View Full Version : 6.0d Bugs/Issues thread
mrsimperless
12-07-2006, 12:00 AM
Tried to consolidate, but post got too long. I have put it into a word file:
http://www.younglifenorthdekalb.com/fof/6.0d%20bugs%20and%20issues.doc
Ben E Lou
03-22-2007, 09:18 PM
Bump.
Ben E Lou
03-23-2007, 04:05 AM
Long pass plays that are incompletions taking too much time?
yabanci
03-24-2007, 07:22 PM
this could very well be a design decision, but I thought I'd point it out just in case. When there's a rookie holding out, the AI only makes an offer every other week. Not sure why it wouldn't make an offer every week. Time's a wastin'
http://img120.imageshack.us/img120/149/holdoutkq1.png
Vinatieri for Prez
03-27-2007, 04:23 AM
When cutting players under veteran minimum during the season, the information shown in the pop up dialog box regarding how much cap room is saved is incorrect. Apparently, veteran minimum contracts are treated differently than regular contracts when looking at midseason releases. As a result, while the dialog box info would be correct for a non-vet minimum contract for the same amount, it is incorrect for the vet minimum contract.
cuervo72
03-27-2007, 11:03 AM
There seems to be an error in printing a team's schedule to text, specifically in the weather. In-game is on the left, output on the right:
Sunny (icon) 67 calm -> Sunny, 27
Sunny (icon) 50 wind (icon) 9 mph -> Rain, 90
Not usually a big deal, but I am trying to parse schedule information from wherever I can (not yet in Interrogator), and I thought that might be an option rather than parsing html.
(which btw, seems to be hard for box scores - it looks like past the 5th line, the html doesn't contain any linebreaks)
Julio Riddols
03-27-2007, 08:10 PM
This week in the RNFL (Preseason week 2) we had several QB's go crazy throwing to themselves repeatedly..
We converted from fof2004 this season. Anyone know why this might happen?
Ben E Lou
04-01-2007, 06:59 AM
Documentation contradiction:
Game Options Screen
Use the Game Options Screen to view or modify options that affect the game.
The Global Options settings differ when you're playing the single-player version of Front Office Football or the multi-player version. If you have the multi-player window open, you will be presented with multi-player options.
When playing the multi-player version, only the commissioner's settings are used with the league. Particpants may change these values, but they will not apply to the commissioner's simulation.
If you choose to hide results on the schedule overview windows, you will not see team records and game results on the simulation windows. This is especially useful if you like the suspense of watching your team's games in Solevision.
If you choose to have your coach reset your depth chart prior to each game, your depth charts will be automatically changed immediately before games involving your team. This will remove any settings you've made on your own.
If you choose to have your coach reset your game plan prior to each game, your game plan will be automatically changed immediately before games involving your team. This will remove any settings you've made on your own.
If you choose to have your scout automatically sign players, your roster will be periodically adjusted during the year. This will include contract renegotiations, but the scouts will not attempt to sign major free agents.
If you choose to have your staff handle the signing of drafted rookies, they will make offers to the players you draft automatically. There's still the risk of a rookie holdout, and you still need to make sure you leave enough cap room for each offer.
If you choose to add formation information to game logs, then the game will include formations and defensive setups when displaying game logs. This option can be set at any time, as this information is saved regardless of this setting.
If you choose to save the game plan and depth chart progress on export, this information will be kept when you export a file to send to the commissioner of your multi-player league. It's recommended that you set this choice to Yes unless you frequently change your mind about game planning decisions and don't keep a large set of game plans saved. Depth chart information is included in the updates you receive from your commissioner, but game plan information is not kept up to date. That is solely stored on your computer. All other multi-player decisions, like contract offers, are not saved regardless of this setting.
The second bolded paragraph is in conflict with, and supercedes the first bolded paragraph. The same thing applies for the "formation information" and "hide results" settings. They're local, not commish.
QuikSand
04-02-2007, 07:53 AM
It appears there's an issue with gameplanning, that is either working as intended by labeled incorrectly, or else is not functioning correctly.
On the screen called "Offensive Game Plan Adjustments" there is a slot near the bottom left, entitled:
Use above adjustments for tied score until __ minutes have passed in the game (0-60).
The plain reading from that is that for the first X minutes of the game, your base gameplan will be adjusted according to the first four lines of your "Offensive Game Plan Adjustments" screen - those applicable to a "tied" game.
Instead, it appears that for those X minutes, instead you will see your base gameplan used, without any adjustments at all. If your adjustments screen isn't making huge differences, this may not be a big deal to you -- but if you have put together a deeply situation-specific gameplan by using the adjustment screen heavily, or were counting on meaningful adjustments in the "tied" lines to accomplish a lot for the early game, be advised that the game seems to be working incorrectly here. (I suspect the same problem applies to the defensive side of the ball, though I have not confirmed it directly)
One work around is just to enter a 1 (or maybe zero, I'm not sure if there's any problem with that) for this setting, making the overwhelming share of the game played under your adjusted screen, as you would presumably want.
Vinatieri for Prez
04-03-2007, 02:46 PM
Not a bug, but a wish. I couldn't find a wish list around, but perhaps I was too lazy. I would like to see the league-wide injury list highlight in color (blue for example), those guys that just got hurt in the last game, as well as show as 100% (like the roster screen) guys that just got off the injury list.
The way it is now, you just can't tell who just got injured by looking at the list (which I think detracts from the immersion factor of following the league).
Vinatieri for Prez
04-05-2007, 11:05 AM
When cutting players under veteran minimum during the season, the information shown in the pop up dialog box regarding how much cap room is saved is incorrect. Apparently, veteran minimum contracts are treated differently than regular contracts when looking at midseason releases. As a result, while the dialog box info would be correct for a non-vet minimum contract for the same amount, it is incorrect for the vet minimum contract.
I don't know, it seems the whole new contract/cap thing for games played is wonky. I just signed a rookie free agent after week 8 of the regular season. I'm up against the cap, so I cut a guy to get me to 170k of cap room. I signed the FA (for 320k full season) and the dialog box said I could do it and it let me. Before I got the extra cap room, the dialog box said I couldn't sign him because I needed 170k cap room, so that makes sense.
Now, after the guy is signed, I'm expecting my cap room to be 0. But instead it is negative 150k (i.e. it nailed me for the whole 320k). To make it worse, when I cut the guy immediately (no games played since), it only give me 170k cap room back. So now, instead of having 170k still to play with, I only have 20k.
I should be able to cut and replace/sign non-veteran minimum guys at least with the same salary throughout the season without cap effect.
And this has nothing to do with veteran minimums. If you're up against the cap, this wonky calculations is making it virtually impossible to manage your roster with injuries and needed position requirements.:mad:
d_ladd
04-08-2007, 09:57 PM
Trying to change number on a recently acquired FA, but my 3rd string QB from last year is now a FA had that number. It won't let me change the 3rd stringers number because he isn't technically on the roster, but you can't use his number because he's still on the roster screen. Annoying.
wade moore
04-09-2007, 05:52 AM
I don't know, it seems the whole new contract/cap thing for games played is wonky. I just signed a rookie free agent after week 8 of the regular season. I'm up against the cap, so I cut a guy to get me to 170k of cap room. I signed the FA (for 320k full season) and the dialog box said I could do it and it let me. Before I got the extra cap room, the dialog box said I couldn't sign him because I needed 170k cap room, so that makes sense.
Now, after the guy is signed, I'm expecting my cap room to be 0. But instead it is negative 150k (i.e. it nailed me for the whole 320k). To make it worse, when I cut the guy immediately (no games played since), it only give me 170k cap room back. So now, instead of having 170k still to play with, I only have 20k.
I should be able to cut and replace/sign non-veteran minimum guys at least with the same salary throughout the season without cap effect.
And this has nothing to do with veteran minimums. If you're up against the cap, this wonky calculations is making it virtually impossible to manage your roster with injuries and needed position requirements.:mad:
This is accurate and reflects the NFL. Notice the # and note below when you sign guys during the season.
wade moore
04-09-2007, 05:54 AM
Dola:
I'm wrong, that's just with renegs it appears, not new players.
Contracts which reduce the player's salary once the regular season has begun may not fit under the cap even if the cap cost of the proposal is less than the cap value available. This is because contracts are paid out each week.
For example, if a player is making a salary of $1.7 million, or $100,000 per week (the season has 17 weeks), and you are renegotiating in week 15, $1.5 million of that salary has already been paid, and will still count under the cap.
So, if you renegotiate him down to $1,020,000, or $60,000 per week, this will only reduce the contract by $40,000 per week, and you will only save $80,000 under the cap. Since any bonus still would apply to the current year, you might not be able to keep a new offer under the cap under these conditions.
Front Office Midget
04-09-2007, 09:24 AM
My career constantly does not save the records. Usually the problem has been playoff game records, but this past season it didn't save career records. At the start of 2019, all the career records refer to things at the end of 2017 instead of the end of 2018.
Two things I could think of: It's multiplayer converted from FOF2k4 and three different people sim the weeks, depending on the week.
QuikSand
04-11-2007, 12:52 PM
Recent revelations have seemingly resolved a big mystery with many of us in gameplanning. Reading the help file regaing gameplan adjustments seems like it can be misleading, in part because of an unfortunate exampel being used.
Anyway... if your general gameplan calls for 30% chance to run...
And your situational adjustment changes that by +50% more...
It turns out that the "50% more" really means "50% of the distance between the 30% in the gameplan and 100%...
So your run % will be bumped up to 65%, before being readjusted so the totals come down to 100%
A number of us have had quite a runaround on this, and it takes a careful readong of both on-screen information and tghe help file to get it correct, I feel.
But, if you're thinking that case above simply means 30% = "50% more" = 45%, that appears to be incorrect.
And, if you thought it meant 80%, that also appears to be incorrect.
Looks like this is getting hashed out elsewhere, I'll leave this note here for possible documentation follow-up.
Northwood_DK
04-12-2007, 04:03 PM
The playing time for quarterbacks in the regular season don’t seam to work. Quarterbacks with playing time set to 1 will still play the entire game.
Instead of the 1-9 scale I would prefer a scale looking perhaps more like this. (It can possible be broken down even more)
Play first possession
Play two possessions
Play first quarter
Play first half
Play 3 quarters
Play until lead is x points with x minutes to play
Play entire game
timmynausea
04-12-2007, 04:58 PM
Here's a bit of an obscure one from the NFL rule book: On a play from scrimmage, if an offensive player fumbles anywhere on the field during fourth down, only the fumbling player is permitted to recover and/or advance the ball.
This happened last night in my CFL game.
4-10-SEA38 (4Q: 04:26) Earl Manning scrambled for 7 yards. Tackled by DT Bill Blackston. The ball was fumbled and recovered by SEA Cole Faison for 16 yards to the BOI39.
Celeval
04-12-2007, 05:52 PM
Here's a bit of an obscure one from the NFL rule book: On a play from scrimmage, if an offensive player fumbles anywhere on the field during fourth down, only the fumbling player is permitted to recover and/or advance the ball.
This happened last night in my CFL game.
4-10-SEA38 (4Q: 04:26) Earl Manning scrambled for 7 yards. Tackled by DT Bill Blackston. The ball was fumbled and recovered by SEA Cole Faison for 16 yards to the BOI39.
Could have been fumbled and booted around, then recovered 16 yards downfield?
timmynausea
04-12-2007, 07:13 PM
Could have been fumbled and booted around, then recovered 16 yards downfield?
The way the rule works, that wouldn't matter. Unless it is recovered by the fumbler himself it goes back to the spot of the fumble.
timmynausea
04-12-2007, 07:16 PM
Here's the full rule:
4. On a play from scrimmage, if an offensive player fumbles anywhere on the field during fourth down, only the fumbling player is permitted to recover and/or advance the ball. If any player fumbles after the two-minute warning in a half, only the fumbling player is permitted to recover and/or advance the ball. If recovered by any other offensive player, the ball is dead at the spot of the fumble unless it is recovered behind the spot of the fumble. In that case, the ball is dead at the spot of recovery. Any defensive player may recover and/or advance any fumble at any time.
I actually didn't even know that it also applies on any fumble inside the 2 minute warning.
Ben E Lou
04-13-2007, 03:03 AM
Here's a bit of an obscure one from the NFL rule book: On a play from scrimmage, if an offensive player fumbles anywhere on the field during fourth down, only the fumbling player is permitted to recover and/or advance the ball.
This happened last night in my CFL game.
4-10-SEA38 (4Q: 04:26) Earl Manning scrambled for 7 yards. Tackled by DT Bill Blackston. The ball was fumbled and recovered by SEA Cole Faison for 16 yards to the BOI39.
Obscure??? Snake Stabler, Dave Casper, and the entire Charger Nation would disagree with that, I do believe.
stevew
04-13-2007, 06:51 AM
Obscure??? Snake Stabler, Dave Casper, and the entire Charger Nation would disagree with that, I do believe.
LOL.
Holy roller batman.
http://en.wikipedia.org/wiki/Holy_Roller_%28American_football%29
Friggin' cheating Faiders.
Ben E Lou
04-14-2007, 02:46 PM
Just remembered this one:
When creating a new fictional universe, it seems like way too many good tight ends are created. I just generated one, and the 25th-best TE was rated 56/56. 19 TEs were 60/60 or better.
Dutch
04-14-2007, 03:29 PM
The playing time for quarterbacks in the regular season don’t seam to work. Quarterbacks with playing time set to 1 will still play the entire game.
Instead of the 1-9 scale I would prefer a scale looking perhaps more like this. (It can possible be broken down even more)
Play first possession
Play two possessions
Play first quarter
Play first half
Play 3 quarters
Play until lead is x points with x minutes to play
Play entire game
I'm having a problem coming up with a reason not to like this idea. That's what I call empowering the game player.
NoMyths
04-14-2007, 10:02 PM
When the temperature is too cold, the weather information for that game isn't displayed on the Simulate Games screen -- the space where the weather graphic, temperature, and wind speed is blank.
Haven't seen it with the standard cities, but in an outdoor stadium in Anchorage, it gets pretty cold sometimes.
Solecismic
04-16-2007, 05:37 PM
People have reported inconsistency in the game options - to the point of having to exit the game to maintain a setting change.
I need a concrete example of this happening - and not confusion with how MP and SP settings are handled. The example in Ben's document refers to the level economics setting being on the game options page, which it isn't.
Ben E Lou
04-16-2007, 05:47 PM
I need a concrete example of this happening - and not confusion with how MP and SP settings are handled.
The more I've looked at this, the more I think it's the MP/SP thing. I've found that if I include the .fgr file in my batch file, this never is a problem. Am I correct in my thinking that MP and SP settings both come over when an export file is downloaded?
gstelmack
04-17-2007, 08:46 AM
People have reported inconsistency in the game options - to the point of having to exit the game to maintain a setting change.
I need a concrete example of this happening - and not confusion with how MP and SP settings are handled. The example in Ben's document refers to the level economics setting being on the game options page, which it isn't.
I will test this again this evening and try and give you specific repro steps. In my case, it was pretty much that if I wanted to change any settings at all, I had to actually create a league with those settings, quit, then create the league I really wanted with those settings for them to take. But I will test again soon with specific steps including which options. And if it won't repro, I'll report that as well.
gstelmack
04-17-2007, 08:55 AM
I will test this again this evening and try and give you specific repro steps. In my case, it was pretty much that if I wanted to change any settings at all, I had to actually create a league with those settings, quit, then create the league I really wanted with those settings for them to take. But I will test again soon with specific steps including which options. And if it won't repro, I'll report that as well.
Okay, I had a build going so I checked anyway. For league creation, this is not happening for me any longer (level economic playing field is on the "New Multi-Player Game Options" dialog). Changing something like "level economic playing field" does apply to that game, and is set correctly to "Yes" afterward.
gstelmack
04-17-2007, 09:09 AM
Okay, I had a build going so I checked anyway. For league creation, this is not happening for me any longer (level economic playing field is on the "New Multi-Player Game Options" dialog). Changing something like "level economic playing field" does apply to that game, and is set correctly to "Yes" afterward.
Another tidbit: this report (specifically on the level economic playing field and options for creating a new MP league) may well pre-date the discovery that "Level Economic Playing Field" is ignored when doing a live preference draft, which may have been the real issue here.
QuikSand
04-17-2007, 11:13 AM
I didn't see this mentioned in the attached document... forgive me if it has already been raised and I missed it.
I think there is an emerging consensus that the "clock killing offense" is overapplied and totally overdone. We're regularly seeing teams just run perfunctory rushing plays that apparently have no chance at all of succeeding. It appears (though I don't know how to confirm this) that the CK offense is actually being employed in more situations than the GP setting would indicate.
One team in FOFL reports having a setting for 0% runs on 3rd and long, no adjustments to that from that screen, and CK offense set to zero... but saw the always-three-runs-and-punt with a 17 point lead with 10 minutes to go. If everything is working properly, that shouldn't happen until some globa override in the last three minutes of the game or so -- not with nearly a quarter left to play.
Overall -- I think play results from the CK offense are too severely crippled, and may be implemented more often than we intend with our gameplan setup.
Can't find any sample now, will need to read past game logs, but a few times i have seen Defensive Tackles tackling the offensive player in a 10+ yards play, i doubt any DT has the speed to tackle deep in the backfield. Anyway not a really big issue, just reporting it in case others are seing it too.
Antmeister
04-17-2007, 02:24 PM
Can't find any sample now, will need to read past game logs, but a few times i have seen Defensive Tackles tackling the offensive player in a 10+ yards play, i doubt any DT has the speed to tackle deep in the backfield. Anyway not a really big issue, just reporting it in case others are seing it too.
I don't have a problem with this at all since you do see this from time to time due to the fact that the runner is not necessarily running down the field, but weaving his way through a defense. Because of this, you will sometimes see a DT or DE tackle the ball carrier 10+ yards down the field but the rest of the defense has slowed him down.
Now if you are finding out that this is occuring 5+ times a game, then I can see this as a problem. Otherwise it does occur in real life.
Vinatieri for Prez
04-17-2007, 10:31 PM
(4Q: 08:51) Josh Brown kicked off 55 yards from the LAS30. Bubba Donley returned the ball 15 yards to the BOI30. Tackled by Marc Dudynskay. Ball was fumbled and recovered by LAS Jamal Lewis for 14 yards to the BOI16. Tackled by NIck Rogers. PENALTY: Los Angeles was called for Offsides on the Kickoff. The penalty was declined.
Definitely a bug. There is no way, no how, that a team declines an offside penalty after they fumble and lose the kickoff return.
QuikSand
04-18-2007, 08:40 AM
Issue more than bug, but if a patch is afoot - this is something I think is worth tackling.
The effect of upward adjustments from that page of the gameplannign screens is a little bit counterintuitive to me, but I'm not suggesting a complete rewrite of the concept there. I do think there's one case that deserves special attention -- spots where the base gameplan has a very low number, as a reflection of a team's specific desire to very rarely or never do that thing. Run on 3rd and very long, throw deep on 4th and 1, whatever it is... if I put a zero there (or, in theiry, any very low number) I really am trying to effect a serious statement -- "don't do that."
Global upward adjustments muck this up, sometimes severely. If my team has situations (like a comfortable lead) where I want to run a bit more overall, I like the ability to use something like the "30% more" adjustment to my running game to effect that change. For all the faily balanced gameplans where I envision a somewhat balanced mix of runs and passes, this is fairly intuitive -- my running will just be bumped up a notch or two, from something like 50% of the time to around 57% (to use one example, assuming no other adjustments).
The problem lies where I have very specifically set a pattern where I don't wan running plays at all. Maybe 3rd down and long -- if my baic gameplan calls for 0% rushing, I expect zero runs there. But the +30% modifier, intending to be a modest tweak to the gameplan overall (from 50% to 57% is pretty modest in my view) now radically changes what my team does in this situation. Instead of 0% runs, I will now be calling run plays 23% of the time -- running has now become a major part of my playcalling here, contrary to my intentions.
Rather than suggest a global re-design, can we have a shortcut to get around this? Maybe just an override for the number zero? Any zero in the base gameplan would *not* be subject to adjustment by the global adjustments page? If I want a sprinkling of runs... 5%... then I'll live with that turning into 25% or more runs under my more-running adjustment situations... but if I enter a zero, then zero means zero, period.
QuikSand
04-18-2007, 02:43 PM
It appears that the dime package on defense is not being called as frequently as the gameplan would suggest. We have a MP league where all 32 teams, over 7 games each, have only used the dime defense about a dozen times in the first quarter. It seems that it's getting used at the very end of each half, but that's almost all.
I ran a quick test game in SP, and found the same thing -- a gameplan calling for dime personnel half the tim in every situation only called it twice outside the final two minutes of either half.
Not sure if this is the tip or the iceberg, but I hope that input is helpful.
Vinatieri for Prez
04-18-2007, 03:09 PM
Agreed. In my MP career, for two games I have played a heavy pass defense, basically calling for the team to be in nickel or dime every time we expect the pass (regular or aggressive). The base 4-3 was still called a majority of the time and the dime was seen maybe 10 times all game.
Subby
04-18-2007, 03:16 PM
It appears that the dime package on defense is not being called as frequently as the gameplan would suggest. We have a MP league where all 32 teams, over 7 games each, have only used the dime defense about a dozen times in the first quarter. It seems that it's getting used at the very end of each half, but that's almost all.
I ran a quick test game in SP, and found the same thing -- a gameplan calling for dime personnel half the tim in every situation only called it twice outside the final two minutes of either half.
Not sure if this is the tip or the iceberg, but I hope that input is helpful.
And when dime is called outside of the two minute warnings or in prevent mode, it is *always* in the 1-deep man to man coverage.
Hopefully this is just a log issue, otherwise I was leaving myself really exposed playing aggressive pass expectation with just four defensive backs...
gstelmack
04-19-2007, 12:17 PM
Not sure if this is a bug, but:
I've got a CB in one league who, despite not playing much in the preseason and not playing at all in week 1 of the regular season (listed inactive), is listed as "Good(Tired)" for his health.
twothree
04-19-2007, 12:35 PM
Not sure if this is a bug, but:
I've got a CB in one league who, despite not playing much in the preseason and not playing at all in week 1 of the regular season (listed inactive), is listed as "Good(Tired)" for his health.
You will see this for a few players that were inactive during week 1 games, because "Tiredness" first shows up after week 1 games. And, I am guessing, is probably first calculated after week 1 games. It does work itself out after week 2 games are played as no inactive players will be listed as Good(Tired).
SFL Cat
04-19-2007, 03:40 PM
From a recent game log
Oklahoma: Single-Back formation, strength is right. The defense is in a 43 and 2-deep bump-and-run coverage, expecting the pass.
3-17-ATL24 (2Q: 03:15) Doug Williams pass was dropped by WR Arnold Nowlin. The quarterback threw into double coverage. PENALTY: Atlanta was called for Unsportsmanlike Conduct.
4-5-ATL12 (2Q: 03:09) Pat Leahy attempted a 29 yard field goal and succeeded. Atlanta 14, Oklahoma 10
Should have been a first down.
Some questionable play calling (I'm trailing 10-14 late in the 2nd quarter)
2-5-OKL15 (2Q: 00:57) Doug Williams pass completed to WR Floyd Baker for 20 yards. Tackled by CB Beasley Reece, assisted by CB John Hendy.
(2Q: 00:57) Atlanta called a time out.
Oklahoma: I formation with two tight ends, strength is right. The defense is in a 43 with dime personnel and 3-deep zone coverage, keying aggressively on the pass. Lowry is blitzing.
1-10-OKL35 (2Q: 00:50) Doug Williams dropped to one knee for -1 yards.
wtf? I would have walked down on the field and fired whoever called that dipsh*t play then and there.
MIJB#19
04-20-2007, 02:43 AM
I didn't see this mentioned in the attached document... forgive me if it has already been raised and I missed it.
I think there is an emerging consensus that the "clock killing offense" is overapplied and totally overdone. We're regularly seeing teams just run perfunctory rushing plays that apparently have no chance at all of succeeding. It appears (though I don't know how to confirm this) that the CK offense is actually being employed in more situations than the GP setting would indicate.
One team in FOFL reports having a setting for 0% runs on 3rd and long, no adjustments to that from that screen, and CK offense set to zero... but saw the always-three-runs-and-punt with a 17 point lead with 10 minutes to go. If everything is working properly, that shouldn't happen until some globa override in the last three minutes of the game or so -- not with nearly a quarter left to play.
Overall -- I think play results from the CK offense are too severely crippled, and may be implemented more often than we intend with our gameplan setup.
On a related note, teams are calling 4-deep zone coverage when there are no settings asking for it. 0% on all 6 pass coverage screens, adjustment settings to kick in after 60 minutes (so basically turned off). Although I only noticed it in 'obvious' prevent pass situations.
MIJB#19
04-20-2007, 02:46 AM
SFL Cat, the time out thing has been reported already. The trailing team knee drop, I'm not sure it has been reported in that context, I do know SackAttack reported a knee-drop followed up by a regular play situation. I wouldn't be surprised if the two issues are related (the wrong team time out and the trailing team knee drop).
RedKingGold
04-20-2007, 06:43 AM
Not sure if this is a bug or just a part of the game engine.
In the majority of my MP game plans, I have short passes set to 100% 5-8 yard attempts for every short pass attempt (thus eliminating screen passes; 1-4 yard passes). Yet, in every single game I've had when I've done this, I've seen at least two to three passes completed that were under 5 yards.
Solecismic
04-23-2007, 01:15 AM
I am unable to verify the following problem reports:
1. Game options set in the game options screen not doing what they're supposed to do (as opposed to confusion with how the options differ in SP and MP).
2. Offsides accepted, 1st-and-25, 21-yard completion (need game log, or even better, a Solevision file).
3. Offsides resulting in only 2-yard markoff when accepted on 1st-and-8 on the 8 (need game log or Solevision file).
4. All teams moving to Akron when franchise move is accepted (I think I fixed something along these lines for 6.0d, but franchise moves take place five seasons after the damage was done). I'd love a saved game immediately before the end season button is pressed - or even better, one before the transaction screen shows the move was approved.
5. If 3 quarterbacks are used in a game, only two listed in the box score. QBs do not get listed if they do not throw a pass or are not sacked, possibly explaining the report.
6. Coaches are signed by the AI to contracts with a ridiculous value (I received a solid set of screen shots, but no amount of testing or code review has spotted anything - I could really use a saved game immediately prior to these coaches showing up).
Everything else reported is either verified as a problem and/or already fixed. However, if it hasn't been sent to customer support in email or listed in this item (Ben's file mentioned in the first post in this item is particularly useful), it's possible I haven't seen it. I try to read the forum regularly, but sometimes I miss things.
Dutch
04-23-2007, 06:25 AM
I put a list elsewhere, but here are the ones I think are important to at least look at.
1. Is it possible to put a "link" button at the top mene for Solevision? If the Solevision link wasn't on the window with the records, I wouldn't have to hide the results.
2. Please give us a "rank" column for stats. When I'm looking in the Almanac, it's much easier to see that QB Joe Schmo is #187 all-time if that's available vs a manual count.
Extra Fluff.
3. NC and AC Conference Title game history screen.
4. Year-by-Year Division Winner history screen.
5. Year-By-Year Passing, Rushing, Receiving Leaders. I'm a sucker for lists.
I don't know, surprise us with something if you have time. :)
gstelmack
04-23-2007, 08:02 AM
I am unable to verify the following problem reports:
1. Game options set in the game options screen not doing what they're supposed to do (as opposed to confusion with how the options differ in SP and MP).
As the original reporter of this, I'm not able to reproduce it anymore, either.
twothree
04-23-2007, 10:18 AM
I didn't see it on the list under interface issues, but...
On an individual team's HTML summary page (##summary.html), under Receiving the last column is labeled "Drop" but actually contains the stats for yards after catch.
michael1123
04-23-2007, 11:59 AM
Just had my first crash in the game, using play by play in overtime of the NFC championship against my most hated rivals that beat me in the playoffs every year. :-(
Solecismic
04-23-2007, 04:14 PM
It's been a long, long time since I've had any crash report in random game play. I'm afraid it's impossible to look into a crash without the following information:
- A detailed description of exactly what led to the crash. What was the last button pressed? What was the last thing you saw the game do?
- When a game crashes, you are prompted to send a report to Microsoft (no idea what they do with this information). You can view the technical details of what would be sent. In that information is a block of line that looks like this:
Exception Information
Code: 0xc0000005
Flags: 0x00000000
Record: 0x000000000000
Address: 0x00000000005a9b69
Providing me with the Code and Address of the crash is one way I can investigate it, really the only way unless the crash is repeatable from a saved game.
In general, let's use this item for problem reports only. We have another item for suggestions. So suggestions posted here will only get lost when it comes time to look at suggestions. Also, let's please keep random discussion out of this item - I'd be less likely to miss things (as would Ben when he's compiling the report) if we keep this completely on topic.
digamma
04-23-2007, 04:21 PM
As noted in the Vista thread, I am getting a crash when I press the execute trades button in the game. I have been able to repeat it. I will send the saved game file to support tonight.
Solecismic
04-23-2007, 04:43 PM
Since I don't have Vista, I probably won't be able to do anything to help. In that case, the saved game won't do me any good.
Could you provide the exception information?
gstelmack
04-23-2007, 08:42 PM
I'm now getting a crash tonight trying to run WOOF's wildcard turn. I've fired off an e-mail with the exception error, the stack, a minidump from Visual Studio, and a saved game (in case it isn't Vista).
But I'm wondering if a Vista update screwed over FOF. I've only had 3 updates since the last turn I ran on Friday. Two are a fix for non-HID input devices (a USB issue that is unlikely) and one is a Windows Defender update (which may be likely). I've disabled Norton 360 and it still happens, so I don't think Norton is a likely culprit. I'm trying to figure out if I can disable Windows Defender to see if it is affecting anything.
Edit to add: Figured out how to disable Defender and I'm still crashing.
digamma
04-23-2007, 11:18 PM
Since I don't have Vista, I probably won't be able to do anything to help. In that case, the saved game won't do me any good.
Could you provide the exception information?
It doesn't look like I can.
The "Send to Microsoft" box tells me that additional information is located at a file called: WERA49E.tmp.hdmp
in my temporary folder, but that file either doesn't exist or doesn't open.
gstelmack
04-24-2007, 10:20 AM
On the Vista issues:
My crash is non-reproable on XP. I checked this morning, and if I set FrFoot2007.exe to run in XP SP2 compatibility mode under Vista, it runs without crashing. So, there is a Vista issue, but you can workaround it.
You can either create a new shortcut and edit the compatibility setting there, or just do it straight on the exe itself. Right-click and select "Properties".
Not sure what in Vista is doing it. If it's the "non-HID" update I got over the weekend, I'd be shocked at how a USB issue could affect FOF. If it's the Windows Defender update, well, I disabled Defender and it still happens. Not sure what in Vista changed, but something clearly did because I ran the Friday night turn just fine.
michael1123
04-25-2007, 08:44 AM
It's been a long, long time since I've had any crash report in random game play. I'm afraid it's impossible to look into a crash without the following information:
- A detailed description of exactly what led to the crash. What was the last button pressed? What was the last thing you saw the game do?
I just called a run play ... I didn't really do or see anything special. It was about half way through overtime, longer than I've ever played in a game. Perhaps that had something to do with it.
- When a game crashes, you are prompted to send a report to Microsoft (no idea what they do with this information). You can view the technical details of what would be sent. In that information is a block of line that looks like this:
Exception Information
Code: 0xc0000005
Flags: 0x00000000
Record: 0x000000000000
Address: 0x00000000005a9b69
Providing me with the Code and Address of the crash is one way I can investigate it, really the only way unless the crash is repeatable from a saved game.
In general, let's use this item for problem reports only. We have another item for suggestions. So suggestions posted here will only get lost when it comes time to look at suggestions. Also, let's please keep random discussion out of this item - I'd be less likely to miss things (as would Ben when he's compiling the report) if we keep this completely on topic.
I highly doubt its repeatable since it happened late in a play by play game. I did pay attention to the error message and it said it saved a copy of the report to c655_appcompat.txt, but that file doesn't contain anything like that.
gottimd
04-28-2007, 01:16 PM
Was this posted already?
http://www.naflsim.com/NAFL-PT.JPG
Not sure what that playing time % is?
Ben E Lou
04-29-2007, 07:25 AM
Award Logic
QB Rico Logan (1st Team, League MVP): 295 for 462, 3696 yards, 8.00ypa, 25 TD, 7 Int, 100.4 Rating, 22 carries, 48 yards, 0 TD, 11-5
QB Ricardo Vaughn (2nd Team): 315 for 474, 3197 yards, 6.74 ypa, 20 TD, 7 Int, 93.4 Rating, 45 carries, 164 yards, 1 TD, 10-6
QB Jonathan Harlan (not mentioned): 287 for 479, 4434 yards, 9.26ypa, 40 TD, 17 Int, 103.6 Rating, 23 carries, 85 yards, 1 TD, 10-6
Harlan had similar completions, attempts, and record, but significantly more yards and TD passes, much higher ypa, and the highest passer rating in the league. Are interceptions counting too much against him here?
MIJB#19
05-01-2007, 01:31 PM
Award Logic
QB Rico Logan (1st Team, League MVP): 295 for 462, 3696 yards, 8.00ypa, 25 TD, 7 Int, 100.4 Rating, 22 carries, 48 yards, 0 TD, 11-5
QB Ricardo Vaughn (2nd Team): 315 for 474, 3197 yards, 6.74 ypa, 20 TD, 7 Int, 93.4 Rating, 45 carries, 164 yards, 1 TD, 10-6
QB Jonathan Harlan (not mentioned): 287 for 479, 4434 yards, 9.26ypa, 40 TD, 17 Int, 103.6 Rating, 23 carries, 85 yards, 1 TD, 10-6
Harlan had similar completions, attempts, and record, but significantly more yards and TD passes, much higher ypa, and the highest passer rating in the league. Are interceptions counting too much against him here?
Have you looked at the respective players' popularity ratings and how much fumbles they committed?
MIJB#19
05-01-2007, 01:38 PM
Disappearing injury history entries
At the start of a new season in the IHOF (MP league), I've noticed that the injury history of my kicker and punter have been cleared out. As far as I can tell, all the other players on the team still have their injuries of last season (first fof2007 season) listed. A look around shows it isn't kickers/punter only, injuries for those players on other teams do show up.
Shard77
05-01-2007, 06:03 PM
Seems to be an inordinate amount of passes completed into double coverage. I tracked it for my team for one MP season and opponents completed over 58% of their passes into double coverage. On a whole, my defensive secondary had ratings averaging in the high 40's to low 60's. Not great, but not bad enough to justify a completion percentage of almost 60% when throwing into DC.
Often these passes come after the Solevision quote, "Joe Blow the DE breaks through the line and is in the QB's face."
May need a tweak....or maybe I just need to keep working on my defensive GP.
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