, without creating chances or making long balls, or taking any risks at all. Just pass the ball sideways and backwards if the opposition arises. And the only TIs which should do it actually do the opposite.
  • Create New...