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Scratch

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    Level 20
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Reputation Activity

  1. Favourite
    Scratch reacted to shosky in FM Mobile 2020: Potential New Features   
    The orange ball! How much I hate it
  2. Favourite
    Scratch got a reaction from smoggy90 in Smog in Madrid - S26 - TT, 1.5k goals, 1k assists   
    I just read through this entire career and just amazeballs. Foden's assist were the highlight, never seen that many before. Was really sad when the old crew hung up their boots. Come on little smog, keep banging them in!
  3. Favourite
    Scratch reacted to Mr Tree in FMM19 Bug List   
    there was the 5-4-3-2-1 game too, Palace vs Brighton - 5 penalties, 4 to Palace, 3 missed, they won 2-1
    https://www.theguardian.com/football/2018/jan/07/brighton-crystal-palace-five-penalties
  4. Favourite
    Scratch got a reaction from Lord Danish in Strikers for the 1k Challenge   
    Nice list, but a bit too late to save me! I'm currently doing a 1KC with Zak Brown (although I do have Ruiz in the squad as a winger / backup striker). 😄 
    To be honest, I always try to pick someone who isn't too popular and being done by too many others. Of that list, I've only used one for a 1KC: Pinamonti in FMM18. This year, I did one with Fraser Hornby, abandoned one with Pedro (the 21 yo one) and thought about using Reo Griffiths and Ryan Tulloch. Now I'm onto Zak Brown (though this one is an unofficial 1KC).
    Anyway, I know you created the list for people new to 1KCs and the players on it are an excellent choice, so great work. 🙂
  5. Favourite
    Scratch reacted to Marc Vaughan in FMM19 Bug List   
    The issue with the 'assists' - I believe that these are stored in a 8 bit variable (char) and as such can only handle a range of 0-255, any higher than that and it will wrap around to 0 and count up again ...
    The histories (as Scratch mentioned) will only allow up to 121 (again more than enough for most players in sensible situations in a single season) this is because they use a signed char so the upper bit indicates if the value is negative or not, this means the positive range is smaller (the reason for negative ranges being required for some variables is internal to the game and I'm not going to go into that).
    I'm pretty impressed anyone would manage to get that broken in a single season tbh, apologies if its caused any inconvenience but I seriously doubt it is a big issue for most people and increasing the sizes of all such variables in the game would increase save game sizes (and load/save times etc.).

    So technically - yeah its a bit odd, but shouldn't hurt your gameplay overly and for 99.999999% of users won't be something they'll ever see ... apologies for any inconvenience.
  6. Favourite
    Scratch got a reaction from AndersJ in Inside The Game - The Making Of A Champion   
    Update 1
    We have our youngster all signed up and ready to go. As a reminder, he's not much to look at now:

    But, his potential growth is amazing:
    With a PA of 164 and a CA of only 68, he has a potential growth of 96 points. That's a LOT.
     
    How Many Training Increments Will He Get?
    Each training increment uses up 5 points of potential growth (you'll see this as we go), meaning he has 19 full increments to come, along with a final partial increment.
    Note: I think I've seen a player get a bigger update that takes up 10 points of potential growth, but have never proven this. We'll keep an eye out for this as we proceed.
     
    Approach
    I used to start 1KCs very gently, with my striker coming off the bench for most of the first year. I was worried about him getting injured and worried about team results with a novice up front. Turns out that was totally the wrong approach!
    If the new training system has taught me anything, it's that playing youngsters speeds up their development:
    The more they play, the higher the chance they will get a good match rating
    The higher the match rating, the more training improvement points they earn
    The more training improvement points they earn, the faster the training increments come around, increasing their attribute levels
    The better their attributes, the better their performance...
    And around we go in the cycle.
    For strikers, the key to good match ratings is scoring goals. While strikers can score occasionally off the bench, I find it's more likely earlier in the game. Translation: It's better to play them for the first 60 mins than to bring them off the bench for the last 30 mins.
    I do still try to balance that with team results (momentum is important). I might put them on the bench for tougher games, but I try to start them most of the time.
     
    1st Increment - 17 July 2018
    Tulloch's first training increment took my by surprise, coming via training on 17 July 2018 rather than after a match. He'd been an unused substitute in an Assistant Manager controlled friendly, but hadn't actually played for the club.
    He starts with a Stamina of 4, which is obviously too low. The first thing I did when he joined the club was to set his Training Focus to Stamina. Thankfully, this increment saw a big improvement:

    Increases: Stamina 4, Shooting 1, Tackling 1, Positioning 1. Total Point Increase: 7
    I have to be happy with this. 7 points is a large increase and while his Stamina is still really low, it's so much better than it was and means he can spend more time on the pitch. I'm not so keen on wasting points on Defensive attributes though! Also, I see that Decisions is down a point, even though it doesn't have the red down indicator shown - maybe that changed when he joined the club? Not sure.
    The cost of this increment was 5 development points, with his CA increasing from the starting 68 to 73.
    We'll see over time that this is the standard amount of development points used.
     
    2nd Increment - 15 September 2018
    After the first increment, I switched Tulloch to the Target Man focus role and Aerial focus attribute. Eventually I want his Stamina to be much higher, but for now 8 will do. I'd rather have him play for a short time and score, than play for a long time without scoring, so I'm focusing on improving his attacking attributes. In FMM19, an Aerial of 20 is the best way for a striker to dominate, so Tulloch is starting down that path.
    Tulloch's second increment came after scoring a goal coming off the bench in a 4-2 defeat to Man Utd:

    Yes, I know I said that strikers are more likely to score when they start... In this case I started Rondon, in the hope that we could beat Man Utd. That wasn't to be, but Tulloch pinched a goal off them at the close and that was enough to get him an increment:

    Increases: Movement 1, Creativity 1. Total Point Increase: 2
    Well, that's dismal... Still you take the good with the bad and he still has another 18 increments to come.
    What is confusing here is that he now has a green up indicator shown for Aerial, but it's still showing as 9, the same as when he joined the club. I'm not sure why that is. I do know that Aerial is made up of Jumping and Heading, with Jumping seemingly more important. Maybe the Heading sub component improved, but not enough to shift the Aerial overall because Jumping didn't improve. My AM19 app does have both values for each player, but doesn't yet output it, so I can't easily check. So it will remain a mystery for now.
    Once again the cost of the increment was 5 development points, with his CA increasing from 73 to 78.
     
    3rd Increment - 20 October 2018
    Tulloch is fairly steaming through these increments now. Even though he doesn't score every match, when he does score, he gets a lot of training points. For example, a 10 star rating (a scrappy goal and a penalty), take him 19% closer to the increment.

    As he gets close to the next increment, I switch his Training intensity from Normal to Intensive. I'm not sure if it just looks at the value at the point of increment, or if it takes into account the whole training period, but after only two attribute points last time, I want to maximise this update. Sure enough, this one is better:

    Increases: Heading 3, Shooting 1, Crossing 1, Dribbling 1, Passing 1, Stamina 1, Strength 1. Total Point Increase: 9
    Wow! That's massive. Whether intensive has anything to do with it though is uncertain. I have noticed players who want to train harder seem to end up better, but I don't like training people using intense if they aren't up to it..
    I was wondering if this would have a 10 development point cost since it was so big, but it still only cost 5 development points, with his CA increasing from 78 to 83.
     
    And we'll leave it there for now... He still has a LONG way to go, but if he keeps this up, he'll soon be a half decent striker...
  7. Favourite
    Scratch got a reaction from AndersJ in Inside The Game - The Making Of A Champion   
    This is a 'cheat' career, designed to help learn more about how the game works.
    By 'cheat', I mean I will be looking at hidden things, like the players Current Ability (CA) and Potential Ability (PA). I will not be editing the save in any way or reloading, just looking at things like CA/PA and how it relates to things in the game, particularly the training system. 
     
    Warning
    If you do not want to see CA/PA of current players or learn how that relates to the game, then press the back button right now!
     
    The Task
    I will taking Rayhaan Tulloch and turning him into a champion record breaking goal scorer. Here he is at the start of the game:

    He's fast and has some promise, but it's hard to tell just how far he'll go... By the end of this however, he is going to be green all over and capable of scoring 100 goals per season. 
    I can pretty much guarantee this because I know his CA and PA. In fact, that's why I chose him. I started up a new game and then searched for young players with a high PA and at least a 40 point gap between CA and PA (ie with lots left to develop). This is what I found:
    That image is of the proof of concept web version of the AM19 app (Assistant Manager 19 for FMM) that I'm developing. You'll see screenshots of both the app and the web version as we go through this, as some things haven't been added to the app yet. It's a work in progress (no release estimate at this point). 
    Note: The PA (but not CA) for players this young changes every time you start a game, so there is no guarantee that those players will have the same values for you.
    Anyway, there are more promising young strikers in the game than Tulloch, but he stands out as someone who will develop a lot. We're going to follow his progress and see what we can learn.
    I'm playing the game as a 1KC, but I'm not sure if I will see it all the way through to completion, or if I'll stop when our Champion is fully developed. If I do continue, this career will obviously not be eligible for the leader board because I'm cheating! 🙂
     
    The Club
    I'm heading back to Newcastle. Rafa has left and the media has been reporting that Steve B will get the job. They got it slightly wrong - it's Steve C (me) that's taking the job! Alright, I know it's a year earlier, but I'm their new manager either way. For those who care, Rafa will land on his feet at Tottenham a month or so after I take the job. 
    The Newcastle team is pretty weak to be honest. I have the original DB as I'm using the pre winter-update version of the game still. Here's what I found when I took over:
    The board expect Euro Cup qualification which is a bit rich, but I think we can probably do that - with a few changes... So I start the career by selling off all the weak links and bringing in some quality players. 
    Now because I can see the CA/PA of players during this career, I've set myself some limits: I'm only going to sign 8 players in the first season and 4 players in subsequent seasons (not including youth players). I can sell as many as I like, but I can't flood the team with loads of 180+ PA players. Note: I normally end up with a team flooded with regens, so I'll probably have a weaker team this time around even though I can actually cheat in this save. 😂
    At the start of the game, it's hard to attract truly top class players to Newcastle, so most of the players I picked up are ones that will develop into class acts. I don't have a screenshot of them to hand (I normally get that at the end of the season), but some will be familiar to you: Pavon, Havertz, Tonali, Passlack, Ajer all of whom I've used before. Others maybe less so: Ben Osborn from Nottingham Forest, Eberechi Eze from QPR and Tulloch himself.
    Osborn and Eze a) are around the 160 PA level (in this save); b) can play multiple positions, which is useful in the first season with a small squad; and c) are English, which is important as I may end up managing England and want some Englishmen in my squad. I could have got better players, but these fit the bill perfectly for now. 
     
    Training Staff / Facilities
    We need to make sure that Tulloch has the best environment for him to improve.
    Newcastle starts off with sub par facilities:

    So the first thing I do is convince the board to upgrade them:

    That was unheard of in previous versions of FMM, but is worth trying in FMM19, especially if the team report shows that the facilities is below par. I've played Newcastle a few times in FMM19 and I know that there are 4 upgrades that they'll give me at the start. The facilities can improve more, but that probably has to wait until next year.
    The next thing I did was to start hiring/upgrading staff. I ended up with almost a full set of gold staff, except for one coach. I didn't get a screenshot of all staff, but here is the coaching staff I'm rolling with:

    I've gone strong on Fitness and Motivation this time around. Having a little extra fitness is always good, and I'm increasingly using Motivational staff as they are pretty much the only way to improve Teamwork. That's not critical at the start, but as the game goes on, many of the better young players are lacking in this regard. Sigh, youth today...
    David Weir is the weak link, but he's a decent chance to be gold around New Year, or at the end of the season if he fails his first attempt. I would have picked up a Youth coach if I could have while Tulloch is young, but I couldn't get one.
     
    Final Thoughts
    I'll leave it here for now, but will be back in the next few days looking at Tulloch's initial steps at the club.
    Some of the things I cover might be basic knowledge to some of you - I'm just going to write up things as they occur to me as I go through this career. I hope it's useful to some of you.
    Bear in mind that these are only my thoughts based on what I'm seeing and may not be always correct. If you have differing ideas, or think I've got things wrong, let me know! 🙂
     
  8. Favourite
    Scratch got a reaction from AndersJ in Inside The Game - The Making Of A Champion   
    Update 1
    We have our youngster all signed up and ready to go. As a reminder, he's not much to look at now:

    But, his potential growth is amazing:
    With a PA of 164 and a CA of only 68, he has a potential growth of 96 points. That's a LOT.
     
    How Many Training Increments Will He Get?
    Each training increment uses up 5 points of potential growth (you'll see this as we go), meaning he has 19 full increments to come, along with a final partial increment.
    Note: I think I've seen a player get a bigger update that takes up 10 points of potential growth, but have never proven this. We'll keep an eye out for this as we proceed.
     
    Approach
    I used to start 1KCs very gently, with my striker coming off the bench for most of the first year. I was worried about him getting injured and worried about team results with a novice up front. Turns out that was totally the wrong approach!
    If the new training system has taught me anything, it's that playing youngsters speeds up their development:
    The more they play, the higher the chance they will get a good match rating
    The higher the match rating, the more training improvement points they earn
    The more training improvement points they earn, the faster the training increments come around, increasing their attribute levels
    The better their attributes, the better their performance...
    And around we go in the cycle.
    For strikers, the key to good match ratings is scoring goals. While strikers can score occasionally off the bench, I find it's more likely earlier in the game. Translation: It's better to play them for the first 60 mins than to bring them off the bench for the last 30 mins.
    I do still try to balance that with team results (momentum is important). I might put them on the bench for tougher games, but I try to start them most of the time.
     
    1st Increment - 17 July 2018
    Tulloch's first training increment took my by surprise, coming via training on 17 July 2018 rather than after a match. He'd been an unused substitute in an Assistant Manager controlled friendly, but hadn't actually played for the club.
    He starts with a Stamina of 4, which is obviously too low. The first thing I did when he joined the club was to set his Training Focus to Stamina. Thankfully, this increment saw a big improvement:

    Increases: Stamina 4, Shooting 1, Tackling 1, Positioning 1. Total Point Increase: 7
    I have to be happy with this. 7 points is a large increase and while his Stamina is still really low, it's so much better than it was and means he can spend more time on the pitch. I'm not so keen on wasting points on Defensive attributes though! Also, I see that Decisions is down a point, even though it doesn't have the red down indicator shown - maybe that changed when he joined the club? Not sure.
    The cost of this increment was 5 development points, with his CA increasing from the starting 68 to 73.
    We'll see over time that this is the standard amount of development points used.
     
    2nd Increment - 15 September 2018
    After the first increment, I switched Tulloch to the Target Man focus role and Aerial focus attribute. Eventually I want his Stamina to be much higher, but for now 8 will do. I'd rather have him play for a short time and score, than play for a long time without scoring, so I'm focusing on improving his attacking attributes. In FMM19, an Aerial of 20 is the best way for a striker to dominate, so Tulloch is starting down that path.
    Tulloch's second increment came after scoring a goal coming off the bench in a 4-2 defeat to Man Utd:

    Yes, I know I said that strikers are more likely to score when they start... In this case I started Rondon, in the hope that we could beat Man Utd. That wasn't to be, but Tulloch pinched a goal off them at the close and that was enough to get him an increment:

    Increases: Movement 1, Creativity 1. Total Point Increase: 2
    Well, that's dismal... Still you take the good with the bad and he still has another 18 increments to come.
    What is confusing here is that he now has a green up indicator shown for Aerial, but it's still showing as 9, the same as when he joined the club. I'm not sure why that is. I do know that Aerial is made up of Jumping and Heading, with Jumping seemingly more important. Maybe the Heading sub component improved, but not enough to shift the Aerial overall because Jumping didn't improve. My AM19 app does have both values for each player, but doesn't yet output it, so I can't easily check. So it will remain a mystery for now.
    Once again the cost of the increment was 5 development points, with his CA increasing from 73 to 78.
     
    3rd Increment - 20 October 2018
    Tulloch is fairly steaming through these increments now. Even though he doesn't score every match, when he does score, he gets a lot of training points. For example, a 10 star rating (a scrappy goal and a penalty), take him 19% closer to the increment.

    As he gets close to the next increment, I switch his Training intensity from Normal to Intensive. I'm not sure if it just looks at the value at the point of increment, or if it takes into account the whole training period, but after only two attribute points last time, I want to maximise this update. Sure enough, this one is better:

    Increases: Heading 3, Shooting 1, Crossing 1, Dribbling 1, Passing 1, Stamina 1, Strength 1. Total Point Increase: 9
    Wow! That's massive. Whether intensive has anything to do with it though is uncertain. I have noticed players who want to train harder seem to end up better, but I don't like training people using intense if they aren't up to it..
    I was wondering if this would have a 10 development point cost since it was so big, but it still only cost 5 development points, with his CA increasing from 78 to 83.
     
    And we'll leave it there for now... He still has a LONG way to go, but if he keeps this up, he'll soon be a half decent striker...
  9. Favourite
    Scratch got a reaction from mitchel in Hexer's Workshop: It's all about Hex   
    Wow, so much gold in this thread! I had to work most of it out myself, would have been so much easier if I'd seen this first. 🤦‍♂️
    I'm working on a tool, still early days, only a work in progress at this point, but here's a screenshot of where I'm up to (if you're interested): 

  10. Favourite
    Scratch got a reaction from AndersJ in Retraining A Player's Position To Natural (Mystery Solved)   
    Retraining players in other positions is a great way to make your squad more flexible. Your left back has yellow for the left wing position? Why not retrain him so he can play there as well? 
    Before the 8.1 update in FMM 2017, the best you could ever retrain a player to in a secondary position was dark green/Accomplished. Still worth doing, but personally I'd only play them there in an emergency. 
    The 8.1 update changed that, so that for the first time you could retrain a player and get that sweet sweet bright green and a Natural rating. I was super surprised when after the update, I saw Marc Vaughan say this on Twitter:
    Hang on, they just changed the game so you could retrain a player to Natural and Marc is saying it's not possible? Did his team change it without his knowledge? Surely he had to know about the change... But if so, what did he mean exactly? 
    That always puzzled me and now I think I've found the answer when retraining Ben Chilwell to play as a left winger. After a lot of hard work on Ben's part, my staff finally told me he was comfortable with the position:
     
    And sure enough, when I double check (can't trust your staff too much these days), I see that sweet bright green for the left wing position and 'Natural' under Current Ability:

    Great! But when checking out the team report in the app I'm working on, I noticed that Ben only has 19 in the left wing position (in spoilers as CA/PA, etc is shown):
    None of the other players I've retrained as left wingers have 20 for that position either, even though they all show up as bright green/Natural: Havertz, Osborn, Ritchie (Pavon was already bright green there). Barlaser only has dark green, so we can assume that bright green/Natural represents 19 or 20 in that position.
    And I guess that solves the mystery... The game was changed in 8.1, either:
    a) so that players could be retrained to 19 in a position instead of 18; OR b) so that 19 displayed as bright green instead of dark green. Either way, even though you can now retrain a player to be 'Natural', they can never actually get to a 20 rating in that position. Presumably that was what Marc Vaughan was saying...
    Does it matter? Surely a player will perform a little better in a position where they have a 20 rating rather than a 19, but there is no way to know exactly how much of an effect it will have. The developers of the game have decided that the difference isn't big enough that it should matter to us, so maybe it's not a big deal?
    I guess at the end of the day, if the player is performing well in the role and you are happy with them, it doesn't really matter.
     
  11. Favourite
    Scratch got a reaction from AndersJ in Retraining A Player's Position To Natural (Mystery Solved)   
    Retraining players in other positions is a great way to make your squad more flexible. Your left back has yellow for the left wing position? Why not retrain him so he can play there as well? 
    Before the 8.1 update in FMM 2017, the best you could ever retrain a player to in a secondary position was dark green/Accomplished. Still worth doing, but personally I'd only play them there in an emergency. 
    The 8.1 update changed that, so that for the first time you could retrain a player and get that sweet sweet bright green and a Natural rating. I was super surprised when after the update, I saw Marc Vaughan say this on Twitter:
    Hang on, they just changed the game so you could retrain a player to Natural and Marc is saying it's not possible? Did his team change it without his knowledge? Surely he had to know about the change... But if so, what did he mean exactly? 
    That always puzzled me and now I think I've found the answer when retraining Ben Chilwell to play as a left winger. After a lot of hard work on Ben's part, my staff finally told me he was comfortable with the position:
     
    And sure enough, when I double check (can't trust your staff too much these days), I see that sweet bright green for the left wing position and 'Natural' under Current Ability:

    Great! But when checking out the team report in the app I'm working on, I noticed that Ben only has 19 in the left wing position (in spoilers as CA/PA, etc is shown):
    None of the other players I've retrained as left wingers have 20 for that position either, even though they all show up as bright green/Natural: Havertz, Osborn, Ritchie (Pavon was already bright green there). Barlaser only has dark green, so we can assume that bright green/Natural represents 19 or 20 in that position.
    And I guess that solves the mystery... The game was changed in 8.1, either:
    a) so that players could be retrained to 19 in a position instead of 18; OR b) so that 19 displayed as bright green instead of dark green. Either way, even though you can now retrain a player to be 'Natural', they can never actually get to a 20 rating in that position. Presumably that was what Marc Vaughan was saying...
    Does it matter? Surely a player will perform a little better in a position where they have a 20 rating rather than a 19, but there is no way to know exactly how much of an effect it will have. The developers of the game have decided that the difference isn't big enough that it should matter to us, so maybe it's not a big deal?
    I guess at the end of the day, if the player is performing well in the role and you are happy with them, it doesn't really matter.
     
  12. Favourite
    Scratch got a reaction from AndersJ in Retraining A Player's Position To Natural (Mystery Solved)   
    Retraining players in other positions is a great way to make your squad more flexible. Your left back has yellow for the left wing position? Why not retrain him so he can play there as well? 
    Before the 8.1 update in FMM 2017, the best you could ever retrain a player to in a secondary position was dark green/Accomplished. Still worth doing, but personally I'd only play them there in an emergency. 
    The 8.1 update changed that, so that for the first time you could retrain a player and get that sweet sweet bright green and a Natural rating. I was super surprised when after the update, I saw Marc Vaughan say this on Twitter:
    Hang on, they just changed the game so you could retrain a player to Natural and Marc is saying it's not possible? Did his team change it without his knowledge? Surely he had to know about the change... But if so, what did he mean exactly? 
    That always puzzled me and now I think I've found the answer when retraining Ben Chilwell to play as a left winger. After a lot of hard work on Ben's part, my staff finally told me he was comfortable with the position:
     
    And sure enough, when I double check (can't trust your staff too much these days), I see that sweet bright green for the left wing position and 'Natural' under Current Ability:

    Great! But when checking out the team report in the app I'm working on, I noticed that Ben only has 19 in the left wing position (in spoilers as CA/PA, etc is shown):
    None of the other players I've retrained as left wingers have 20 for that position either, even though they all show up as bright green/Natural: Havertz, Osborn, Ritchie (Pavon was already bright green there). Barlaser only has dark green, so we can assume that bright green/Natural represents 19 or 20 in that position.
    And I guess that solves the mystery... The game was changed in 8.1, either:
    a) so that players could be retrained to 19 in a position instead of 18; OR b) so that 19 displayed as bright green instead of dark green. Either way, even though you can now retrain a player to be 'Natural', they can never actually get to a 20 rating in that position. Presumably that was what Marc Vaughan was saying...
    Does it matter? Surely a player will perform a little better in a position where they have a 20 rating rather than a 19, but there is no way to know exactly how much of an effect it will have. The developers of the game have decided that the difference isn't big enough that it should matter to us, so maybe it's not a big deal?
    I guess at the end of the day, if the player is performing well in the role and you are happy with them, it doesn't really matter.
     
  13. Favourite
    Scratch got a reaction from AndersJ in Retraining A Player's Position To Natural (Mystery Solved)   
    Retraining players in other positions is a great way to make your squad more flexible. Your left back has yellow for the left wing position? Why not retrain him so he can play there as well? 
    Before the 8.1 update in FMM 2017, the best you could ever retrain a player to in a secondary position was dark green/Accomplished. Still worth doing, but personally I'd only play them there in an emergency. 
    The 8.1 update changed that, so that for the first time you could retrain a player and get that sweet sweet bright green and a Natural rating. I was super surprised when after the update, I saw Marc Vaughan say this on Twitter:
    Hang on, they just changed the game so you could retrain a player to Natural and Marc is saying it's not possible? Did his team change it without his knowledge? Surely he had to know about the change... But if so, what did he mean exactly? 
    That always puzzled me and now I think I've found the answer when retraining Ben Chilwell to play as a left winger. After a lot of hard work on Ben's part, my staff finally told me he was comfortable with the position:
     
    And sure enough, when I double check (can't trust your staff too much these days), I see that sweet bright green for the left wing position and 'Natural' under Current Ability:

    Great! But when checking out the team report in the app I'm working on, I noticed that Ben only has 19 in the left wing position (in spoilers as CA/PA, etc is shown):
    None of the other players I've retrained as left wingers have 20 for that position either, even though they all show up as bright green/Natural: Havertz, Osborn, Ritchie (Pavon was already bright green there). Barlaser only has dark green, so we can assume that bright green/Natural represents 19 or 20 in that position.
    And I guess that solves the mystery... The game was changed in 8.1, either:
    a) so that players could be retrained to 19 in a position instead of 18; OR b) so that 19 displayed as bright green instead of dark green. Either way, even though you can now retrain a player to be 'Natural', they can never actually get to a 20 rating in that position. Presumably that was what Marc Vaughan was saying...
    Does it matter? Surely a player will perform a little better in a position where they have a 20 rating rather than a 19, but there is no way to know exactly how much of an effect it will have. The developers of the game have decided that the difference isn't big enough that it should matter to us, so maybe it's not a big deal?
    I guess at the end of the day, if the player is performing well in the role and you are happy with them, it doesn't really matter.
     
  14. Favourite
    Scratch reacted to Schwantz34 in FMM19 Bug List   
    Not sarcasm, I updated and it's fixed the shortlist thing.
  15. Funny
    Scratch got a reaction from Mr Tree in Coaching Staff Boosts   
    Makes sense. It's probably an iPhone only 'feature'. Android users are clever enough that we don't need such help.... 😂
  16. Favourite
    Scratch got a reaction from AndersJ in Coaching Staff Boosts   
    Gonna keep an eye on this, thanks. Although not for my main striker, as I don't want to pollute my player development test... But that would be almost as good as the old £150M transfer bug...
  17. Favourite
    Scratch got a reaction from NguyenDucAnh in Second Nationality Call Ups   
    I don't think I'd use it personally, but then I don't really edit anything. I just read, not change! 😄 
    I'm guess some would find it useful though, so could be worth adding. It would probably be really straightforward wouldn't it? People could just swap the primary and secondary country codes and from memory they're next to each other. 
    Oh, I just checked and I have these next to each other:
    Country Other Country ITN team played for / managed (from team list, not nation list) Not sure what the best approach would be. Swapping Country and Other Country would probably be enough, I think the ITN team is only used when the player is in the squad, but not really sure about that so would likely need testing.
    Anyway, what I meant to say (before I got sidetracked!) was that it's probably worth doing, I'm sure some would find it useful. 😄
  18. Favourite
    Scratch got a reaction from Dar J in PA help pls   
    No, retraining won't reduce his PA. The only thing that can do that, as far as I'm aware, is if he gets a really serious injury. But a) I've never actually seen proof of this, I've just heard this; and b) we're not just talking a normal injury, even a normal 6 month injury won't have this affect, it will just knock their CA back a bit and they can just earn that back later.
    What retraining does do, is it changes where the game is likely to award attribute increases. So if he is a Poacher, the game is likely give him increases in Shooting, Movement, etc, not in Crossing etc. If you retrain them as a Winger, it's likely to give him increases in Crossing, Movement, but maybe Shooting is a little less likely.
    So... retraining doesn't mean less PA, it just means you use up some of their development in other areas that may or may not be useful depending on where you are going to play him eventually. If the player has limited PA, then you might end up with them in the wrong 'shape'. But with PA of 180, he can probably develop well enough in multiple areas...
  19. Favourite
    Scratch got a reaction from Ashez in Coaching Staff Boosts   
    @Ashez I have now tested this and in FMM19 players can earn experience points and level up without playing or being on the bench, and the level up does cause CA to increase. Here's a bunch of screenshots, let me know if I've missed anything.
    I loaded the original 1 July save again and signed Tulloch again on the 4 July:

    His CA is still at 68:
    When I check the Training screen immediately after signing him, I can see a slight bump straight away:

    Our first game is not until 14th July:

    But already on 10th July, he's getting experience, presumably from training itself (so are some of the other players):

    The 14th rolls around and we play our first game, with Tulloch not participating at all, not even on the bench:


    I checked the training screen afterwards and no movement at all (which is to be expected): 

    Then a few days later (but before our second match), he levels up:

    There is no news item for this, which is weird:

    But he has definitely levelled up:

    And his CA has now increased from the initial 68 above to 73: 
    So I guess they changed it when they redid the training system. That's my best guess anyway. 
  20. Favourite
    Scratch reacted to bumgarb in How to adjust wage structure when promoting   
    Thanks, @Scratch for the insights.  Your input will definitely change the way I'm using my spreadsheet... to less of something I expect to be accurate and more to something that I'll use to just have an idea of how transfers will impact my budgets while hopefully in the black (or green in-game).  The original intent of the spreadsheet was just to be something easier to see loads more information without having to swipe from screen to screen on the tablet.  I just started adding more and more til it started causing more questions than answers.
    Thanks, also, for the information on wages.  So much of the information available online is about the PC game, it is hard to know what is or isn't actually in FMM.  While I expected wages (and budgets in general) to be less complicated, I wasn't sure how much budgets in FMM were like what I read about FM. 
    I look forward to your scouting tool.
  21. Favourite
    Scratch got a reaction from AndersJ in Inside The Game - The Making Of A Champion   
    Update 1
    We have our youngster all signed up and ready to go. As a reminder, he's not much to look at now:

    But, his potential growth is amazing:
    With a PA of 164 and a CA of only 68, he has a potential growth of 96 points. That's a LOT.
     
    How Many Training Increments Will He Get?
    Each training increment uses up 5 points of potential growth (you'll see this as we go), meaning he has 19 full increments to come, along with a final partial increment.
    Note: I think I've seen a player get a bigger update that takes up 10 points of potential growth, but have never proven this. We'll keep an eye out for this as we proceed.
     
    Approach
    I used to start 1KCs very gently, with my striker coming off the bench for most of the first year. I was worried about him getting injured and worried about team results with a novice up front. Turns out that was totally the wrong approach!
    If the new training system has taught me anything, it's that playing youngsters speeds up their development:
    The more they play, the higher the chance they will get a good match rating
    The higher the match rating, the more training improvement points they earn
    The more training improvement points they earn, the faster the training increments come around, increasing their attribute levels
    The better their attributes, the better their performance...
    And around we go in the cycle.
    For strikers, the key to good match ratings is scoring goals. While strikers can score occasionally off the bench, I find it's more likely earlier in the game. Translation: It's better to play them for the first 60 mins than to bring them off the bench for the last 30 mins.
    I do still try to balance that with team results (momentum is important). I might put them on the bench for tougher games, but I try to start them most of the time.
     
    1st Increment - 17 July 2018
    Tulloch's first training increment took my by surprise, coming via training on 17 July 2018 rather than after a match. He'd been an unused substitute in an Assistant Manager controlled friendly, but hadn't actually played for the club.
    He starts with a Stamina of 4, which is obviously too low. The first thing I did when he joined the club was to set his Training Focus to Stamina. Thankfully, this increment saw a big improvement:

    Increases: Stamina 4, Shooting 1, Tackling 1, Positioning 1. Total Point Increase: 7
    I have to be happy with this. 7 points is a large increase and while his Stamina is still really low, it's so much better than it was and means he can spend more time on the pitch. I'm not so keen on wasting points on Defensive attributes though! Also, I see that Decisions is down a point, even though it doesn't have the red down indicator shown - maybe that changed when he joined the club? Not sure.
    The cost of this increment was 5 development points, with his CA increasing from the starting 68 to 73.
    We'll see over time that this is the standard amount of development points used.
     
    2nd Increment - 15 September 2018
    After the first increment, I switched Tulloch to the Target Man focus role and Aerial focus attribute. Eventually I want his Stamina to be much higher, but for now 8 will do. I'd rather have him play for a short time and score, than play for a long time without scoring, so I'm focusing on improving his attacking attributes. In FMM19, an Aerial of 20 is the best way for a striker to dominate, so Tulloch is starting down that path.
    Tulloch's second increment came after scoring a goal coming off the bench in a 4-2 defeat to Man Utd:

    Yes, I know I said that strikers are more likely to score when they start... In this case I started Rondon, in the hope that we could beat Man Utd. That wasn't to be, but Tulloch pinched a goal off them at the close and that was enough to get him an increment:

    Increases: Movement 1, Creativity 1. Total Point Increase: 2
    Well, that's dismal... Still you take the good with the bad and he still has another 18 increments to come.
    What is confusing here is that he now has a green up indicator shown for Aerial, but it's still showing as 9, the same as when he joined the club. I'm not sure why that is. I do know that Aerial is made up of Jumping and Heading, with Jumping seemingly more important. Maybe the Heading sub component improved, but not enough to shift the Aerial overall because Jumping didn't improve. My AM19 app does have both values for each player, but doesn't yet output it, so I can't easily check. So it will remain a mystery for now.
    Once again the cost of the increment was 5 development points, with his CA increasing from 73 to 78.
     
    3rd Increment - 20 October 2018
    Tulloch is fairly steaming through these increments now. Even though he doesn't score every match, when he does score, he gets a lot of training points. For example, a 10 star rating (a scrappy goal and a penalty), take him 19% closer to the increment.

    As he gets close to the next increment, I switch his Training intensity from Normal to Intensive. I'm not sure if it just looks at the value at the point of increment, or if it takes into account the whole training period, but after only two attribute points last time, I want to maximise this update. Sure enough, this one is better:

    Increases: Heading 3, Shooting 1, Crossing 1, Dribbling 1, Passing 1, Stamina 1, Strength 1. Total Point Increase: 9
    Wow! That's massive. Whether intensive has anything to do with it though is uncertain. I have noticed players who want to train harder seem to end up better, but I don't like training people using intense if they aren't up to it..
    I was wondering if this would have a 10 development point cost since it was so big, but it still only cost 5 development points, with his CA increasing from 78 to 83.
     
    And we'll leave it there for now... He still has a LONG way to go, but if he keeps this up, he'll soon be a half decent striker...
  22. Favourite
    Scratch got a reaction from AndersJ in Inside The Game - The Making Of A Champion   
    This is a 'cheat' career, designed to help learn more about how the game works.
    By 'cheat', I mean I will be looking at hidden things, like the players Current Ability (CA) and Potential Ability (PA). I will not be editing the save in any way or reloading, just looking at things like CA/PA and how it relates to things in the game, particularly the training system. 
     
    Warning
    If you do not want to see CA/PA of current players or learn how that relates to the game, then press the back button right now!
     
    The Task
    I will taking Rayhaan Tulloch and turning him into a champion record breaking goal scorer. Here he is at the start of the game:

    He's fast and has some promise, but it's hard to tell just how far he'll go... By the end of this however, he is going to be green all over and capable of scoring 100 goals per season. 
    I can pretty much guarantee this because I know his CA and PA. In fact, that's why I chose him. I started up a new game and then searched for young players with a high PA and at least a 40 point gap between CA and PA (ie with lots left to develop). This is what I found:
    That image is of the proof of concept web version of the AM19 app (Assistant Manager 19 for FMM) that I'm developing. You'll see screenshots of both the app and the web version as we go through this, as some things haven't been added to the app yet. It's a work in progress (no release estimate at this point). 
    Note: The PA (but not CA) for players this young changes every time you start a game, so there is no guarantee that those players will have the same values for you.
    Anyway, there are more promising young strikers in the game than Tulloch, but he stands out as someone who will develop a lot. We're going to follow his progress and see what we can learn.
    I'm playing the game as a 1KC, but I'm not sure if I will see it all the way through to completion, or if I'll stop when our Champion is fully developed. If I do continue, this career will obviously not be eligible for the leader board because I'm cheating! 🙂
     
    The Club
    I'm heading back to Newcastle. Rafa has left and the media has been reporting that Steve B will get the job. They got it slightly wrong - it's Steve C (me) that's taking the job! Alright, I know it's a year earlier, but I'm their new manager either way. For those who care, Rafa will land on his feet at Tottenham a month or so after I take the job. 
    The Newcastle team is pretty weak to be honest. I have the original DB as I'm using the pre winter-update version of the game still. Here's what I found when I took over:
    The board expect Euro Cup qualification which is a bit rich, but I think we can probably do that - with a few changes... So I start the career by selling off all the weak links and bringing in some quality players. 
    Now because I can see the CA/PA of players during this career, I've set myself some limits: I'm only going to sign 8 players in the first season and 4 players in subsequent seasons (not including youth players). I can sell as many as I like, but I can't flood the team with loads of 180+ PA players. Note: I normally end up with a team flooded with regens, so I'll probably have a weaker team this time around even though I can actually cheat in this save. 😂
    At the start of the game, it's hard to attract truly top class players to Newcastle, so most of the players I picked up are ones that will develop into class acts. I don't have a screenshot of them to hand (I normally get that at the end of the season), but some will be familiar to you: Pavon, Havertz, Tonali, Passlack, Ajer all of whom I've used before. Others maybe less so: Ben Osborn from Nottingham Forest, Eberechi Eze from QPR and Tulloch himself.
    Osborn and Eze a) are around the 160 PA level (in this save); b) can play multiple positions, which is useful in the first season with a small squad; and c) are English, which is important as I may end up managing England and want some Englishmen in my squad. I could have got better players, but these fit the bill perfectly for now. 
     
    Training Staff / Facilities
    We need to make sure that Tulloch has the best environment for him to improve.
    Newcastle starts off with sub par facilities:

    So the first thing I do is convince the board to upgrade them:

    That was unheard of in previous versions of FMM, but is worth trying in FMM19, especially if the team report shows that the facilities is below par. I've played Newcastle a few times in FMM19 and I know that there are 4 upgrades that they'll give me at the start. The facilities can improve more, but that probably has to wait until next year.
    The next thing I did was to start hiring/upgrading staff. I ended up with almost a full set of gold staff, except for one coach. I didn't get a screenshot of all staff, but here is the coaching staff I'm rolling with:

    I've gone strong on Fitness and Motivation this time around. Having a little extra fitness is always good, and I'm increasingly using Motivational staff as they are pretty much the only way to improve Teamwork. That's not critical at the start, but as the game goes on, many of the better young players are lacking in this regard. Sigh, youth today...
    David Weir is the weak link, but he's a decent chance to be gold around New Year, or at the end of the season if he fails his first attempt. I would have picked up a Youth coach if I could have while Tulloch is young, but I couldn't get one.
     
    Final Thoughts
    I'll leave it here for now, but will be back in the next few days looking at Tulloch's initial steps at the club.
    Some of the things I cover might be basic knowledge to some of you - I'm just going to write up things as they occur to me as I go through this career. I hope it's useful to some of you.
    Bear in mind that these are only my thoughts based on what I'm seeing and may not be always correct. If you have differing ideas, or think I've got things wrong, let me know! 🙂
     
  23. Favourite
    Scratch got a reaction from AndersJ in Inside The Game - The Making Of A Champion   
    This is a 'cheat' career, designed to help learn more about how the game works.
    By 'cheat', I mean I will be looking at hidden things, like the players Current Ability (CA) and Potential Ability (PA). I will not be editing the save in any way or reloading, just looking at things like CA/PA and how it relates to things in the game, particularly the training system. 
     
    Warning
    If you do not want to see CA/PA of current players or learn how that relates to the game, then press the back button right now!
     
    The Task
    I will taking Rayhaan Tulloch and turning him into a champion record breaking goal scorer. Here he is at the start of the game:

    He's fast and has some promise, but it's hard to tell just how far he'll go... By the end of this however, he is going to be green all over and capable of scoring 100 goals per season. 
    I can pretty much guarantee this because I know his CA and PA. In fact, that's why I chose him. I started up a new game and then searched for young players with a high PA and at least a 40 point gap between CA and PA (ie with lots left to develop). This is what I found:
    That image is of the proof of concept web version of the AM19 app (Assistant Manager 19 for FMM) that I'm developing. You'll see screenshots of both the app and the web version as we go through this, as some things haven't been added to the app yet. It's a work in progress (no release estimate at this point). 
    Note: The PA (but not CA) for players this young changes every time you start a game, so there is no guarantee that those players will have the same values for you.
    Anyway, there are more promising young strikers in the game than Tulloch, but he stands out as someone who will develop a lot. We're going to follow his progress and see what we can learn.
    I'm playing the game as a 1KC, but I'm not sure if I will see it all the way through to completion, or if I'll stop when our Champion is fully developed. If I do continue, this career will obviously not be eligible for the leader board because I'm cheating! 🙂
     
    The Club
    I'm heading back to Newcastle. Rafa has left and the media has been reporting that Steve B will get the job. They got it slightly wrong - it's Steve C (me) that's taking the job! Alright, I know it's a year earlier, but I'm their new manager either way. For those who care, Rafa will land on his feet at Tottenham a month or so after I take the job. 
    The Newcastle team is pretty weak to be honest. I have the original DB as I'm using the pre winter-update version of the game still. Here's what I found when I took over:
    The board expect Euro Cup qualification which is a bit rich, but I think we can probably do that - with a few changes... So I start the career by selling off all the weak links and bringing in some quality players. 
    Now because I can see the CA/PA of players during this career, I've set myself some limits: I'm only going to sign 8 players in the first season and 4 players in subsequent seasons (not including youth players). I can sell as many as I like, but I can't flood the team with loads of 180+ PA players. Note: I normally end up with a team flooded with regens, so I'll probably have a weaker team this time around even though I can actually cheat in this save. 😂
    At the start of the game, it's hard to attract truly top class players to Newcastle, so most of the players I picked up are ones that will develop into class acts. I don't have a screenshot of them to hand (I normally get that at the end of the season), but some will be familiar to you: Pavon, Havertz, Tonali, Passlack, Ajer all of whom I've used before. Others maybe less so: Ben Osborn from Nottingham Forest, Eberechi Eze from QPR and Tulloch himself.
    Osborn and Eze a) are around the 160 PA level (in this save); b) can play multiple positions, which is useful in the first season with a small squad; and c) are English, which is important as I may end up managing England and want some Englishmen in my squad. I could have got better players, but these fit the bill perfectly for now. 
     
    Training Staff / Facilities
    We need to make sure that Tulloch has the best environment for him to improve.
    Newcastle starts off with sub par facilities:

    So the first thing I do is convince the board to upgrade them:

    That was unheard of in previous versions of FMM, but is worth trying in FMM19, especially if the team report shows that the facilities is below par. I've played Newcastle a few times in FMM19 and I know that there are 4 upgrades that they'll give me at the start. The facilities can improve more, but that probably has to wait until next year.
    The next thing I did was to start hiring/upgrading staff. I ended up with almost a full set of gold staff, except for one coach. I didn't get a screenshot of all staff, but here is the coaching staff I'm rolling with:

    I've gone strong on Fitness and Motivation this time around. Having a little extra fitness is always good, and I'm increasingly using Motivational staff as they are pretty much the only way to improve Teamwork. That's not critical at the start, but as the game goes on, many of the better young players are lacking in this regard. Sigh, youth today...
    David Weir is the weak link, but he's a decent chance to be gold around New Year, or at the end of the season if he fails his first attempt. I would have picked up a Youth coach if I could have while Tulloch is young, but I couldn't get one.
     
    Final Thoughts
    I'll leave it here for now, but will be back in the next few days looking at Tulloch's initial steps at the club.
    Some of the things I cover might be basic knowledge to some of you - I'm just going to write up things as they occur to me as I go through this career. I hope it's useful to some of you.
    Bear in mind that these are only my thoughts based on what I'm seeing and may not be always correct. If you have differing ideas, or think I've got things wrong, let me know! 🙂
     
  24. Favourite
    Scratch reacted to NguyenDucAnh in Second Nationality Call Ups   
    Hope they add the ability to at least convince a player to represent your nation. For now, a little editing can help 
  25. Favourite
    Scratch reacted to chouchou in FMM Mythbusters   
    I think first first phrase "Strikers With High Teamwork Score Less Goals" would be the only one we could test easily in a scientific-like way.
    1. Use in-game editor to increase any player teamwork to 20
    2. Play and reload same game a few dozen of times
    3. Use in-game editor to decrease same player teamwork to 1
    4. Play and reload same game a few dozen of times
    5. Do the maths
    I have no time currently for testing, anyone up for this?
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