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Putzy

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  1. Favourite
    Putzy reacted to Nucleus in FMM19 Wishlist: Training and why it should be improved   
    Training, a vital part of a footballers career, a part that you could say makes a player. Legends are made under the dazzling lights of stadiums, but they are born on the training ground. It’s also unfortunately a part that is very limited to us as FMM players. Here’s where I think SI could improve on in regards to training for FMM19 and beyond.
    First of all let me clarify that I’m happy to keep the current training system we have in place as it is. That could serve as the Team’s General Training Regime, maybe add a few more slots so we can variate a bit more freely, but otherwise it’s a decent template for a Mobile Game. What I would like to see introduced however, is Individual Player Training. Individual Player Training would allow us to mould our players whichever way we see fit, and I’ll tell you how.
    Additional Focus Training:
    Additional Focus Training could be used to give a player extra training in specific attributes alongside the team’s general training regime. Additional focus would play an important part in shaping your players development, but more importantly it would give you much more freedom to shape a player to your needs.
    For example, you could set these additional focuses to each player:-
    A specific attribute focus - With this, a player would spend his additional focus time on improving a single attribute. Got a striker that you’d like to have more shooting? Then give him additional focus on the shooting attribute. Got a defender with poor decision making? Then give him additional focus on the decisions attribute, and so on. Remember, your team’s general training regime is always in play, all these are are extra training regimes filtered down to your individual choice for that player. Role Focus - With this a player would spend his additional focus time on improving a “set” of attributes related to a tactical role. Got a player you use as an advanced forward but you fancy his chances as a target man? Then an individual focus on the TM role would try and improve his Aerial, Shooting, Aggression and Strength. Key attributes for a target man. What this does, is allow more attributes to trained but it would obviously have a lesser effect on each one trained as the training time would be shared amongst each attribute. Positional Training:
    Or to be more precise, the scrapping of the current system. Ever witnessed first hand, the frustration of trying to retrain a player that you believe could play in a certain position, only for your “coach” to tell you he has zero aptitude in training for that position? I have, and it sucks. For example, a poor example actually but still an example. Ashley Young and Antonio Valencia, two natural wingers but have somehow found themselves playing as wingbacks. Gareth Bale, a left full-back by trade, pushed up the wing after the tactical instruction of Joe Jordan and look at him now. Sergio Ramos, Javier Mascherano, Vincent Kompany, Thierry Henry the list goes on. All of these players found success after switching positions. Positions that we have now all been accustomed with them playing in.
    The point I’m trying to make is that we should be the ones to determine where a player can retrain to,  not an in-game coach who as we all know don’t really work effectively anyway. Granted, it wouldn’t always work, but it would make the game much more immersive than it is right now in my honest opinion. Imagine the joy of deciding to push your full-back up the wings or even as a striker and realising a world class player develop under your eyes!
    Player Trait Training:
    Player Trait Training could be used to train a player to learn a new trait or forget an unwanted trait he already has. Before setting Player Trait Training up, it would be important to make sure that the trait would be beneficial for the player, because remember, all this extra training adds to his workload and he could be at risk of injury if pushed too much. For those of you not sure what I mean when I say traits, I’m talking about the text you see on a player’s position page:-

    As you can see here, Mbappé has a few traits as an Advanced Forward on this page, the three we see are “gets into opposition area” “moves into channels” and “places shots”
    If there’s plenty of interest, I’d be happy to write an article describing what each trait does in-game.
    There’s two ways to train a player to learn a new trait:-
    Coached by Club Staff - This one speak for itself. One of your coaches would train the player to learn a new trait. This is where we could have more use of the staff in-game. If I wanted one of my defenders to learn a defensive trait, I’d assign that task to my defensive coach, and vice versa with an attacking player learning an attacking trait. Player Mentoring - This would be a nice fun and possibly useful addition to the current set up. This is simply getting an older, more experienced player at the club to tutor a younger inexperienced player for a set amount of time. This could be teaching the younger player a new trait, or even going as far as to change his personality. For example, a ‘professional’ tutor could teach a young eccentric player to be more professional. Or a “determined” tutor could try and rub off on a player who needs some guidance and pushing in the right direction. These are just a few ideas that in my opinion would improve on the current game.
    What are your thoughts on training? Do you agree with what I suggested above? Please let me know your thoughts in the comments below.
    As always Vibe, Thanks for Reading.
     
  2. Favourite
    Putzy reacted to Foxy in Ashez & Foxy Present Tiki-Taka   
    I loved every minute of putting this together and I hope Vibe enjoys it too.
  3. Favourite
    Putzy reacted to Ashez in Ashez & Foxy Present Tiki-Taka   
    Hello and welcome to a tactical article looking at the Tiki-Taka style of play. Many of you will know @Foxy from his breakthrough tactical articles in recent years while I've always had a love of the tactical side of the game, so expect plenty of one twos as we look to implement this popular style into FMM. Vibe has seen various interpretations of tiki-taka during its life time but in this thread Foxy and myself will be jumping into our thought process into how to properly implement such a system. Our end goal is to create a tactic that is reasonably good in game while sticking to the core principles of the style, we'll both openly state this isn't a super tactic but a decent one that delivers the style we craved. We wanted a tactic to fully appreciate the visuals of FMM so we can witness playing out from the back, lovely triangles and that ever so powerful press. This wasn't an easy process as we discussed ideas for a long time before running around ten tests on various set ups, this was a labour of love I think we both really enjoyed. With that out the way let's look into what we've come up with. 

    The Tiki-Taka Back Six

    When you think of Tiki-Taka the goalkeeper is one of your first thoughts as his ability makes or breaks the plan of the system. Obviously a keeper is always a vital role in any team but a keeper in this system needs to be comfortable on the ball and able to pick a pass, but why is this? This aspect of the formation alters the entire playing field in front of you, you see when your keeper has the ball the opposition have a choice of do they press or not, if they press the keeper this will create space in behind the opposition attackers or in their midfield, this is also true if the opposition decide to mark/press your passing options! In this case the entire opposition team will push forward which leaves space everywhere for you to exploit, however if they refuse the opportunity to press your CB's can come out of defence with the ball under little pressure to look for a dangerous pass while out numbering the opposition midfield. Obviously this system isn't fall proof as a well timed opposition press or interception can leave you wide open on the counter attack so it's up to the manager to decide if the risk is worth the rewards. It's not all about short passes to the defenders however as this keeper also needs the ability and precision to play pin point long balls up field to fully utilise any space you've managed to create from drawing the opposition on to you, like I've explained if the opposition press or push up that's leaving space in midfield or in behind the oppositions defensive line which you can exploit, especially if you can provide the right delivery. 

    Obviously we're all about seeking those rewards in this article but there is more to the back six unit than picking a keeper and role that can pass, after all he needs someone to pass to. The next step is to add the defensive line to the system which in this case is two central defenders with ball playing attributes. These two players will sit deep which serves two purposes, the first is to limit the passing range for the keeper and the second is to draw the opposition on to you, if they're higher up the pitch you're limiting your space so you want to stretch them. These two defenders are more like your next line of attackers as they'll need the ability to make use of the space afforded to them while being able to stay composed under pressure if needed. The defender can look to open up play by passing to a more advanced team mate, or he can attempt to draw a press on by passing to his partner or goalkeeper, these little passes might appear pointless but every time the opposition moves you're creating opportunities you could potentially exploit. 

    Personally I see the keeper and central defenders as one half of this unit and the remaining three members as the second half to complete the puzzle. It's all good and well if the first half functions but it needs the second half to be complete as this half is all about passing options. The centre backs can't keep the ball all game so it's vital you have some out balls in the side and our first ones are a pair of pushed up wingbacks, these players will naturally position themselves ahead of the central defenders and offer their services to them and the man between the sticks. This added width will again stretch teams and pull their press out wide with the end goal being once again to create space in field, the wingbacks have an added bonus of if the wings are free they'll fly down them looking for another area to deliver that dangerous ball. As they'll venture up and down their wing all game they'll often be available for a pass or be occupying an opponent, both of which we can exploited by other players in your team. 

    The final component of our back six is the deep sitting playmaker who directs the play, this player will be available for passes from the rest of the back five regularly and once he's on the ball his job is to open up the opposition. This player will receive the ball in various scenarios but in the ideal one the playing out from the back will have opened up space in his area so he can pick his head up and find a team mate in a more dangerous position. As he's comfortable on the ball he'll happily slow the game down by interacting with his defenders or speed it up by launching a wide player down the wing or an attacker over the top. Obviously Tiki-Taka is all about creating space, then exploiting it, keeping possession, short passes and pressing which this player has to be a master of as he's the midfield pivot that everything else is based on. 
    The Midfield Two

    With the back six in place it's time to look at the midfield unit that will be the main engine room of the team. The first role to be inserted into this pair is a box to box midfielder who's fairly balanced attribute wise, this balance is vital as the player will be the legs in midfield and he'll often find himself in offensive and defensive positions. His ability to roam around the pitch will keep the opposition guessing which will create space as he looks to find defensively sound positions when needed or ones to cause damage as he ventures forward. This powerful runner will be the main link within the team but he must also possess the ability to dribble out of midfield with the ball to look for dangerous passes or shots he can take, his roaming role will also make him available for short passes and pressing opportunities. 
    His midfield partner will be a creative midfielder with more freedom and licence to stay forward as he is the main playmaker in the side. The playmakers job is to receive the ball from team mates and drive forward with runs or passes with the aim to create opportunities. As the player is deeper than more advanced options he'll also have an important role to play defensively and will need pressing attributes to start attacks and protect his back line. As we've explained the playing out from the back should create space to be exploited and a deadly playmaker is one of the key ways to take advantage of these opportunities as he'll have the vision, ability and technique to deliver that killer ball into the front line. 
    The Tiki-Taka Attack

    The False Nine
    Most of the tactic was set in stone during the discussion Foxy and myself had but the one area for concern was the attacking third of the team. The false nine is a vital component of the tiki-taka system as his ability to drop deep and run games while still being an offensive threat causes the opposition's midfield and defence all sorts of problems, especially space. Originally we experimented with dropping striker roles like the DLF and the TRQ but we weren't overly impressed with their out put. With this in mind we decided to look at the AMC position as we tested TRQ's and Shadow Strikers in this position. After some tests and analysis we decided the shadow striker was the false nine we were hoping for! This almost free roled striker will find himself all over the pitch being a creative force and a goal scoring weapon and his movement worked really well with the midfield two. The main draw back with the Shadow Striker role is he loves a long shot which we can't influence as his role traits must overwrite the team instructions but after plenty of tests we both agreed it was the most suited to the task. 
    The Front Two
    With our main striker looking to play deeper we encountered issues implementing the final two roles as we needed a more reliable goal threat than a deep striker. We played around with various combinations to build our front three by placing the remaining roles in wide midfield positions and up front but nothing gave us what we were after. Eventually we decided on including two inside forwards but as our main goal threat was at the AMC line we decided to push them forward to the FL/R positions which was the solution we needed. Pushing these wide forwards up the pitch gave us two wide outlets, options on the overlap, players to execute the high press and most importantly some reliable goal threat. Having this versatile front three is a joy to watch as all three players will roam across the pitch which makes them difficult to mark which creates space as they're always on the move. The link up play from the three is exactly what we were looking for as at times they're playing their own game with excellent passes around the box leading to chances, however similar to the shadow striker it appears long shots are hardwired into the role but it's something we can do nothing about. 

    That's the formations roles explained and showcased and in truth we're both pretty happy with it. When it comes to implementing real life tactics in game you have to decide what's set in stone and what can be played with to work in game, after everything is said and done I believe we've found a nice balance with this set up. 
    Tiki Taka Team Instructions
    You have seen the players positions and roles that we have used but that is only half the story of any tactic as we need some TI’s under the hood to make the whole thing tick in the way we want. Some of the Ti’s we used I think will be quite obvious but I think at least one of our choices might cause a raised eyebrow or two but there is a method behind it that I hope to explain.
    Shape
    
    Team Mentality: This seemed like a no brainer for us to go with control as if you have watched any team managed by Pep you can see that they look to control the game by keeping the ball. We did consider attacking because Pep teams always look to attack and score goals but the worry is that would lead the team to give the ball away more often as they will constantly be looking for that killer ball, control should have the players looking to attack but if the killer ball isn’t on they will look to keep possession instead.
    Width: This one took a little thought because part of Tiki Taka’s point is to use as much of the pitch as possible in order to stretch the opposition and create chances. On the other hand we want the players to be close together in order to play the short passing style that Tiki Taka is famous for and you can’t play a short pass if your players are all to far from each other. We have WB’s in the team and they will naturally play wide anyway to create width.
    Another reason to play narrow is that a high press is needed to recreate the Tika Taka style and for a press to be effective you need your players working together to pressure the ball and that cannot be done effectively if your players aren’t compact without the ball. If we had gone for a wider shape we would have had bigger gaps between our players and out of possession those gaps would have been made worse as our players tried to press the ball and this could lead to us being far to easily opened up by the opposition.
    Tempo: Slow or balanced was the options under consideration here and we initially thought slow might be the way to go to help with ball possession but do Pep teams truly play slow football? Yes they can slow play down but actually they try to move the ball around quickly to unsettle the opposition into making mistakes and leaving gaps. Play too slow and they would be far too easy to defend against as teams would simply get everyone behind the ball and close the gaps that you would be looking to exploit.
    Creative Freedom: To unlock those stubborn defences we need our players free to try something a bit different.
    Defence

    Defensive Line: Deep! but Pep teams play with a high line, I hear you cry. Well we want to create a tactic that plays out from the back so actually a deep line helps with that. Watch a Man City game and you will see when Ederson has the ball to begin to build an attack, the Man City defence will drop right back to the edge of the box to receive a short pass and then build up the attack from deep in their own half. Coupled with mixed (more on that later) GK distribution this creates an environment where we can see our GK and CB’s playing short passes out from the back.
    Closing Down: Has to be all over here as we want a high press the second we lose the ball. This also means that as we move up the pitch our defensive line pushes up higher than you would expect with a deep line set.
    Tackling: Pep doesn’t like his players to dive into tackles as once a player goes to ground it can create openings if the tackle is evaded but cautious tackling really isn’t going to cut it when you are looking to press so balanced it is.
    Offside trap and Time wasting: Not much to see here as with a deep line an offside trap isn’t going to work very well and time wasting isn’t a viable option for an entire game.
    Attack
    
    Final Third: We want our WB’s to get up the pitch and provide width to the team as they are our only wide outlet and it is the wide areas of the pitch where a lot of space can be found, with Look for Overlap ticked they should push up and our other players will look to get the ball out wide as well.
    We are looking for a short passing style with plenty of possession so we have gone for Work the Ball into the box so that we aren’t just going for long shots. We don’t have an out and out striker so we need to work the ball into positions were our SS and IF’s can get good shots on goal.
    Passing Style: Do I need to explain our choice of short here!?! It’s Tiki Taka so short is the only option.
    Passing Focus: We used both mixed and central in our tests with very similar results but we decided to go with central in the end as we have that strong core to the side with that diamond midfield and we also saw more playing out from the back with central passing.  
    Goalkeeper Distribution: The obvious option here would have been short but that limits our creativity as a team because sometimes a longer pass can create an opportunity and we have seen Ederson in real life use his footballing ability to ping longer passes forward. This also stops the game locking in shorter passes from the ‘keeper if we are being pressed ourselves.

    That is the positions, roles and instructions but how did it get on in our tests.
    You've seen how the tactic is built but before we get to the results we thought it would be fun to take a deep dive into the stats this tactic produces. To produce this stat showcase i played half a season with Liverpool and collected all the information available on the main stat page to give you an idea of what this tactic is all about. 

    Possession 
    As you can see from the graph above my Liverpool side had the bulk of the possession in most matches it played, across the 32 game test it's highest achieved possession stat was 63% with the lowest being 46%. The side had 55% or more possession in a staggering 18/32 matches which while not amazing it is impressive considering the games possession stats aren't that detailed, however I don't think we could achieve much more than a 54% average with the way the game works. 
    Shots
    The tactic averaged 13 shots a game while it only conceded on average 4.5 shots a match so it's very attacking yet reasonably solid at the back. Our highest shot heavy match saw us shoot 24 times with our least effective display only producing 4, however in 25/32 matches we had 10 or more strikes at goal. The highest amount of shots we allowed the opposition in a single match was 10 but it wasn't uncommon for us to keep the opposition from taking a single shot! 
    Shots On Target
    It's all fine and well having shots but it's those on target that count and thankfully this formation doesn't disappoint! We averaged 6.2 shots on target a match with our highest achieved total being 13 and our worst showing being 1. The tactic was very good at limiting the opposition to dangerous shots however as in 9/32 matches the AI failed to have a shot on target and they only achieved 3+ shots in 6/32 matches! 
    Clear Cut Chances
    Personally I think this is a nothing stat in game as it's hard to find meaning in it but I decided to collect the information regardless and it continues to paint a positive picture for the tiki-taka style. We averaged 1.2 clear cut chances per ninety while the opposition averaged 0.1! In 29/32 matches the AI failed to create a clear cut chances against us but we also failed to create one in 10/32 matches. 
    Penalties & Red Cards
    Penalties - We won 5 penalties within the 32 matches while we conceded only 2. 
    Red Cards - The opposition was sent off 7 times during these matches while we suffered 2 sendings off, I think it's safe to say this tactic frustrates the opposition.
    The Full Stats
    LFC 
    Total Shots - 416
    Total On Target - 199
    Total CCC - 41
    Actually Scored - 68
    Opposition
    Total Shots - 146
    Total On Target - 53
    Total CCC - 3
    We conceded - 17
    During this half season we had a conversation rate of 34.2% for on target shots compared to the AI's 32.1%. For shots in general we're looking at the opposition having 11.6% and ours is a much higher 16.3%. Interestingly only 5.3% of the opposition's on target shots were clear cut chances yet we have a monstrous 20.6% of our shots on target being deemed as clear cut. 
    As you can see we've built a tactic here that completely dominates the opposition across every stat the main page shows, unfortunately this doesn't make it as God like as it appears as the AI loves winning while being dominated. I've also noticed a massive issue with long shots which will pad these stats and while the game does allow a lot of shots from distance to go in it's fair to say they're wasted opportunities most of the time. I'm sure you're all now eager to see how this formation performs so I'll play a through ball to Foxy so he can showcase the results we've collected. 
    Results
    Barcelona
    Manchester City
    Leeds United
    Liverpool FC
    Watford
    Leicester City
    Lyon - Thanks To @kylieboi88
    The Dropped Points
    Like we said at the start of this article this tactic isn't a super one or one built for Vibe's challenges but I think these results show it in a positive light. However it can and will drop points so I'm going to show a handful of random images so you can see the scenarios in which points were dropped. My Leicester save linked above also features match by match updates but they're slightly misleading considering the strikers used. 
    As you can see even in dropped point matches this tactic is very dominant and the result easily could have gone differently. I like to call this being FMM'd and unfortunately this is a trend for this tactic, I have two theories for why this keeps happening. The cynic in me believes it's a cheap AI tactic to add difficulty as the AI score way too much from few chances and especially clear cut ones, however I feel our stats are padded slightly by long shots, yes we have the option turned off but our forward line is still never hesitant to shoot from distance which we can't influence. It could however just be dumb luck and on another day that calculation of goal or save could've gone in our favour but I'll let you have your own beliefs. 
    Foxy's Conclusion
    When @Ashez first messaged me about trying to create a Tiki Taka tactic I have to admit I was a bit sceptical as to whether we would be able to create something close to the style. This was simply because I feel we lack some options in the roles and TI's to really play a possession based style. Ashez already had the back line just about sorted and the midfield came together fairly quickly as well but it was the front three which has really taken the time and the testing to perfect. What kept me going though was that I could see a not only a tactic that kept possession well forming but also one that got results as well. I forget how many front 3 variations we tested before we came to this set up but as soon as I played a few matches with Manchester City in the test save you see above I knew we were on to something at least with a top team as not only was the possession there but also it looked good in the match engine and the results were excellent. Of course playing as Man City isn't the biggest challenge in the world as you have a great squad and plenty of money but it was the consistency that stood out for me, as you have seen above even if you drop points here and there you will dominate those games and after a season or two building a squad to this tactic I think those dropped points would vanish. When it got really exciting was when I saw the results from tests with mid table sides and just how well it worked with them and hell Ashez was even able to get good results with a couple of Slab heads in the IF positions. 
    I am really proud of this tactic and also delighted to have been proven wrong by FMM, yes this isn't 100% Tiki Taka but of all the Tiki Taka tactics I have tested or tried to create it is the closest I have ever seen.  
    Ashez Conclusion
    I'm not sure why but I got inspired to create this tactic based purely on the idea of using a deep defensive line, for some reason that concept stuck with me and bugged me for days. Unfortunately this late in the games life span is a difficult time to build something big and new as 2019 could change everything so I reached out to Foxy for his help, without him I wouldn't have taken on this project so I owe him a massive thank you. Now the tactic is built I feel confident it's pretty future proof concept wise and I'm hoping once 2019 comes out we can improve it, you see I believe this set up is hindered by the lack of control we have and with a little more I think we can turn this into a top tier tactic with the style we wanted. That's not to say I'm not happy with this current version however as it does what we set out to achieve with an added bonus of it being a fairly reliable tactic which is some bonus, although I think I also like the fact it's not some God tactic as it adds to the realism. This is by far the most fun I've had with FMM in years as I set out with a clear goal, Foxy and myself poured everything into it and we got to see everything we wanted to achieve so I can't ask for much more. Now all I can do is hope the Vibe community can see success via our Tiki-Taka style, enjoy lads! 
    Thank you for viewing and we both look forward to reading your comments and seeing your results so don't forget to comment! 
    PS - This was 100% a team effort so if you happen to press the +1/like feature on this article can you please also like a post from Foxy which I'm sure will be in this thread. Thank you.
  4. Favourite
    Putzy got a reaction from Nucleus in FMM Summer Transfer Update - Premium Preview   
    In collaboration with Football Manager Transfer Update, we bring you the FMM Vibe Summer 2018 Football Manager Mobile Transfer Update.
    This update is currently in preview status, and we have opened downloads to our Premium Members only right now for early feedback whilst we fix issues and improve the update.

    Before the end of September, we will have this data update available for all members to download! Our update contains 9,824 player transfers from around the world, correct up to the 31st August 2018. We have also included 1,026 club name fixes within this file.
    In future updates, we will be adding manager changes, as well as promotions and relegations for all leagues in the game.
    Collaborative Effort
    We couldn't have done this without the support and collaboration of the FMTU and pr0, who makes the fantastic FM Transfer and Data Update for FM 2018. The FMTU platform is fully collaborative, and has hundreds of changes made every day across the world. If you want to get involved, go over, register, and feel free get involved and make your own changes!
    View and download the file below:
     
  5. Favourite
    Putzy got a reaction from Nucleus in FMM Summer Transfer Update - Premium Preview   
    In collaboration with Football Manager Transfer Update, we bring you the FMM Vibe Summer 2018 Football Manager Mobile Transfer Update.
    This update is currently in preview status, and we have opened downloads to our Premium Members only right now for early feedback whilst we fix issues and improve the update.

    Before the end of September, we will have this data update available for all members to download! Our update contains 9,824 player transfers from around the world, correct up to the 31st August 2018. We have also included 1,026 club name fixes within this file.
    In future updates, we will be adding manager changes, as well as promotions and relegations for all leagues in the game.
    Collaborative Effort
    We couldn't have done this without the support and collaboration of the FMTU and pr0, who makes the fantastic FM Transfer and Data Update for FM 2018. The FMTU platform is fully collaborative, and has hundreds of changes made every day across the world. If you want to get involved, go over, register, and feel free get involved and make your own changes!
    View and download the file below:
     
  6. Happy
    Putzy reacted to JustM1kePlays in Hello, I'm Mike   
    Hi people,  
    I though I would re introduce myself as I have been inactive for sometime.
    I'm' Mike, I am 32 and I'm addicted to Football Manager Mobile.
    I have been playing the game as well as the full version and touch for as long as I can remember. I am a Leeds fan and I used to be fairly active on here. 
    I have been having a look around the site and I've got to say alot has changed and there has been some absolutely cracking ideas and content posted. 
    I am going to be getting involved as much as I can do with the little free time I have. Don't expect much or anything special from me
    Well that's enough of me rambling. I will catch all you legends later.
  7. Happy
    Putzy got a reaction from tc109 in iOS Graphics Installation Tutorial   
    Good News!
    Following the most recent iOS FMM update (9.2.1), you can now do this without having to have the game freshly installed. 
    Follow the same instructions as before, but when you open the game, go to Settings -> View: User Interface -> Reload Skin. 
  8. Favourite
    Putzy got a reaction from tc109 in iOS Graphics Installation Tutorial   
    It seems that way. I'll need to confirm when I do the next update, but it's looking optimistic.
  9. Favourite
    Putzy got a reaction from tc109 in iOS Graphics Installation Tutorial   
    It seems that way. I'll need to confirm when I do the next update, but it's looking optimistic.
  10. Happy
    Putzy got a reaction from tc109 in iOS Graphics Installation Tutorial   
    Good News!
    Following the most recent iOS FMM update (9.2.1), you can now do this without having to have the game freshly installed. 
    Follow the same instructions as before, but when you open the game, go to Settings -> View: User Interface -> Reload Skin. 
  11. Favourite
    Putzy reacted to NguyenDucAnh in Hexer's Workshop: It's all about Hex   
    Hello Vibers. I'm DucAnhNguyen, and today I create this special topic dedicated to hex editing save files using a hex editor. @Kun Aguero have already made one, but that's on the 2017 section, and some people still confused the 2017 method with the current one. Anyways, hex editors are powerful tools that can help you manipulate save files just by changing some values. I haven't fully mastered it, but for now I'll show you what I have learned so far about it.
    What you will need:
    - The full version of FMM18 (or you will have to endure fake names)
    - A decent Hex Editor (I use HxD for Windows, Hex Editor on Android, and Bless for Ubuntu. Just google "HxD" for Windows, or "Hex Editor" on Play Store)
    - A save file (Make sure that you've backups, because some of these tutorials are complicated and risky. One wrong change, and you might lose your save file FOREVER)
    - Optionally, you can download Hex Calc on Android, just in case the Internet is down. The calculator in Windows 10 also have a "Scientific" mode that allows you to convert Hex to Dec or vice versa. Moreover, you can just google "Hex to Dec converter", and any site will do.
    So, let's get started!
    Hex Editor Tutorial #1 : Manage any national team or club team you want
    *Please note that I wrote this tutorial base on @Kun Aguero's tutorial, with the help of @henda666. Credits goes to them for their hard work!*
    Ever have the experience where you want to manage your dream team in a save, but always get rejected for the job or the position you want is always secured? Ever wanted to play with Germany or Japan national team but sadly can't due to licensing problem? Well, this tutorial will solve your problems, and make your wishes come true.
    1. Load the nation.dat file in "Android>data>com.sigames.fmm18>files>installed>database". Search for your nation name in text string/ASCII. The code 4 digits ahead the nation's name is your nationality ID. Note it down (My nationality is Vietnamese, so it will be 5A 00)
    *Note : If you are trying to search for Germany, make sure it's Germany instead of West Germany or East Germany.*

    2. Load your save file under "Documents\Sports Interactive\Football Manager Mobile 2018\normal\games“. Search FF FF 00 00 B2 07+nationality ID in Hex (it was AE 00 B2 07 +nationality ID before the winter update) . The values18 digits ahead of "FF FF 00 00 B2 07" is your manager's ID. Note it down. Here is my info in this praticular save:

    CA 68 00 00 is my manager's ID, 1F 01 is the ID of my own club (Aston Villa in this case), and AE 01 is the nation I'm managing (England)
    3. Search for the national team and you wished to manage in text-string. The code 10 values ahead will be the national team's ID. Note it down. B4 01 is the code for Germany team as shown below:

    1C 02 00 00 is Joachim Löw's manager's ID (15 values behind team's name), the 28 00 behind it is the tell-tale sign that you've found the correct ID. Note all of them down, then replace it with your own (which is CA 68 00 00 in this case)
    Also, if you want to change the club that you're managing, search for it as well. For example, if you want to change the club to Manchester United:

    The club's ID is 64 01, and Mou's ID is FE 0D 00 00. Again, replace Mou's ID with yours, and note them down.
    4. Search FF FF 00 00 B2 07+nationality ID in Hex, and replace your club's ID and national team's ID with the new one (1F 01 to 64 01, and AE 01 to B4 01)

    5. Since I'm managing England, I'll have to replace myself with Joachim. Search for England (or any other team that you're managing, otherwise YOU CAN SKIP STEP 5 ENTIRELY) and replace your ID (CA 68) with Joachim's. Also do that with Aston Villa too.

    6. This is the most crucial step. Ignore it, and your game WILL CRASH AFTER 3 SEASONS! There are two ways to do this, so I'll try @henda666 's method for Joachim Löw, and my own method for Mourinho in this tutorial (again, you can skip this if the club and/or nation you want has no manager)
    - @henda666 's method: Search for the manager's UID on www.sortitoutsi.net. Convert it to Hex digits using any Hexadecimal translator or Hex Calculator. In this example, Joachim Low's UID is 127347, which converted to Hex is 1F173. Reverse it and you will have 73 F1 01 00. Search this in of Hex, change the code 20 digits below to AE 00 (or FF FF if you haven't manage any national team, and by doing that Joachim will be unemployed). That will remove him from the team and replace your spot in England.

    - My own method: Search for Mou's ID (FE 0D 00 00) in hex, and keep searching until you find his current club ID (64 01) nearby, which is 37 values behind it. Again, change it to your current club's ID (1F 01, or FF FF if you haven't manage any team, and by doing that Mou will be unemployed). Only use this if the first method failed.
    7. Save it and enjoy your work!
    And that's how you can change your own club and national team, with the use of Hex Editor. Please bear with my horrible writting skills, and stay tuned for more!
     
  12. Happy
    Putzy got a reaction from tc109 in iOS Graphics Installation Tutorial   
    Great news! Sorry it’s taken this long to get you sorted out. Thanks for your patience!
  13. Favourite
    Putzy reacted to tc109 in iOS Graphics Installation Tutorial   
    Putzy, this has worked a treat! I think the main thing that I was doing wrong was loading the game before copying the graphics across to my phone... by following your guide and removing my existing install, installing the game again and then immeadiately copying across the Pictures folder it has now worked successfully... really appreciate you doing this as I'm sure this will solve iOS problems for all.
  14. Favourite
    Putzy got a reaction from Ashez in iOS Graphics Installation Tutorial   
    This tutorial is for our FMM 2018 graphics packs on iOS. The same process will work for our Standard Logos, our Cut-Out Faces, or our Scope Faces. As always, this tutorial is simply a guide for what you should be doing, and your own setup will likely vary.
    Video Tutorial:
    No audio on this video - please also read the instructions below if you're still struggling.
    Written Instructions:
    Download FMM 2018 from the App Store on your iOS device.

    IMPORTANT NOTE: Due to the way that the game caches the graphics files, you must not open the game once it has first installed until you have copied all the graphics you wish to use. If you already have the game installed, you will have to remove it from your device first - there is no way to clear app caches on iOS without uninstalling the application. Copy your saves from your device to your PC or Mac first to avoid losing them.
      On your PC or Mac, download the graphics pack you wish to install and extract them. Rename the resulting folders to "Players" for facepacks or "Logos" for logopacks.
      Make a folder called "Pictures" and move the "Players" and/or "Logos" folders into this folder.
      Open iTunes, and go to the "File Sharing" section for your iOS device - you will need to connect via USB or WiFi depending on your sync setup. Click on the FMM 2018 icon in the application list panel to open up the file browser - this should be empty, if it is not, then you do not have a clean installation of the game.
      Click and drag your previously created "Pictures" folder in the file list, and wait a while. This will probably take a while - for me, it took 20 minutes to copy the logo pack _and_ the UK-only facepack from a MacBook Pro to a iPhone 6s over Wifi.
      Go back to your iOS device and open the game. It will take a short while to open whilst it builds the cache for all the graphics you have added.
      Once you have created your career save, you should notice all logos and faces are in place and correct.
  15. Favourite
    Putzy got a reaction from Ashez in iOS Graphics Installation Tutorial   
    This tutorial is for our FMM 2018 graphics packs on iOS. The same process will work for our Standard Logos, our Cut-Out Faces, or our Scope Faces. As always, this tutorial is simply a guide for what you should be doing, and your own setup will likely vary.
    Video Tutorial:
    No audio on this video - please also read the instructions below if you're still struggling.
    Written Instructions:
    Download FMM 2018 from the App Store on your iOS device.

    IMPORTANT NOTE: Due to the way that the game caches the graphics files, you must not open the game once it has first installed until you have copied all the graphics you wish to use. If you already have the game installed, you will have to remove it from your device first - there is no way to clear app caches on iOS without uninstalling the application. Copy your saves from your device to your PC or Mac first to avoid losing them.
      On your PC or Mac, download the graphics pack you wish to install and extract them. Rename the resulting folders to "Players" for facepacks or "Logos" for logopacks.
      Make a folder called "Pictures" and move the "Players" and/or "Logos" folders into this folder.
      Open iTunes, and go to the "File Sharing" section for your iOS device - you will need to connect via USB or WiFi depending on your sync setup. Click on the FMM 2018 icon in the application list panel to open up the file browser - this should be empty, if it is not, then you do not have a clean installation of the game.
      Click and drag your previously created "Pictures" folder in the file list, and wait a while. This will probably take a while - for me, it took 20 minutes to copy the logo pack _and_ the UK-only facepack from a MacBook Pro to a iPhone 6s over Wifi.
      Go back to your iOS device and open the game. It will take a short while to open whilst it builds the cache for all the graphics you have added.
      Once you have created your career save, you should notice all logos and faces are in place and correct.
  16. Favourite
    Putzy reacted to olayinkajnr in iOS Graphics Installation Tutorial   
    Nice tutorial mate. I've posted to both the Facebook and Twitter page. 
  17. Favourite
    Putzy got a reaction from Ashez in iOS Graphics Installation Tutorial   
    This tutorial is for our FMM 2018 graphics packs on iOS. The same process will work for our Standard Logos, our Cut-Out Faces, or our Scope Faces. As always, this tutorial is simply a guide for what you should be doing, and your own setup will likely vary.
    Video Tutorial:
    No audio on this video - please also read the instructions below if you're still struggling.
    Written Instructions:
    Download FMM 2018 from the App Store on your iOS device.

    IMPORTANT NOTE: Due to the way that the game caches the graphics files, you must not open the game once it has first installed until you have copied all the graphics you wish to use. If you already have the game installed, you will have to remove it from your device first - there is no way to clear app caches on iOS without uninstalling the application. Copy your saves from your device to your PC or Mac first to avoid losing them.
      On your PC or Mac, download the graphics pack you wish to install and extract them. Rename the resulting folders to "Players" for facepacks or "Logos" for logopacks.
      Make a folder called "Pictures" and move the "Players" and/or "Logos" folders into this folder.
      Open iTunes, and go to the "File Sharing" section for your iOS device - you will need to connect via USB or WiFi depending on your sync setup. Click on the FMM 2018 icon in the application list panel to open up the file browser - this should be empty, if it is not, then you do not have a clean installation of the game.
      Click and drag your previously created "Pictures" folder in the file list, and wait a while. This will probably take a while - for me, it took 20 minutes to copy the logo pack _and_ the UK-only facepack from a MacBook Pro to a iPhone 6s over Wifi.
      Go back to your iOS device and open the game. It will take a short while to open whilst it builds the cache for all the graphics you have added.
      Once you have created your career save, you should notice all logos and faces are in place and correct.
  18. Favourite
    Putzy reacted to Nucleus in Vibe app (suggest)   
    Thats exactly what I’ve done, great tip mate
  19. Favourite
    Putzy got a reaction from mcandrew003 in Vibe app (suggest)   
    You can set us to appear on your home screen like any app. Please check your browser settings menu for instructions as this varies by device, but it's already possible - I've got a Vibe logo on my home screen which opens a browser, but even without a URL bar. Exactly like an app!
     
    We won't be making an app, but we are working on mobile push notifications via the browser. More information when I have it.
  20. Favourite
    Putzy got a reaction from mcandrew003 in Vibe app (suggest)   
    You can set us to appear on your home screen like any app. Please check your browser settings menu for instructions as this varies by device, but it's already possible - I've got a Vibe logo on my home screen which opens a browser, but even without a URL bar. Exactly like an app!
     
    We won't be making an app, but we are working on mobile push notifications via the browser. More information when I have it.
  21. Favourite
    Putzy got a reaction from mcandrew003 in Vibe app (suggest)   
    You can set us to appear on your home screen like any app. Please check your browser settings menu for instructions as this varies by device, but it's already possible - I've got a Vibe logo on my home screen which opens a browser, but even without a URL bar. Exactly like an app!
     
    We won't be making an app, but we are working on mobile push notifications via the browser. More information when I have it.
  22. Favourite
    Putzy reacted to BatiGoal in changes.txt generator   
    I understand everyone plays the way they so desire, to each his own etc etc but what's wrong with player prices? I guess I will never understand why people feel the need to change this sort of stuff in the game but I suppose the game's unplayable if you don't. Hope somebody can help you out so you can buy an All Star squad for 10 bucks.
  23. Happy
    Putzy got a reaction from TheServant in Limited MLS club choices on "Managing"   
    Looks like our list isn't quite up to date. I'll update it with the next site update after the new year.
  24. Happy
    Putzy got a reaction from craigibhoy in FMM 18 Amazon Fire 7   
    Based on what other users on here use, the Fire 7 is plenty suitable to play the game.  
  25. Favourite
    Putzy got a reaction from Stam in How to add images to your post easily   
    In general, we prefer having images hosted on site - it prevents stuff getting lost in the future. Just take a look at older forums around the internet and all the Photobucket links which are now broken due to their new "pay to access" system. We don't want that to happen here.
     
    If you want to find old attachments you have uploaded here to reuse, then click on the "Insert other media" button underneath the text area, then "Insert existing attachment", where you will find a list of every image you have ever uploaded.
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