PDA

View Full Version : FOF 2007 Bug Thread for v 6.0 (PLEASE CHECK FIRST POST BEFORE POSTING!)


Ben E Lou
10-27-2006, 10:15 PM
Please use this thread for bug reports only. Game tweaks and feature requests can go elsewhere. Please check this to see if your issue is already listed before posting. PLEASE refrain from posting anything other than new bug reports in this thread? Jim will see every item, and will ask for clarification if it is needed. Also, I'd ask that if someone responds to you and explains that what you posted is NOT a bug, that you'd please delete your post, and PM the guy who responded to you and let him know that he can delete his, too. When Jim has to spend time reading things that are NOT bug reports, it's simply wasting time that he might otherwise have been spending on getting the patch to us as soon as he can.

{Thanks to CraigSca for this next section}
Please post as much information as possible. Particularly any error messages you receive, perhaps a log of the game that shows the problem, and make sure to specifically say whether it's from the demo or the released version.

People complain and want to know when a patch is going to be released. If you report a bug but don't give as much detailed information as possible you inevitably hold up the entire process because you force Jim to have track down the symptoms himself. If we make it easier for Jim, we all win.

Thanks!
{This list is updated as of 11/09/2006 at 8:20pm.}

CRASHES

Prior to pre-season, I had deactivated some people, leaving gaps in my depth chart. I think I accidentally right-clicked on the actual blank drop down list, and this resulted in a CTD for me.
Right clicked where the ratings bars normally are for the "legend of the game" (no ratings obviously since he's retired) and it crashed the program. Running XP here.
I experienced one game crash last night, when I turned on Gridiron Greta, and got the broken results (which have been reported before) I tried to mute her at that point and the game immediately crashed.
I've been playing around with an empty cupboard franchise and am getting a memory fault error. (This appears to be happening when trying to interview the top rookie in the draft once the roster is emptied, possibly tied to QB's only.)

At the end of the first season, I cut all my players so my roster is empty.
When I go into the draft preview and try to interview a quarterback, I crash and burn.
i've been getting intermitent crashes when clicking on the call play button during my games. it's happened in about half the games I've tried the play over the past two days. that's pretty annoying.
INTERFACE BUGS

at the beginning of a new season, when you click on "accept job", it doesn't seem to sort by win-loss record when clicking on record...
Trying to interview massive players and click on "next" using the keyboard's letter "n" and it's not working. It's as if clicking the interview button negates being able to quickly scroll the players (without having to move the mouse all the way down).
I like the ability to right-click on a player to toggle his status (either active or inactive). However, when I toggle a player and then use the scroller on my mouse, instead of continuing down the roster, it scrolls through all the teams on the team list. For some reason, right-clicking on a player changes the focus of the control from the roster window to the teams drop-down box.
So, why can't I view my Depth Chart - Backfield but I can view everything else... ? (One person is reporting this).
In Solevision, I can't see the text that displays time, down, distance, and yard line. I see the colored bar between the PBP and team stats where others see it, but no text there for me. I've started leagues with several different teams to assure that it wasn't a color issue. (One person is reporting this.)
There's another interface-bug: When looking at other teams players or free agents or the draft pool, and you exit the player-screen with "esc" on the keyboard, your color settings change to those of the player you last looked at. That does not happen, when you click the exit button.
Btw: I strongly dislike the colors changing in accordance to the team a player is on. I would love an option to turn this off.
Correction to adjust total percentages only happening if 100% is in one of the fields for defensive gameplanning.
When printing (to file) the roster screen that details chemistry, the contents of the affinity/conflict column seem to be missing.
AI ISSUES

I think this could be considered a bug - Indianapolis (who went undefeated by the way), resign Reggie Wayne 2008 FASt 1 20.50 mil 4 yrs, 2008 LFAS 1 Indianapolis releases Reggie Wayne. No injury or anything, odd to resign him at the start of FA and then release him a few weeks later.
ROSTER BUILDING: I'm in the offseason a few years into my career and was browsing the greysheet for available free agents when something caught my attention. The top 3 players were an OT, DE, and ILB ranging from grades of 7.4 to 7.8 that Green Bay had just cut around the staff signing period.

The Packers had just signed multi-year contracts with the trio in 2007 for approx. $12.5 million/ year for the OT and ILB and DE around 6 million. Only the DE had missed any games (5) last year suffering no substantial ratings loss. I went and checked the Packers roster and was alarmed that they had only three players under contract and had saddled themselves with huge amounts of lost cap.

Here's a snapshot of their roster in the second week of the free agency period:

http://img120.imageshack.us/my.php?image=image2yj1.jpg (http://img120.imageshack.us/my.php?image=image2yj1.jpg)
I don't believe I saw this one concerning injuries. I have quite a few people listed as out with major injuries like ACL, Broken Bones, etc. and full strength indicated in 40+ weeks. But yet, the computer AI has not put these people on IR. I'm curious as to why they wouldn't have done this. Can't see a person with major ACL surgery coming back in the same season, especially if full strength is listed as 44 weeks.
Here's a possible bug - The game continually yanked my Probable starting quarterback, 4 times after 1 pass, once before the first play from scrimmage. It didn't matter whether his playing time was set to 9 or 1. Eventually I isolated the problem - if I had the "Play injured players" setting under 67, he always got pulled pretty much immediately (never more than one pass attempted).

The starting QB is 6.5 times better than his backup ratingswise and the injury, Turf Toe, allowed him to maintain a good level of performance without risk of further injury, so I'm a little concerned that I had to crank the injured player setting so high (my staff recommended 54) to keep him in the game under those circumstances.

It took a lot of trial and error to figure out the cut off was 67. When I set my starters to high playing time, injured or not I'm assuming they're going to stay in the game unless they suffer further injury. I think that is how it worked in past games.
My team declined a roughing the kicker penalty on a punt that the other team returned for a TD.
Detroit: I formation, strength is left. The defense is in a 43 and 3-deep zone coverage, expecting the pass.
1-10-DET23 (2Q: 07:36) Kevin Jones ran outside the right tackle for 7 yards. Tackled by OLB Hunter Hillenmeyer, assisted by ILB Brian Urlacher. Key block delivered by Kyle Johnson. PENALTY: Detroit was called for an Illegal Shift. The penalty was declined.
AI Not Re-signing RFA's

Posts: 75


<!-- icon and title --> Merged Posts From Narcizo and Quik
<hr style="color: rgb(39, 41, 41);" size="1"> <!-- / icon and title --> <!-- message --> NARCIZO
Don't know if this is a bug per se but the AI doesn't seem to resign RFAs resulting in a flood of great available free agents in the second free agency period when they become UFA. Either the players shouldn't become UFA or the AI ought to sign the players. We're talking about young players (2-4 years experience) with potential ratings in the 60s that no team would allow to hit free agency. I suspect that this is most noticeable at the start of the game when lots of young players have 1 year contracts rather than the long rookie contracts they would sign if they're drafted in-game.
__________________________________________________________________________
QUIK
Issue: Teams have cap space, but let many very good restricted free agents depart without a new contract.

In a new career (the GroupThink2007 career, with files available publicly) we have just gotten to the 2007 late free agency period... and the league is suddenly just flooded with star-caliber young players who did not receive contracts from their teams while in restricted free agency. Nearly every team has plenty of cap space -- looks like another wrinkle in the ongoing balance of cap management. Some have reported than in loner careers, this tends to calm down, but at least in year two, there are plenty of teams who have 10%, 20% or more in open cap space, who have let very good young players just walk away without a new contract.

I saw some mention of this generically, and maybe it's already under assault as part of the cap-balancing process - but thought the specifics would be useful, and a publicly available career file that helps to illustrate.
SOLEVISION/GAME LOG/GAME SCORE BUGS

Blocked punts
Fumbled punts
Touchdowns in general on punt plays
Safeties
Member of own team blocking punts
Penalty attribution in statistical summary
I think the clock is running ahead in Solevision. Actually, I think the time displayed is the time at the end of the play that is coming up in the PbP window from everything I've seen.
Occasionally the Penalty Choice button will get 'stuck' onscreen while simming games. If left alone, it will remain onscreen. If clicked, both options are for your team to have 1st and 10 at the 0 yard line. Clicking either option, however, doesn't alter the current game situation -- the button just disappears.

Edit: Just had it happen a second time in the same game, after declining a penalty on a TD pass.
More strange play calling.

Quote:
<table border="0" cellpadding="4" cellspacing="0" width="100%"> <tbody><tr> <td class="alt2" style="border: 1px inset ;"> 4-2-PIT24 (4Q: 02:00) Dustin Colquitt punted 24 yards. Touchback. </td> </tr> </tbody></table>

That is beyond a prepostorous punt. The Chiefs were winning by 10 in the playoffs.

REPORTING-RELATED BUGS

For career receiving statistics, 20+C and 100+ columns are not sortable by clicking on their button. Also, this information is not making it to the Honors section of players cards. I think this is a bug, as the corresponding rushing stats (10+R and 100+) work fine.
On the Team Statistics screen under Scoring/Turnovers, it appears that the number calculation for turnover margin is switched; so that the team who has more turnovers than turnovers created actually has a positive turnover margin.
In the game generated HTML on the team stats page, there is a link attached to the league totals pointing to a 32summary.html file. However, no such file is generated.
after quicksimming the first season, my teams Franchise Value and Profit Loss were rated 101/100
Brady Quinn was listed as the leagues fastest man in my second season. Problem is he doesn't even appear on the leagues fastest man board. In my first season it did work properly though.
I'm noticing some oddities with League's fastest man. My backup QB has won the award despite not even being on the top 40 dash times list, he's not a scrambler and has low scrambling ratings also. I see a QB won last year also who was a long passer with no scrambling ratings.
On the Team Summary page, under the receiving statistics, the #s for TDs and Drops are reversed
In the HTML, the red zone rushing average is being incorrectly listed by a factor of 100.

For example, Clinton Portis has 21 carries for 90 yards in the red zone. His average is being listed as 428.6. However, it is correctly listed as 4.29 in the actual game view.
In the PBP, LT and RT seem to be reversed (or maybe the direction of the play is being described inaccurately.) However, I'm consistently getting runs off Right Tackle where the LT makes the key block and vice versa.
I noticed that shin spints and depression aren't recorded on the player's injury history. I suppose it makes sense not to record depression as it's not a physical injury, but it seems like shin spints would be (everything else is).
Just finished preseason game and under the defensive header in the box score Torry Holt was credited with playing 18 defensive plays(7 running 11 pass defense).

What appears to be happening is when a reciever makes a tackle when a ball is intercepted the tackle gets recorded in the defensive stats. At the same time it records the run and pass plays he participated in while on offense under the defensive header.
Maybe this is a problem with the play-by-play (I did not see this exact problem listed as a bug) but it seems that injuries in play-by-play do not always coincide with the actual injury.

Detroit: Single-Back formation, strength is right. The defense is in a 34 with dime personnel and 3-deep zone coverage, keying aggressively on the pass.
1-10-DET20 (4Q: 00:22) Jon Kitna pass fell incomplete, intended for TE Mark Campbell. DE Luis Castillo hurried the quarterback into a bad throw. Detroit Jon Kitna was hurt on the play. This appears to be a very serious leg injury.

It appears to be a serious leg injury, but he had to have shoulder surgery. (I'll give you "appears")
There is a small bug in the team statistics turnover margin is shown backwards
The HTML out-put for the draft preview is not lining up correctly.

INTERFACE ISSUES (NOT BUGS, BUT IMPLEMENTATION)

If you start a draft, and then pause it. And then exit out of the draft screen. When you click on the allocation button at the top of the screen which brings you back to the draft screen, all previous team picks that are displayed in the text window are no longer there.
Another FOF2K4 holdover is the recommend button when "current rating" becomes the default search critera when you change positions.
I use screen resolution of 1400x1050, normal font size. Team images never fit in the window, too small.
The hide results feature not very workable in the postseason. After simming the week, it shows your next scheduled game. This obviously gives away the result. Any way to set this up to hide postseason scheduled games?
When previewing game matchups the point spread is always even if hidden results option is selected.
Multiplayer Global Game Options Screen

The options "Hide results on schedule overview windows", "Add formation information to game logs", and "Save game plan and depth chart progress on export" should not be grouped with the other four options.

Why? It’s because "only the commissioner's settings are used" for the other four options. But, from reading the help file it is my understanding that the three above listed options apply to each individual team, and each team's settings probably override the commissioner's settings.

Edit to add: I tested "Hide results on schedule overview windows" and "Add formation information to game logs". And, it is indeed the case that for the two options I tested the team's individual settings override the commissioner's settings, as should be the case. It just might not be clear to an individual team owner looking at the option screen that his settings for all three of these options will be implemented. (Unless he reads the help file.)
I think the button for bulk up and trim down are backwards, ie: Say I get the message that my 5'7 170 pound corner should bulk up before trying the position switch, well when I goto the weights section it says further bulking up is of no use to this player and all I can select is trim down. This happens everytime I get this message (15+) times now, and I can't select the option it is suggesting I do.
Started Late FA and went into the Recommend screen. On the drop down menu for "Rank based on" I get Current Rating and Future Potential as normal, but then I also have both of those with a little box next to them. I get different lists using those as opposed to the former. It is happening on the All Players selection and All Non-Kickers selection. THey are not there for each position.
I've looked but can't find my issue specifically, although I think I saw somebody else already mention this.

I would like the active/inactive right-click to provide as little movement as possible to the roster screen after I click it.

As it is now, when I change a players status for active to inactive, the screen jumps.
Interface Problem:

When viewing the draft screen, after clicking on a player's name to bring up their card and then exiting, the highlight color across the player's name and combine statistics is dark blue, behind which the black text cannot be read. A different highlight color or white text would make it vastly easier to read.
QUIRKY BEHAVIORS (POSSIBLE BUGS)

FA after training camp will only accept one year contract offer, but all (that I have seen thus far) FA now automatically come up with contract proposals for two years, that they then refuse.
I found if you change up an offer in FA, even offer more money in the first year, and lower the 2nd by the same amount, they refuse it for not being close to what they want.
I offered a 5-yr FA from another team the offer he requested (2-year deal with no bonus) but he refused saying he wanted at least $10K signing bonus. I upped it to $10K and he refused because he wanted at least $10K signing bonus. I upped it to $20K and he then decided to consider it during FA.
It seems all players signed after training camp demand a bonus, even when what they are requesting is simply the league minimum
Not sure if this is the way this is supposed to work, but I set one of my WRs to No Special Teams. While I understand this does not mean he won't play on special teams under any circumstances, I would think that the recommend button would not put him as the starting kick returner. Again, I could be wrong about how it works, but it seems like a bug.
Not really a bug, just an annoyance. Still not able to print the roster directly from the game without it coming up misaligned. Have to use the print to file option and then open with wordpad. Then it prints fine. This was a problem with previous games.
Can you have illegal contact on a running play? 1-10-ARI46 (2Q: 07:27) Willie Parker ran outside the right tackle for 2 yards. Tackled by ILB Gerald Hayes, assisted by OLB Karlos Dansby. PENALTY: Arizona was called for Illegal Contact.
I really don't know if this is a bug, but it seems to me that every time I see a message in PBP like this: "Aaron Kampman just blew past Patrick Mannelly and is all over the quarterback." the play results in a completed pass. It's annoying that message that seems to indicate a good play by the defense always results in a bad one. My observations may just be a severe statistical anomaly...
I think this has to do with the number of people in the city, but in year 1 of a game with the colts despite having the leagues top power ranking and a 100 for roster strength we only sold 32,200 of 60,300 season tickets and had nearly 20,000 unsold tickets for our home opener. Not sure if that is a bug, or if it is somehow working as intended.
The game is just counting 50 plus yard FG's as both a 50 yard plus missed FG and a 40 yard plus missed FG. So, anything missed as a 50 yard plus will count twice (which is technically right since the stat is labeled 40 plus and not 40-49.)

PERFORMANCE ISSUES

During the regular season, when clicking "Scouting Recommendations" from the Roster screen and then searching with the default "all players" option, the new window takes an inordinate amount of time to load and hangs slightly; when clicking the hourglass anywhere, it brings up a "Not Responding" message, but after several more seconds brings up the results.
MISC BUGS

3 year vet QB's listed on the Green Page at the end of the year
Contract renegotiation bug when over the cap (NOTE: I’ve already sent all three reports of this to Jim.)
Start a new game with a fictional player file. Choose the "Begin with complete draft" option. Draft screen comes up, says I have my next selection in 1 choice, change speed to "Fastest", click "Begin Draft", and it runs all the way to my pick in the second round. The scout made my 1st round selection for me. I had the second overall pick. Did not happen with speed on "Normal" and with the fifth pick.
Gridiron Greta lists same player over and over in seasons after year 1.
My global options appear to be not taking. I have coaches reset game plan/depth chart set to No, but the starter's playing time and depth charts are all back to default after each game. Also, I have shows scores turned off and they show up. I have them all selected with the silver button as No except for Hide scores as Yes.
I created a fictional universe and moved all teams to new cities. The teams that were originally Arizona and Seattle still show Arizona and Seattle as their cities even though in the "Edit City Affiliations" it shows the new cities (Anchorage and Santa Barbara).
Miami built a new retractable stadium in 2012 with a capacity of 0. They've accordingly been running income deficits of $67 million in the past 2 seasons.
In play call mode, picking a Cover 4 (prevent) gets me cover 2 man coverage. Having the coach call the play allows cover 4 to be selected. It seems like the "button" is tagged wrong.
Formation personal: 3TE set, unable to select 3rd TE. Might consider allowing WRs and/LBs here as many teams use a LB as a TE or FB in their goal line packs.
When I call 5 WR Spread formation, short pass, screen to WR5, it seems that the WR5 set in the depth chart is ignored. Last season, one of my cornerbacks would show up in the log as the target of the pass. This year, it's always my punter. Note that this is the full version of the game, and I have 5 (sometimes 6) WRs active and the depth chart filled out properly.
NOT SURE WHERE TO PUT THESE, OR IF THEY ARE EVEN ISSUES REALLY

Had an RFA refusing to resign with my (playing time). After training camp I find the AI GM has resigned him to my team on a 2 year deal. He's still demanding a trade.
I'm not certain if this is a bug or a design decision, but in preseason, "Scouts automatically sign players to fill roster" option is enabled, even if you've made cuts down to 53, it will go and sign 7 more players to get you back up to 60. Seems like it ought to be checking for 53 and not worrying about 54-60, but that's just me.
This is either a bug with a penalty or the logic needs work (or the penalty is just wierd but accurate). This was the Super Bowl between Indy and Minnesota. Minn. just scored a touchdown, failed the 2-pt conversion, and was down 28-26 with 1 minute left. Minnesota tries the onside kick.

(4Q: 01:07) Ryan Longwell kicked off from the MIN30. IND Spencer McWilliams recovered the kick. PENALTY: Minnesota was called for an Illegal Touch on the Kickoff.

(4Q: 01:01) Ryan Longwell kicked off from the MIN25. MIN Reche Caldwell recovered the kick.


So....Indy recovers the onside kick, but Minn. is called for illegal touch. Is that penalty automatic? Could Indy decline that penalty and keep the ball? That just seems too weird to be an automatic penalty. I would think Indy would be able to decline it. Anyway, Minn. tries again and this time they get it. They go on to win.
This may or may not be a bug. The leg injury seems like a different injury, not an aggravation of a shoulder injury. (shoulder injury in week 6, serious leg injury (x) in week 9)
I don’t know if this is a bug or an incorrect help file entry. But, if you have 46 active players and one or two of them have “out” injuries. (You still have 44 active players without “out” injuries.) And, if you are able to fill out your depth charts without using the players with “out” injuries. (You have no position distribution problems.) Then you can still simulate your game for the week, while the “out” injured players remain active.

While playing around with this, I also ran into a situation where the recommend button did not place anyone in the nickel cornerback position in the nickel depth chart or in the dime depth chart. I had 3 active CBs and 4 active safeties with one of the CBs having an “out” injury. The position distribution screen had no red lines because it counts any active player with an “out” injury as being active. I was still able to sim the week by placing my fourth safety into the nickel cornerback position in both depth charts.

Also, I simmed the game until I had a safety with an “out” injury, and then setup this situation. I kept 4 active CBs and 2 active safeties, one of which had the “out” injury. When I hit recommend on the nickel depth chart, it left the free safety position empty. When I hit recommend on the dime depth chart, it left the free safety and “dime corner/safety” positions blank. I was able to use another defensive player from the selection lists to fill in both position and sim the game week. I used a CB to fill in the free safety position and put a WLB in the “dime corner/safety” position.

The very next week with the same setup when I hit recommend for the dime depth chart instead of leaving the “dime corner/safety” empty the recommend button placed the same player in both the “dime corner/safety” position and the nickel cornerback position, while still leaving the free safety position empty. That player was a CB.
This may be a misunderstanding on my part, but I don't think I should be able click and highlight both "RB Blitz Pickup" and "FB Blitz Pickup" in the single-back formation. I can actually highlight all three so it doesn't appear that clicking the FB option puts a FB in for my TE. Clicking View on the play calling screen after highlighting the FB option doesn't show a FB put in anywhere.
COSMETIC/TYPOS

"Attendence would suffer."
Another one is the scout recommendation screen. The last part of the parantheses is missing. It says only "Salary/Request Range (including bonus per"
Bug in game logs when a player is given a nickname: Key block delivered by iū˙3Āé¤iū˙EôPj Kostinko.
On the Staff and Scouts Screen page of the help file, it still says the following: Amenable (during hiring period) - whether or not he's willing to consider an offer from your team. As far as I know this feature was removed several versions ago, though it would be nice to see a comeback.
When players retire and become coaches alot of their names are getting truncated. ie: Terry Cousin -> Terry Cousi, Trevor Pryce -> Trevo Pryce, Eric Beverly -> Eric Beverl, however Brian Finneran and Ross Verba came through fine
Missing text for "Poor" in staff reputation for defensive reputations.
POTENTIAL TWEAKS

Too little offense (3<sup>rd</sup> down conversions in particular)
Net Punting seems to be too high. Maybe not subtracting touchback yardage?
My QB just threw 6 TDs in a game but only had 186 yards passing and didnt even get a mention for player of the week. That seems a bit out of whack if it only looks at yards and doesnt take into account touchdowns at all.
Something that always annoyed me and wasn't a bug per se:

Sometimes the Defensive Player of the Week isn't the Player of the Game for his game.
I think there is something wrong with the WLB's I swapped my 12.5 sack SLB (who is actually a WLB) to WLB and my somewhat crap WLB to SLB and re-run the season. My SLB had 6 sacks, while my amazing WLB had no sacks not even a hurry at his natural position in a 3-4 Defense.

I have run several seasons and looking at the sack leaders for OLB's they are all playing SLB, no WLB's in sight, well there are but they are playing at SLB.

WLB's in a 3-4 Defense are part of the standard pass rush but don't seem to be applying hardly any pressure.
Quote:

<table border="0" cellpadding="4" cellspacing="0" width="100%"> <tbody><tr> <td class="alt2" style="border: 1px inset ;"> Not sure if this is the way this is supposed to work, but I set one of my WRs to No Special Teams. While I understand this does not mean he won't play on special teams under any circumstances, I would think that the recommend button would not put him as the starting kick returner. Again, I could be wrong about how it works, but it seems like a bug.
</td> </tr> </tbody></table>
A clarification on this -- I think many of us are inferring that having the button on the player file read "No Spec. Tm." means the player will not play on special teams. Part of this inference for me also comes from your QBs defaulting to have the "No Spec. Tm." button appear on their records.

However, the behavior of the button suggests that the one the button is actually working is that clicking the button when it reads "No Spec. Tm." means you are taking that player off special teams. That is, if the player record reads "No Spec. Tm." he will appear as a gunner if he qualifies. If it reads "Spec. Tm." he will not. When "Spec. Tm." is the listed button, a line will appear in the player record indicating if special teams play is not encouraged for this player, but it does not appear when the "No Spec. Tm." button appears.

I don't know if that is how the behaviors are intended to work, if the terminology is reversed or we are simplying intuiting the button incorrectly. A clarification would certainly help.
Tweak/Bug - Computer doesn't seem to negotiation with players enough during franchise tag holdouts. I've yet to see a player end a holdout with a new contract.
When the AI has, say a 25/78 QB in its #1 slot, it will only give him limited snaps in the preseason, opting to play the backup(s). I think the starting QB should have to have some sort of minimum 'rating to potential' ratio requirement met before the AI treats him like a real #1 QB.
Too difficult to get a team to be amenable to you taking over?
Too many tie games?
AI playing time percentages.
Draft day trades too excessive?
Game Time Temparatures.

I'm playing as the Steelers and have seen preseason games with temperatures in the 50s. Same thing with weeks 4 and 5, too. Not that it impacts the game, but seems odd.
I don't know if this is a bug, but the computer AI seems to throw a lot when the computer is well ahead late in the game.
Position experience, players seem to gain random position experience. I have had players gain more exp. at positions they are not on the depth chart on vs positions they are on. Example; 2 year RG has more exp. at RT (which he shouldnt be playing) than at LG which is where he is playing. These values did change from his 1st year so I am wondering how and why.
possible tweak: I'm seeing a lot of things like the 25/25 10th year vet starting over the 19/59 2nd year QB, or the 39/39 linebacker starting over the 37/52. I could be wrong, but it seems like it's working a bit differently than in FOF2004 (which had largely fixed this previously longstanding issue), and not working quite as well. It's not way off, but it does seem like the AI is favoring current value a bit too much over future potential.
Not sure this a bug but could someone offer up why these play calls occur. Situations 3rd 8-10 and higher I have all run defenses zeroed out. I stay on top of this to make sure. My last game though there were 4 plays that defy logic.

1st play Indy is ahead 7-3.
Indianapolis: Single-Back formation with four receivers, strength is right. The defense is in a 34 with nickel personnel and 4-deep zone coverage, keying aggressively on the run. Ware, Burnett and Williams are blitzing.
3-9-DAL44 (2Q: 13:29) Peyton Manning pass completed to WR Marvin Harrison for 36 yards. Tackled by CB Anthony Henry. Harrison gained 6 yards after the catch.

2nd play Indy is up 21-10.
Indianapolis: Single-Back formation, strength is right. The defense is in a 34 and 2-deep man-to-man coverage, keying aggressively on the run.
3-10-DAL40 (3Q: 02:04) Peyton Manning pass was dropped by WR Jay Carach. The defense looked very familiar with that play.

3rd play Indy ahead 21-13
Indianapolis: I formation, strength is left. The defense is in a 34 and 4-deep zone coverage, expecting the run.
3-21-IND12 (4Q: 09:36) Peyton Manning pass completed to WR Brandon Stokley for 48 yards. Tackled by OLB Al Singleton. PENALTY: Dallas was called for Illegal Contact. The penalty was declined.

4th play Indy ahead 21-13.
Indianapolis: Pro formation, strength is right. The defense is in a 34 and 4-deep zone coverage, keying aggressively on the run.
3-12-DAL28 (4Q: 07:29) Peyton Manning pass fell incomplete, intended for TE Dallas Clark. ILB Bradie James defended the pass. The defense looked very familiar with that play.

Thanks in advance for any help.
Sometime the staff you offer a contract don’t turn up in the list of offers and sometime they show up as hired even before you sim the stage.
When the AI puts the franchise tag on a player, it tends to put it on them every year thereafter without getting a chance to re-structure the contract.

17 players are given the franchise tag in the 2009 season of my single player career. 11 have been franchised three times, 5 twice, and one has been awarded his first franchise tag.

Possible Suggestion: Give the AI greater leeway in restructuring these franchise players contracts during the year in which they are franchised. That way the AI can use their franchise tag elsewhere.

Solecismic
10-29-2006, 06:10 PM
I'd like to apologize for the errors in the play-by-play. This game has a brand new system in place, I replaced all the stat tracking and all the play reporting code. I told the beta team over and over that we had to hit that module, hit it hard, and they did, over and over.

Of course, the minute the game gets out, it's getting more of a workout than it ever could in testing. It's amazing how obvious something is once it's pointed out. Fortunately, everything there looks extremely simple to fix, just embarrassing because it makes the game look untested, which isn't the reality. It's very likely the engine itself is not at fault in most of these cases.

I also think I broke something when I put in the veteran minimum code in the salary negotiation module. I did that late, and I should have placed salary negotiation back on the untested list. Lesson learned there.

I need to work a little more on the roster AI for when teams are close to the salary cap. Teams can't do anything other than release/renegotiate when they are in cap hell. I need to teach them to avoid cap hell a year ahead of time.

Otherwise, I'm happy with the quality at release. We'll never have a perfect release, but perceptions are never lower than they are at this time - a couple of days later. Please don't worry, I'll get these issues fixed, and I'll get them fixed quickly.

Solecismic
11-05-2006, 03:10 AM
i've been getting intermitent crashes when clicking on the call play button during my games. it's happened in about half the games I've tried the play over the past two days. that's pretty annoying.

Demo or release version?

If release version, can you post any piece of information Windows gives you about the crash? Can you post exactly what leads to the crash, and if you can recreate it from a saved game every time. I will not release the patch until this is fixed.

I thought I got it before the release, but if I didn't, it needs to be my sole focus until it's gone.

Solecismic
11-05-2006, 03:43 AM
Question: Is there a problem with importing draft files, or can the 1971 issue be attributed to either a faulty draft file or importing into a league where the 1971 players would be too old to compete?

Question: Are there any Solevision, game log or game score problems not related to one of the following:

1) Blocked punts.

2) Fumbled punts.

3) Touchdowns in general on punt plays.

4) Safeties.

5) Penalty attribution in the statistical summary.

Solecismic
11-05-2006, 08:58 PM
I'd appreciate it if people who have reported bugs could answer the questions I've asked here. Because of our impending move, this is my only chance to update the game between now and January or so. I'd like to have everything in there.

Solecismic
11-05-2006, 09:37 PM
I don't know if this is a Yabanci roster problem or a problem with the game. I am using Yabanci's rosters and I signed a generated rookie free agent to play left tackle. I check the year end awards and a 6'2" 302 lb. Left Tackle is listed as the league's fastest man.

I'll try to post a shot if I can transfer it from my laptop to the desktop.

No need to look it up. It's already in SkyDog's list.

Solecismic
11-05-2006, 11:06 PM
The 2008 real player draft file I created (based on a TCY export) imports with no problems whatsoever.

There's something wrong with the 1971 historical draft file. I'm not sure what exactly because when you try to open it up in the draft file editor you get the error "run-time error 9 - subscript out of range". I simmed a 1970 season. I tried to import the 1971 draft file and it crashed. I then resimmed a 1970 season and imported the 1972 draft file and that worked without any problems. So it seems pretty clear the problem is with the 1971 file.

Thanks. I appreciate your taking the time to do that. I only have a couple of draft files on hand, and they're just generic TCY exports. So that saves me some time. Investigations take longer than fixes most of the time.

Solecismic
11-06-2006, 05:48 AM
There was a report that Solevision was reversing team penalty totals. I'm just not seeing it, either in testing or in code inspection. Could the person who reported it please confirm, and make sure he's on the full version of the game, not the demo (because there is a bug here in the demo)?

Deattribution
11-06-2006, 01:27 PM
There was a report that Solevision was reversing team penalty totals. I'm just not seeing it, either in testing or in code inspection. Could the person who reported it please confirm, and make sure he's on the full version of the game, not the demo (because there is a bug here in the demo)?

I went through this same game again on the Solevision, and it seems to have correctly listed the penalties for the proper teams, I could've swore when I initially watched it that it was switched but I might be wrong. The punt return made the log a bit confusing to read, since I was credited for the TD and they were credited for the XP.

robbgmaier3
11-06-2006, 02:45 PM
Demo or release version?

If release version, can you post any piece of information Windows gives you about the crash? Can you post exactly what leads to the crash, and if you can recreate it from a saved game every time. I will not release the patch until this is fixed.

I thought I got it before the release, but if I didn't, it needs to be my sole focus until it's gone.


shoot man I'm sorry it didn't occur to me to look for follow up questions from you. I'm not used to people giving a damn :)

I'm not savvy about how other things I do on the computer will affect your program so perhaps this is just something I have to think about before I decide to run FOF. I played several games of the season yesterday and did not have the crash at all. The 2 days where the problem occured I was playing while or after using AOL and then prior to rebooting. Yesterday I made sure to reboot after each AOL use and didn't have a problem. Perhaps others that use AOL might chime in as to whether or not they have a similar problem.

More details of the crashes. What I do is watch the game for a while and when I'm inspired I click call plays myself square, and then of course you have to click call play when the current play is over. The two days I had the problem, I would click the call play button and immediately would get the window "front office football as encountered a problem and needs to close" window, with the option of reporting the problem. Of course I never got a response from windows about this issue :)

I'm sorry I don't have the details dump from the report window. If it happens again I will copy it all down and send it to you. If no one else is reporting a similar issue I'd hate to have you working on a problem that AOL is creating. AOL just friggen sucks, I hope someday they suffer the class action lawsuit to end all CALs.

thanks jim

edit - damn it....the release version....

Solecismic
11-06-2006, 04:00 PM
Thanks for getting back to me, Robb.

That's something I thought I nailed a couple of months ago. Believe it or not, FOF pushes the memory limits of today's computers. This is a stack fault, caused by the computer using all available memory to store the code it's using for the current function.

It would help to know how much RAM you have. If you're under 1G, it would probably help not to run other programs at the same time. Still, FOF should handle it based on the changes I made. I'll see if I can lower the memory requirement for that action. For whatever reason, that seems to be the one point where the memory's going to go if it's short.

Making those improvements can't hurt, regardless. I did a little optimizing on the Recommend screen, moved a lot of the processing to the function initialization, and it's 95% faster now.



New follow up question:

Someone reported an issue with blocked punts where a member of his own team blocked the punt. Can that be confirmed? Yes, blocked punts have a couple of issues, but that doesn't seem to be one of them.

Solecismic
11-07-2006, 11:25 PM
TrickyD, can you send more information to support at solecismic.com? What I need is your operating system, as well as your name and the license number you received from ViaTech when you purchased the game.

Solecismic
11-09-2006, 03:43 AM
When I call 5 WR Spread formation, short pass, screen to WR5, it seems that the WR5 set in the depth chart is ignored. Last season, one of my cornerbacks would show up in the log as the target of the pass. This year, it's always my punter. Note that this is the full version of the game, and I have 5 (sometimes 6) WRs active and the depth chart filled out properly.

Examples:

Do you have a saved game where this occurs in the following game? Anything other than the defaults in any of the other play-calling screens? I've tried to duplicate this for a while now, and I'm always getting the designated WR5.

If you have a saved game, if you could zip it up and place it on a server somewhere, that would be appreciated. Any game log files (LeagueIDNN.YEAR) are not necessary.

BucDawg40
11-09-2006, 07:52 AM
Do you have a saved game where this occurs in the following game? Anything other than the defaults in any of the other play-calling screens? I've tried to duplicate this for a while now, and I'm always getting the designated WR5.

If you have a saved game, if you could zip it up and place it on a server somewhere, that would be appreciated. Any game log files (LeagueIDNN.YEAR) are not necessary.

Everything is either on default or the result of hitting 'recommend'. I've uploaded the league and sent you a link to it's location via PM.

NoMyths
11-09-2006, 07:02 PM
Interface Problem:

When viewing the draft screen, after clicking on a player's name to bring up their card and then exiting, the highlight color across the player's name and combine statistics is dark blue, behind which the black text cannot be read. A different highlight color or white text would make it possible to be read.

Solecismic
11-09-2006, 09:13 PM
Everything is either on default or the result of hitting 'recommend'. I've uploaded the league and sent you a link to it's location via PM.

I appreciate the file. I'm having a lot of trouble with this one - spent the entire day on it so far. I haven't seen anyone else in the 5th WR position but a WR.

A couple of questions: Does this ever happen after the first offensive play of the game? And is the mystery player necessarily a member of your team?

To anyone who has seen this. Does this ever happen when you are not in play-calling mode actively calling plays?

To the rest of the world. I'm sorry, but the patch is not coming out tomorrow. I'm through most of the bugs, but this one and a couple of others with free agency are going to require some time. Hopefully Monday, no promises.

BucDawg40
11-09-2006, 10:41 PM
A couple of questions: Does this ever happen after the first offensive play of the game? And is the mystery player necessarily a member of your team?

It does happen after the first play. I just started a sim and took over playcalling in the 2nd quarter. I called a 5 WR Spread screen to WR5 4 straight downs, each went to my punter.

Now that you mention it, I think there was an instance early on in that career where the mystery player was from the other team. I was mostly simming through the seasons quickly at that point though, so I don't have any evidence to back that up.

Solecismic
11-10-2006, 02:33 AM
I've got to say, this was the toughest bug I've hit in a long time. It didn't manifest in debug mode, so I had to send info to the logging routines. Well over a full day's work.

Thanks for insisting it was real. There was certainly a temptation to dismiss it after running a few games of all-screens out of the 5-WR and not seeing anything.

Anyhow, to describe it, under certain conditions, the game would check the wrong location to place your 5th WR in the 5-WR formation in play-calling mode. A 0 in that field indexes the oldest player on the visiting team, often a punter.

Dutch
11-10-2006, 02:45 AM
I appreciate the file. I'm having a lot of trouble with this one - spent the entire day on it so far. I haven't seen anyone else in the 5th WR position but a WR.

A couple of questions: Does this ever happen after the first offensive play of the game? And is the mystery player necessarily a member of your team?

To anyone who has seen this. Does this ever happen when you are not in play-calling mode actively calling plays?

Hmmm, interesting. Maybe, under certain conditions, the game checks the wrong location to place a 5th WR in the 5-WR formation in play-calling mode. Perhaps A 0 in that field indexes the oldest player on the visiting team, often a punter?

{EDIT: Ah, beat me to it!}

yabanci
11-10-2006, 04:04 AM
I've got to say, this was the toughest bug I've hit in a long time. It didn't manifest in debug mode, so I had to send info to the logging routines. Well over a full day's work.

Thanks for insisting it was real. There was certainly a temptation to dismiss it after running a few games of all-screens out of the 5-WR and not seeing anything.

Anyhow, to describe it, under certain conditions, the game would check the wrong location to place your 5th WR in the 5-WR formation in play-calling mode. A 0 in that field indexes the oldest player on the visiting team, often a punter.

I pulled this together before you figured it out and made this post, but just so you know, it happened in FOF2004 as well, though when I saw it the pass was thrown to a defensive player on my own team. Come to think of it, they probably were the oldest players on the team, maybe even in that particular game. I do recall it going to the punter on the other team once as well.

Anyway, I don't know if this is relevant to the 2007 game, but since I already have it, here is one example of it happening in FOF2004 multiplayer (I have some other examples that I won't bother posting, also to defensive players on my own team):

2010, pass to DT Gardener, 1st quarter, losing 7-0:

Offense: Five WR Spread Formation, Strength = Left.
Defense: 43 Alignment, Nickel Personnel, Man-to-Man (Bump & Run), Pass - Normal.
3-04-DEN15 (02:24) OAK 4 Jansen pass fell incomplete, intended for 99 Gardener.
DEN 74 Goodwin defended the pass.

2010, pass to DT Gardener, 4th quarter, losing 21-14:

Offense: Five WR Spread Formation, Strength = Right.
Defense: 43 Alignment, Man-to-Man (Bump & Run), Pass - Normal.
2-10-DEN13 (12:09) OAK 4 Jansen pass completed to 99 Gardener for 11 yards.
Tackled by DEN 24 Wright.
Gardener gained 13 yards after the catch.

http://img208.imageshack.us/img208/2753/gardener2010ku2.jpg

seminc
11-10-2006, 06:26 AM
I did not see this, so forgive me if it is already here. I cannot change certain DE's to right or left, neither to LB's Positions. My example is Robert Mathis and Kameron Wimbley (Cle). They both have experience, but I can only select them to change to LB. Other DE can go left or right.

Narcizo
11-10-2006, 06:30 AM
That could be because they are too heavy. What weight are the DEs? Can they change to DT?

seminc
11-10-2006, 09:04 AM
I don't know. 6-2 235 and 6-4 245. No they can't go to DT. Only a linebacker positions.

Dutch
11-10-2006, 10:28 AM
I think you have to be at least 270 to move to DT or DE. So unless the player is a DT or DE by college experience, they have to bulk up. If I have that right.

Dutch
11-10-2006, 10:41 AM
Opening week, The Buccaneers are 16 dogs to New Orleans (#1 in the power rankings). We upset them 14-10 with a rookie QB due primarily to 3 missed New Orleans FG's and two 4th qtr fumbles. The only points that the Saints got offensively was a lone FG. Their defense intercepted the young QB in the 1st quarter and took it to the house.

So, the game is pretty realistic as far as game stats go if you think of a bad team with a rookie QB (who was a 6.1 pick now rated 21/53) to upset a supposed super team.

The lone bright spot, statistically speaking was my 3rd year running back (61/74) who rushed 24 times for 125 yards and 1 TD.

Just inside the 2-minute warning, the Saints RB fumbles the ball on a 2nd and 1 run that would have sealed the game. At the Saints 16 yard line.

The Bucs RB carries the ball 3 times for 16 yards the winning TD with time expiring. Our rookie QB goes 0-1 on the drive.

With the Bucs leading 14-10, the Saints QB desperately goes 0-4. The ball goes over on downs and we do one QB kneel to end the game for good.

Game MVP?

Not the RB that rushed for 125 yards and the GW TD. Not the Safety to forced and recovered the fumble.

The Saints QB who, for all accounts was shut down, despite leading a team that was a 16 point favorite. His numbers?

Saints QB - 18-36 for 214 yards, 0 TD's 0 INT's. 1 rush for 5 yards.

Why does he get the MVP of the game?

MIJB#19
11-10-2006, 02:04 PM
Contract renegotiation cap calculation issue.

Following the Conference Finals, I found it the right time to extend the contracts of players who had a 1-yr deal following the allocation draft. With most players things worked out well, except with G Larry Allen. With $8.47M of cap room, things look good as Allen wanted cap figures of $2.86M and $3.18M. However, the game gives me a message: "Invalid Contract Offer: This contract would cost an extra $910,000 under the salary cap. You don't have enough cap room to make that offer."

Screenshot: http://fantasyfootball.unitedstates.com/reneg.html

yabanci
11-10-2006, 08:40 PM
I did not see this, so forgive me if it is already here. I cannot change certain DE's to right or left, neither to LB's Positions. My example is Robert Mathis and Kameron Wimbley (Cle). They both have experience, but I can only select them to change to LB. Other DE can go left or right.

See this thread (http://www.operationsports.com/fofc/showthread.php?t=26256) for player weight/position change requirements. It's for FOF2004, but I doubt it's changed much.

SunDevil
11-10-2006, 11:47 PM
Game Freeze:

Create a new league. Select Begin with Preference Draft.

Select Yes for all the options, set the difficulty to Wall Street. Select Ok.
When the draft preference screen comes up just hit ok, the game freezes in round 2 and you have to kill the process.

I think I know what the causes is. If you set Yes for both the options of use alternative file and use random new players. The description at the bottom of the screen says that the game will ignore the use alternative file option is set to Yes if you have Yes set to use random players. It in fact does not ignore it and the game freezes.

BC Bob
11-11-2006, 06:49 AM
In the demo, I changed what appear to be the Giants and Jets teams so they were both from New York, had their NFL names, and set their abbreviations as NYG and NYJ respectively. However, when I go to a particular player on the Jets roster, and click on the player's "View Statistics" screen, the player will be shown as on the "NYG" rather than "NYJ" even though, on the player's main page, he will be shown as being on the "New York Jets." Likewise, in the various Almanac tables where the abbreviations are used (e.g., in the "Individual Statistics" and "Single Game Records" tables), all of the players on both teams are identified as being on "NYG", even though some of them in fact should be shown as on "NYJ". That error does not seem to occur in the almanac tables where the name of the city and team are more spelled out (e.g., "Players of the Week," "League's Fastest Man," League's Strongest Man").

I ran a quick check to see whether this same problem was occuring in FOF 2004, and the same problem appears there.

Obviously, this is not a critical problem, but it is somewhat annoying and perhaps an easy fix.

seminc
11-11-2006, 07:12 AM
Thanks for the info yabanci.

Passacaglia
11-11-2006, 07:29 AM
I just cut a player, and then hit exit on his player card. I might have done it too fast, while the computer was still thinking. That caused a crash.

yabanci
11-11-2006, 06:07 PM
just so it doesn't get missed:

http://www.operationsports.com/fofc/showthread.php?t=54196

henry296
11-11-2006, 10:50 PM
Weird penaly decline:

Pittsburgh: Pro formation, strength is left. The defense is in a 34 with dime personnel and 1-deep, man-to-man coverage, keying aggressively on the pass. Bullock, Bressany and Gonzalez are blitzing.
1-10-PIT24 (2Q: 10:35) Blaine Swift ran around left end for 7 yards. Tackled by DT C.J. Mosley, assisted by ILB Jimmie Folsom. Key block delivered by Kendall Simmons. Simmons ran over Nicky Bullock to open the hole. PENALTY: Pittsburgh was called for Illegal Motion. The penalty was declined.

henry296
11-11-2006, 11:29 PM
Strange play calling when up 14. I just saw it again in my next game by the other team. I should not that I'm not controlling game plans.

4Q: 00:59) New England called a time out.
Pittsburgh: Pro formation, strength is right. The defense is in a 34 and strong-side man, otherwise cover-7 zone coverage, expecting the pass.
2-7-NED30 (4Q: 00:49) Arnie Liotti ran inside the left guard for -2 yards. Tackled by CB Ellis Hobbs, assisted by OLB Darrin Butkus. The defense looked very familiar with that play. PENALTY: Pittsburgh was called for Illegal Use of the Hands.
Pittsburgh: Weak formation with three wide receivers, strength is left. The defense is in a 34 and 4-deep zone coverage, keying aggressively on the pass. Butkus is blitzing.
2-17-NED40 (4Q: 00:39) Ben Roethlisberger pass fell incomplete, intended for WR Corey Wheeler. DT Vince Wilfork hurried the quarterback into a bad throw. The quarterback threw away from the double coverage.
Pittsburgh: Strong formation with three wideouts, strength is right. The defense is in a 34 and 4-deep zone coverage, expecting the pass.
3-17-NED40 (4Q: 00:25) Ben Roethlisberger pass completed to WR Hines Ward for 13 yards. The receiver went out of bounds. Tackled by ILB Daryl Benton. The receiver ran his route right over the middle of the field. Ward gained 2 yards after the catch.
4-4-NED27 (4Q: 00:18) Alan Danielson attempted a 44 yard field goal and succeeded. Pittsburgh 34, New England 17
(4Q: 00:11) Alan Danielson kicked off 74 yards from the PIT30. Touchback.

Dutch
11-12-2006, 01:35 AM
Another minor thing: About my mini-scenario concerning Game MVP--While it appears to be an purely aethetic part of the game, there is a new tracking system on the player card that keeps track of how many Player of th Game awards an individual has won. If the algorithm for determining the POG is not accurate, realistic or trusted to make any sense, tracking this 'stat' seems to carry no value.

Passacaglia
11-12-2006, 10:10 AM
Here's an odd AI choice:

Pittsburgh: Pro formation, strength is left. The defense is in a 43 with nickel personnel and 2-deep man-to-man coverage, keying aggressively on the pass.
1-7-CIN07 (4Q: 01:00) Ben Roethlisberger pass completed to WR Santonio Holmes for 7 yards and a TOUCHDOWN! The quarterback threw away from the double coverage. Pittsburgh 19, Cincinnati 17
(4Q: 01:00) Extra point by Jeff Reed was good. Pittsburgh 20, Cincinnati 17
(4Q: 00:54) Jeff Reed kicked off 52 yards from the PIT30. Dixon Coles returned the ball 12 yards to the CIN30. Tackled by Jackie Ohm.
Cincinnati: Single-Back formation, strength is right. The defense is in a 34 with dime personnel and 2-deep bump-and-run coverage, keying aggressively on the pass.
1-10-CIN30 (4Q: 00:46) Carson Palmer pass fell incomplete, intended for WR Chad Johnson. DT Casey Hampton hurried the quarterback into a bad throw.
Cincinnati: Single-Back formation, strength is left. The defense is in a 34 with dime personnel and 3-deep zone coverage, keying aggressively on the pass.
2-10-CIN30 (4Q: 00:40) Carson Palmer pass fell incomplete, intended for WR Reggie McNeal. DE Orien Harris hurried the quarterback into a bad throw.
Cincinnati: Pro formation, strength is left. The defense is in a 34 with dime personnel and 3-deep zone coverage, expecting the pass.
3-10-CIN30 (4Q: 00:30) Carson Palmer pass was dropped by TE Colin Frey. The quarterback threw away from the double coverage.
Cincinnati: I formation, with the second wideout in the slot, strength is right. The defense is in a 34 with dime personnel and 3-deep zone coverage, expecting the pass.
4-10-CIN30 (4Q: 00:23) Carson Palmer pass was intended for TE Colin Frey and was intercepted by S Anthony Smith at the CIN40. Tackled by Colin Frey.
1-10-CIN40 (4Q: 00:14) Jeff Reed attempted a 57 yard field goal and missed short of the crossbar.
Cincinnati: Pro formation, strength is right. The defense is in a 34 with dime personnel and 3-deep zone coverage, expecting the pass. Porter is blitzing.
1-10-CIN47 (4Q: 00:09) Carson Palmer pass fell incomplete, intended for WR Tab Perry. DE Orien Harris hurried the quarterback into a bad throw. The quarterback threw away from the double coverage.
Final Score: Pittsburgh Ironmen 20, Cincinnati Tigers 17

wade moore
11-14-2006, 09:12 AM
Bump - this is one of the bug lists that Jim was working off of that SkyDog put a ton of work into. This should provide a good reference for those that want to know what was fixed in the patch as Jim states:

If something was reported, I took a look at it.

All bugs posted in this thread are on the list at the top. The original post may have been removed to clean up information, but the bug would have been pasted on the top list during cleanup.