View Full Version : FOF 9 Q & A thread
I figured it may be helpful for a thread where people can ask quick questions that may not be worthy of their own thread…
Don’t have the game yet and have a quick question?
Or have the game and not sure where to find something? Ask away!
NawlinsFan
11-01-2023, 08:30 PM
I do - Injured reserve. Lost a DE and have to place him on IR but damn if I can figure it out.
Gallifrey
11-01-2023, 08:35 PM
If injured to the level of IR on his player card under Action: drop down menu should be the option I think.
I do not have any injured players to confirm.
Germanicus
11-01-2023, 08:36 PM
Q: How can I change player position? Cannot find any option for this on roster/player etc. Simmed through a season thinking perhaps it was a training camp only option, but nothing.
As the depth chart does not allow you to play players out of position, regardless of experience, of their fit this is creating some problems for me on the defensive front.
Gallifrey
11-01-2023, 08:42 PM
In the players card, drop down menu.
https://www.dropbox.com/scl/fi/b3fk15jqqwivn621xlg0l/FOF1.png?rlkey=k3bd4qrh3r2hj3e5v3hzrm39r&dl=0
NawlinsFan
11-01-2023, 08:53 PM
If injured to the level of IR on his player card under Action: drop down menu should be the option I think.
I do not have any injured players to confirm.
I found it, player card, right side buried in c aouple of other data fields. Was easy to overlook.
Update - found it but even though I select to place him on IR it doesn't. Activate, deactivate work. He is out for 22 weeks so I know thats not an issue.
waitforit
11-01-2023, 09:06 PM
How to I change the team nicknames for the default file?
Mike Lowe
11-01-2023, 09:23 PM
How do I activate multiplayer leagues? Jk. Waiting for the Alright Boyz thread for FOF10 already!
johnnyshaka
11-01-2023, 10:07 PM
Q: How can I change player position? Cannot find any option for this on roster/player etc. Simmed through a season thinking perhaps it was a training camp only option, but nothing.
As the depth chart does not allow you to play players out of position, regardless of experience, of their fit this is creating some problems for me on the defensive front.
In the player profile page you can hit the "Select an action" drop down and one of the options will be "Change player's position".
Bobble
11-01-2023, 10:14 PM
I don't want to run a 3-4 defense. Do I need a new defensive coordinator?
james17
11-02-2023, 12:14 AM
Is there any way to print out rosters like you could in previous versions?
beatle
11-02-2023, 02:17 AM
How do you change the team names to reflect NFL? Couldn't find that menu.
cupofjoe
11-02-2023, 04:58 AM
I found it, player card, right side buried in c aouple of other data fields. Was easy to overlook.
Update - found it but even though I select to place him on IR it doesn't. Activate, deactivate work. He is out for 22 weeks so I know thats not an issue.
It’s an acknowledged bug that will be fixed with an update…hopefully soon
jamesUMD
11-02-2023, 05:48 AM
I don't want to run a 3-4 defense. Do I need a new defensive coordinator?
Yes, the defensive front is what your d coordinator runs. I did report an issue with the fronts the current coaches are running, as my Commanders in the game are running a 3-4 even though they 100% under Del Rio run a 4-3 (albeit an extremely poor 4-3).
jamesUMD
11-02-2023, 05:54 AM
How do you change the team names to reflect NFL? Couldn't find that menu.
It has to be updated in the default data folder in both the team_info file and the default_teams folder.
Look in the FOF9 Graphics thread as NawlinsFan provided a file you can copy and paste.
I created a folder on my desktop, save a copy of all the original files unedited, and then replaced those files in game with the edited versions.
I prefer to play custom fictional leagues as opposed to the NFL ..
Am I correct in saying that if I want to create a fictional league where I have specific say over where the teams are located and what they are called, I need to completely edit all aspects of the default teams csv file for the specific league structure I want to use, then select "use default teams" when creating the league?
Because the alternative only allows me to basically pick how many teams I want in each country, then the game just creates cities and nicknames, and there's really no way to adjust the team cities/nickname after league creation?
Is all the above accurate?
I'm still a ways away from starting my 'real' league, but just wanted to be sure I had the format correct for how to go about it.
NawlinsFan
11-02-2023, 07:32 AM
I prefer to play custom fictional leagues as opposed to the NFL ..
Am I correct in saying that if I want to create a fictional league where I have specific say over where the teams are located and what they are called, I need to completely edit all aspects of the default teams csv file for the specific league structure I want to use, then select "use default teams" when creating the league?
Because the alternative only allows me to basically pick how many teams I want in each country, then the game just creates cities and nicknames, and there's really no way to adjust the team cities/nickname after league creation?
Is all the above accurate?
I'm still a ways away from starting my 'real' league, but just wanted to be sure I had the format correct for how to go about it.
I'm with you Cole and am looking at the same thing. Yes, I do believe you have to edit the csv files to align with the specifics of the league you want. So team names, colors, stadium data, etc. within the default_teams and team_info csv files. I am going to try to do one with the fantasy stuff I have and see how it goes.
Hopefully in the future Jim may come up with an easier way to do this as this can be a lot of work and trial and error.
NawlinsFan
11-02-2023, 07:37 AM
In game I review the stadium info for the league in a 32 team NFL structure using the supplied team_info.csv and there are a number of errors with incorrect stadium types. Yet when I look into the csv file it appears, to these old eyes, to be correct. I can't track down the issue.
I'm with you Cole and am looking at the same thing. Yes, I do believe you have to edit the csv files to align with the specifics of the league you want. So team names, colors, stadium data, etc. within the default_teams and team_info csv files. I am going to try to do one with the fantasy stuff I have and see how it goes.
Hopefully in the future Jim may come up with an easier way to do this as this can be a lot of work and trial and error.
Yeah it’s a shame that the game took some big steps forward in customization (different league size options, player portraits etc), but seemingly a huge step back in ease of use and customization functionality.
I consider myself fairly computer savvy, but it’s looking like it will be some arduous work to get my league up and running.
If you do get any custom CSV files set up, I’d love to see them!
NawlinsFan
11-02-2023, 08:09 AM
Yeah it’s a shame that the game took some big steps forward in customization (different league size options, player portraits etc), but seemingly a huge step back in ease of use and customization functionality.
I consider myself fairly computer savvy, but it’s looking like it will be some arduous work to get my league up and running.
If you do get any custom CSV files set up, I’d love to see them!
I can see Ben collecting those that the community puts together in a thread here on the site to allow everyone to access and try them.
Maybe I missed the setting … but is there a way to change the name of the league championship game from the Front Office Bowl ?
I know this isn't the place for bug reports but I just wanted to confirm I'm seeing what I'm seeing before I email Jim and ensure I haven't just messed something up on my end ...
I've done a couple 20 year sims just to see what the world looks like after a couple of decades ...these are with smaller worlds ..16 to 24 teams...
And when I look through the players in the Hall of Fame, or career earnings page ... many of them are only showing 3 or so years of actual stats.. then the rest of their years played is just zeroes across the board for everything ...
Anyone else witnessing this or just me? I'm a bit perplexed ...
Ben E Lou
11-02-2023, 09:21 AM
I can see Ben collecting those that the community puts together in a thread here on the site to allow everyone to access and try them.this...once they get ironed out
Sweed
11-02-2023, 09:28 AM
Maybe I missed the setting … but is there a way to change the name of the league championship game from the Front Office Bowl ?
"league_info.csv" has the field for Championship.
I've pretty much only clicked through screens to look around so haven't actually seen it in game, but I would assume it will be there.
lungs
11-02-2023, 09:39 AM
.
Gallifrey
11-02-2023, 09:42 AM
"league_info.csv" has the field for Championship.
I've pretty much only clicked through screens to look around so haven't actually seen it in game, but I would assume it will be there.
Yes it works. I have mine set to Super Bowl and it shows correctly in the game.
I know this isn't the place for bug reports but I just wanted to confirm I'm seeing what I'm seeing before I email Jim and ensure I haven't just messed something up on my end ...
I've done a couple 20 year sims just to see what the world looks like after a couple of decades ...these are with smaller worlds ..16 to 24 teams...
And when I look through the players in the Hall of Fame, or career earnings page ... many of them are only showing 3 or so years of actual stats.. then the rest of their years played is just zeroes across the board for everything ...
Anyone else witnessing this or just me? I'm a bit perplexed ...
False alarm on my end, caused by lack of hard drive space ...
PSA: Make sure you've got hard drive space - Front Office Football Central (https://forums.operationsports.com/fofc/showthread.php?p=3417034#post3417034)
:banghead:
Does the game have salary cap carryover from one year to another? It's been so long since I played it that this wasn't a rule in the NFL when I played...
Ben E Lou
11-02-2023, 01:57 PM
A page has been added in the documentation with more detail on customizing the files.
data_customization [Front Office Football Nine Documentation] (http://www.solecismic.com/documentation/dokuwiki/doku.php?id=data_customization)
wccat22fan
11-02-2023, 02:14 PM
I haven't been able to find a Position Distribution screen like FOF8 had on the roster screen that let you know how many of each position were required to be active to play a game. Any help would be appreciated!
Thanks.
mbh12368
11-02-2023, 02:59 PM
I haven't been able to find a Position Distribution screen like FOF8 had on the roster screen that let you know how many of each position were required to be active to play a game. Any help would be appreciated!
Thanks.
Its on the depth charts tab on the active tab. Bottom of the screen.
K1ng_L1zard
11-02-2023, 02:59 PM
Yes, the defensive front is what your d coordinator runs. I did report an issue with the fronts the current coaches are running, as my Commanders in the game are running a 3-4 even though they 100% under Del Rio run a 4-3 (albeit an extremely poor 4-3).
Have experienced this as well switching from a 3-4 DC to a 4-3 DC and still having the defense run as a 3-4. Possible there's something I'm missing but I think the defense is just a bit buggy yet.
Other than that though I am really enjoying the new version of the game so far.
dischokie
11-02-2023, 03:31 PM
Has anyone figured out if there is a way to export the game data to csv? In FOF 8 you could export all of the data including the game logs to csv or html. I can't seem to find this option in this version.
Mr.CheesyFondue
11-02-2023, 06:07 PM
Has anyone been able to successfully import their FOF 8 playbooks to FOF 9?
I just got the game today and I tried using the load playbook action then navigated over to the file path for FOF 8 playbooks but nothing shows unfortunately.
james17
11-02-2023, 06:12 PM
There doesn't appear to be a way to print out rosters, game stats, etc. FOF8 used to accomplish this by way of a web browser but I'll be darned if I see a way to do this in-game. Am I missing something simple here?
jcard
11-02-2023, 08:43 PM
If someone doesn’t mind answering:
In FOF8, you could see the relevant attribute values for position groups of your team’s roster in list form, but not for any other teams’ rosters. Has this changed? Thank you in advance for any feedback.
Germanicus
11-02-2023, 09:29 PM
In the players card, drop down menu.
https://www.dropbox.com/scl/fi/b3fk15jqqwivn621xlg0l/FOF1.png?rlkey=k3bd4qrh3r2hj3e5v3hzrm39r&dl=0
Dangit, how did I miss that? Much appreciated!
dave1927p
11-03-2023, 09:10 AM
what are you all setting combine accuracy to? By default it's 100% which seems odd.
what are you all setting combine accuracy to? By default it's 100% which seems odd.
I don't think it's necessarily a %...
From the manual ...
Combine Accuracy. This setting determines how accurately a player's rookie Combine measurements reflect his true abilities. A value of 100 is the default accuracy. A value of 200 would mean much more revealing Combine numbers. Lower numbers would mean that Combine performances would provide less true information about the player.
The manual goes over where to put team logos and player portraits, and the naming convention ... but where do you put/how do you name a league logo file?
sovereignstar v2
11-03-2023, 10:15 AM
The manual goes over where to put team logos and player portraits, and the naming convention ... but where do you put/how do you name a league logo file?
Looks like the key files are SolecismicXXX.bmp located in C:\Program Files (x86)\Steam\steamapps\common\Front Office Football Nine\artwork
dave1927p
11-03-2023, 10:23 AM
I don't think it's necessarily a %...
From the manual ...
great thanks. Do we not have a view anymore showing both the overall/future overall and contract years remaining. That is how i would resign players at a glance being able to see who's contract is expiring and their skill/potential.
Even the draft summary not showing the amount of games they've played is a head scratcher. Really sad to see some changes like that. The honors addition is nice, but why remove stats when more should've been added.
NawlinsFan
11-03-2023, 11:37 AM
Active/Inactive display. I found that theres an issue with an injured player being displayed as inactive. Their name remains red due to the injury even if you do deactivate them. Then as you scrub your roster to ensure you have your 47 aligned the only way you can ensure they are inactive is to go to the player card and check the action drop down.
It would be nice/easier if there was a way to show they are injured as well as being inactive like a non-injured player just from the roster screen.
* Disregard. Just use thge drop down "Filter" on the roster page. For some reason I had completely disregarded it.
NawlinsFan
11-03-2023, 11:53 AM
I lost a player to a league decision for some inappropriate off field activity. He was suspended for 4 games. Just prior to the 5th game there was a notice that the league upheld his suspension and he is still uneligible to play. We were on a bye for week 6 and now going into week 7 and he is still uneligible.
Does this seem right? Anyone else run into anything similar?
*Update: The player was reinstated after a total of 7 weeks (6 games and the bye) instead of the intial 4 assigned by the league
garion333
11-03-2023, 11:57 AM
Have experienced this as well switching from a 3-4 DC to a 4-3 DC and still having the defense run as a 3-4. Possible there's something I'm missing but I think the defense is just a bit buggy yet.
Other than that though I am really enjoying the new version of the game so far.
Yeah, I switched from 43 to 34 and can still put Tampa in my D gameplans. In fact, the game is using 43 alignments for some reason. (I'm Buffalo.):
https://i.imgur.com/U9KE6Fj.png
https://i.imgur.com/oMrVvwU.png
garion333
11-03-2023, 11:59 AM
what are you all setting combine accuracy to? By default it's 100% which seems odd.
100 is the new 50 for Combine Correlation. The range is now 0-200, rather than 0-100.
NawlinsFan
11-03-2023, 01:35 PM
Ok, looking for more feedback. Anyone have a crash to desktop?
I was playing a saved file and had progressed through an additional 7 weeks. On the 8th I made the usual roster preps and proceeded to start the game running it on the fastest setting with coach calling plays. Suddenly the game simply closed out. I immediately went back in and opened the file again only to find that everything I had done from earlier had not been saved and lost when the game crashed.
I know, save often. Still curious if anyone else has experienced this.
BradS
11-03-2023, 02:57 PM
Did we lose PBP (log) player grades? Love that in Eight.
lanruz234
11-03-2023, 04:16 PM
Can we still watch other team games? For example, if my team isn't in the Front Office Bowl, I could watch the game in FOF 8. Looks to be gone except if I am missing the button.
MarkRidings
11-03-2023, 05:16 PM
Can we still watch other team games? For example, if my team isn't in the Front Office Bowl, I could watch the game in FOF 8. Looks to be gone except if I am missing the button.
You can go in the game book and watch the replay. If you mean with no spoilers, than no (that I know of )
jetpunk2000
11-03-2023, 05:28 PM
Am I blind? I can't find any way to coach the games. Only option I see is run til...
Bobble
11-03-2023, 05:44 PM
Am I blind? I can't find any way to coach the games. Only option I see is run til...
Under League/Scores there's a checkbox for "Show/Control Your Team's Game". Then when you "Run Today's Actions" on a game day, it'll take you to the game. Not really intuitive, I agree.
Ben E Lou
11-03-2023, 06:21 PM
Has anyone checked when the last time you can extend contracts? Both saved careers I have aren't in-season, but I'm thinking you might not have to do it before Week 1 now. Can anyoone verify?
Dutch
11-03-2023, 07:36 PM
If injured to the level of IR on his player card under Action: drop down menu should be the option I think.
I do not have any injured players to confirm.
This function is not working for me. I see Jim has annotated it for review in his notes, so that's good.
If you are trying to put a seriously injured player on IR, a workaround at this time is to set "AI Makes Minor Roster Decisions" and "AI Handles Depth Chart" sim a day, and I suppose you can turn those back off, but I'm just going to leave them on until I that works.
Dutch
11-03-2023, 08:02 PM
Minor aesthetic issue. On the league overview page, all the individual leaders logo appears to be their home state and not their actual team. For Team Statistic leaders, they use a snippet of their larger logos and not the small (or shrunk) logos.
beatle
11-03-2023, 11:02 PM
On the trade screen I was trying to make a draft trade and I can only put 1 draft choice up on the screen. If I put another draft pick up there, the previous draft pick goes back to the bin as they say. If you put the other teams pick there it makes your pick, go away as well. It makes it hard to make a trade. It appears the best you can do is hit receive offer for one pick and see what the computer offers you. Personally, I like the previous versions where you could add or delete as needed. Hopefully, this can be fixed or changed in the future for more flexibility.
beatle
11-04-2023, 12:53 AM
One more question. In the help files there was good information on weight for each players offence and defense type, however there was no height information which would have given you a complete picture of what to look for in a player. Does anyone know the height specs the corresponding weights?
Ben E Lou
11-04-2023, 03:37 AM
Has anyone checked when the last time you can extend contracts? Both saved careers I have aren't in-season, but I'm thinking you might not have to do it before Week 1 now. Can anyoone verify?I just simmed forward to test. You can now extend players all the way up to the bowl. Woot!
garion333
11-04-2023, 11:10 AM
On the trade screen I was trying to make a draft trade and I can only put 1 draft choice up on the screen. If I put another draft pick up there, the previous draft pick goes back to the bin as they say. If you put the other teams pick there it makes your pick, go away as well. It makes it hard to make a trade. It appears the best you can do is hit receive offer for one pick and see what the computer offers you. Personally, I like the previous versions where you could add or delete as needed. Hopefully, this can be fixed or changed in the future for more flexibility.
Correct, the new design is to only allow you to offer a player or pick and have the AI finish the offer.
I absolutely love this new method, mostly because it allowed me to acquire 28 picks in the next draft. Unfortunately, I hate the new version of drafting so I've dug myself into an awfully deep hole. :banghead:
dischokie
11-04-2023, 02:08 PM
Playing a game with the Browns and the first season they lost $168,530,000 in jersey sales which resulted in a loss of 181,500,000.
Anyone else see anything like this?
NawlinsFan
11-04-2023, 02:51 PM
Playing a game with the Browns and the first season they lost $168,530,000 in jersey sales which resulted in a loss of 181,500,000.
Anyone else see anything like this?
It's the Browns, they had to pay someone to take the jerseys away!
--- sorry, couldn't pass it up.
Hello, a noob here. Looking to purchase FOF9, but have a couple of question. #1: Can you run the game like a commissioner and not as a single team. #2: Can you start this league in a prior year (ie: 80's,90's, etc)?
dave1927p
11-04-2023, 03:28 PM
How do I pull up the box scores? Used to be able to do it in the same screen when simulating so i could see the score. Now I have to click to other areas like the schedule. And when in the box score you used to be able to see it all in one area…now it’s a drop down list taking more clicks. These items really feel like a step backwards
Carman Bulldog
11-04-2023, 04:19 PM
It's the Browns, they had to pay someone to take the jerseys away!
--- sorry, couldn't pass it up.
Maybe they had to do their own DeShaun jersey buyback (https://www.si.com/nfl/texans/news/houston-texans-jersey-exchange-shot-deshaun-watson-browns)?
Ben E Lou
11-04-2023, 05:04 PM
I don't think it's necessarily a %...
From the manual ...But....the actual interface won't allow you to go over 100. Filing this one as a bug (or at minimum a discrepancy between the manual and the actual functionality of the game.)
NawlinsFan
11-04-2023, 05:13 PM
I successfully laid the foundation for a new universe representing the USFL/XFL merger as a test bed. Everything seems to be in place but there is one issue and I didn't see it on Jims list and may report it.
I had previously noted issues with the base games stadium configurations. With this one I set everything up and when I go in-game the team, date opened and location are all good. After that it looks like the game altered the information pulling it from somewhere else.
I had all open air stadiums with capacities ranging from 45k-49k, all grass and all with the same condition setting to level set the league. All of these were changed.
I would appreciate any feedback from anyone else creating a universe to see if they are encountering any issues.
NawlinsFan
11-04-2023, 06:46 PM
Another observed issue with league creation. I set the league exhibition games to 0 yet in game they defaulted back to 4. I need to go through each of the games csv's to ensure theres no redundancy. I did find two instances of CAP and salary settings in two different files.
Caligari
11-05-2023, 12:21 AM
So, as far as I can tell there is no way, at the moment, to change any team primary/secondary colors once a league is created?
thaynes888
11-05-2023, 04:44 AM
Thus far the game has been unplayable for me. I'm unable to advance to the first exhibition game. When I go to sim the next day, a new screen briefly flashes then goes away. Anyone else having this issue?
Ben E Lou
11-05-2023, 05:07 AM
Thus far the game has been unplayable for me. I'm unable to advance to the first exhibition game. When I to sim the next day, a new screen briefly flashes then goes away. Anyone else having this issue?Huh. That's odd. I've quick-simmed well over a hundred seasons now, and also have played (with the AI handling nothing) several full seasons. Maybe the playbook isn't full? Maybe look around the screen for an error message? (I've noticed that some of the messages are no longer popups, but simply an on-screen note saying you can't move forward until you do X.)
thaynes888
11-05-2023, 06:13 AM
Huh. That's odd. I've quick-simmed well over a hundred seasons now, and also have played (with the AI handling nothing) several full seasons. Maybe the playbook isn't full? Maybe look around the screen for an error message? (I've noticed that some of the messages are no longer popups, but simply an on-screen note saying you can't move forward until you do X.)
Thanks Ben... that was the problem. In this particular universe I had created a playbook with 190 plays. Apparently you MUST have 200. There was no on-screen or pop-up error message that alerted me to that.
Bobble
11-05-2023, 07:18 AM
So, as far as I can tell there is no way, at the moment, to change any team primary/secondary colors once a league is created?
You can go to the team's Change Logo screen and there's a button to change primary and secondary color. Feels like it's meant for you to bring in a default .bmp of generic colors (like a block "A", for example) and use that to colorize the .bmp (so your "A" is now blue), but it doesn't seem to change the team color on the highlighted tab.
Plus, I would like a lot more screens and tables to use the team colors. There are so many screens that are just a wall of text and coloring the team name would help differentiate players and offer a bit more immersion.
markprior22
11-05-2023, 09:04 AM
Thus far the game has been unplayable for me. I'm unable to advance to the first exhibition game. When I go to sim the next day, a new screen briefly flashes then goes away. Anyone else having this issue?
Make sure your depth charts are complete/valid before playing game.
markprior22
11-05-2023, 09:06 AM
Is there a way to adjust # of carries between running backs? Say I want one guy to get around 80% of the carries with backup getting 20%.
johnnyshaka
11-05-2023, 10:16 AM
Playing a game with the Browns and the first season they lost $168,530,000 in jersey sales which resulted in a loss of 181,500,000.
Anyone else see anything like this?
I've seen this as well...it's on the list of bugs to fix.
Caligari
11-05-2023, 04:46 PM
You can go to the team's Change Logo screen and there's a button to change primary and secondary color. Feels like it's meant for you to bring in a default .bmp of generic colors (like a block "A", for example) and use that to colorize the .bmp (so your "A" is now blue), but it doesn't seem to change the team color on the highlighted tab.
I don't think it changes anything, long term. I can change those things, save the logo, but next time I come there (and in the few places I think the colors are being used) everything is reset to what I assume is in the save file.
Ah well, its only a trial league, so I can work out what I need to do for my first real run! :)
NawlinsFan
11-06-2023, 06:15 PM
Ok, beyond frustrated - again. :banghead: I have completed 3 test universes, the latest a 1970. I built the team info file paying attention to everything. Even detailed a number of teams with pending stadium development within the next 5 years. yet when I go in-game and pull the stadium data it is all over the place and hardly looks like the info file. Deleting the saved file and regenerating another has the same effect but not the exact same result.
This has become beyond annoying as I continue to try to do this. I cannot identify the disconnect, damn!
I know there are other priorities that Jim is concerned with but this is even an an issue with the base files and something really needs to be looked at to try and determine what the cause may be. If I am doing something wrong and missing something, tell me.
gfrench
11-06-2023, 07:33 PM
I am trying to resign my players and keep getting "Offer Error" Unable to locate player....Anyone else got this or know what it means?
Marmel
11-06-2023, 08:24 PM
I was able to edit the csv files to rename the NFL teams, but if I want to create a customer league of 16 teams, how can I pick the cities and name the teams? Can this even be done?
Dutch
11-06-2023, 09:17 PM
I am trying to resign my players and keep getting "Offer Error" Unable to locate player....Anyone else got this or know what it means?
This was identified as an issue for the first day of free agency (which is supposed to be reserved for resigning your own players). You'll have to advance a day and skip that benefit (until the patch comes out which will address that).
Dutch
11-06-2023, 09:19 PM
Ok, beyond frustrated - again. :banghead: I have completed 3 test universes, the latest a 1970. I built the team info file paying attention to everything. Even detailed a number of teams with pending stadium development within the next 5 years. yet when I go in-game and pull the stadium data it is all over the place and hardly looks like the info file. Deleting the saved file and regenerating another has the same effect but not the exact same result.
This has become beyond annoying as I continue to try to do this. I cannot identify the disconnect, damn!
I know there are other priorities that Jim is concerned with but this is even an an issue with the base files and something really needs to be looked at to try and determine what the cause may be. If I am doing something wrong and missing something, tell me.
I can imagine the frustration. I don't know if he'll get to this right away, but if it's any consolation, I'm willing to bet he'll investigate it.
NawlinsFan
11-06-2023, 09:28 PM
Are we not allowed to submit for stadium upgrades at the end of the season as we were in FOF8? I am currrently at that stage and only see an option to build a new stadium.
Next up, another observation. Not sure how easy this would be to do but it is a must if the game will allow and support historical mods.
Submitting a stadium plan. Is there an easy method of having the cost align itself to the leagues current year. An explanation that will provide some insight. It's 1970, we just finished our first season and as we move forward attempt to submit a stadium modification plan but the only option is a new build. The cheapest comes in at over $1.4B. Yes, thats a "B". No way it should cost that much in 1970 dollars. The Superdome, completed in 1975, only cost $134M.
Submitting ticket prices. Same as above. The prices as set on universe creation are a bit outlandish. Example, one team in 1970 had their upper deck seats going for $166 with the rest crawling up the scale to a ridiculous $390k for a luxury box. Hell, same team showed a family of 4 would pay over $2100 to attend a game. Again, not representative of the leagues current year, 1970 going into 1971.
I was able to edit the csv files to rename the NFL teams, but if I want to create a customer league of 16 teams, how can I pick the cities and name the teams? Can this even be done?
Yes. Same way you edited the csv files to change the NFL names … you just need to find the league structure you want to use in the default teams csv and change the cities/nicknames to what you want, then create a universe and use default data with that structure.
I don't think it changes anything, long term. I can change those things, save the logo, but next time I come there (and in the few places I think the colors are being used) everything is reset to what I assume is in the save file.
Ah well, its only a trial league, so I can work out what I need to do for my first real run! :)
I was actually curious about that. Are the team colours used in differing places in the game, and if so where ?
I had always just assumed those colors were only there to dictate how the default logos would be colored.
Bobble
11-07-2023, 08:51 AM
I was actually curious about that. Are the team colours used in differing places in the game, and if so where ?
I had always just assumed those colors were only there to dictate how the default logos would be colored.
The only other place I've seen the colors, unfortunately, is to color in which tab you're on.
dave1927p
11-07-2023, 10:17 AM
where do you actually play in a game? I've only seen where I can simulate the game. Been looking for the button and can't for the life of me find it.
Bobble
11-07-2023, 10:29 AM
where do you actually play in a game? I've only seen where I can simulate the game. Been looking for the button and can't for the life of me find it.
I'll quote my previous reply.
Under League/Scores there's a checkbox for "Show/Control Your Team's Game". Then when you "Run Today's Actions" on a game day, it'll take you to the game. Not really intuitive, I agree.
rkmsuf
11-07-2023, 04:42 PM
td catches on Offense season summary screen
Does it throw anyone else off that "good" ratings in FOF are shades of red? That runs pretty counterintuitive to other games (namely OOTP), but in general in ratings/games red = bad, but here someone rated 90 and up is all red?
bblom23
11-07-2023, 06:02 PM
Has anyone found a way to edit the names of the prospects in the draft?
Does it throw anyone else off that "good" ratings in FOF are shades of red? That runs pretty counterintuitive to other games (namely OOTP), but in general in ratings/games red = bad, but here someone rated 90 and up is all red?
Maybe it doesn't bother anyone else, but to piggyback my own comment....
The colors aren't even consistent within the game. For example QB/WR chemistry ... green is good/positive chemistry, red is bad/negative chemistry.
Which is the way it logically makes sense to be.
Yet for player ratings it's the flipped... red is "great/excellent" or "positive" ratings ... Green is for mid-range values ...
Then combine ratings seem to be on a different color scale as well .. the best-rated guys seem to be somewhere in a yellow to orange scale color ...but then there's also green, blue and white on the way down ...
Maybe I'm missing something and I stand to have this better explained to me.
But to my mind for a game where quickly seeing things at a glance is important, being able to quickly correlate "good" and "bad" ratings with their appropriate colors in all aspects of the game seems important.
I think it would be great to see red = "bad", then up from yellows, greens and blues as things get "good".
Ben E Lou
11-08-2023, 06:21 AM
Maybe it doesn't bother anyone elseI suspect that there's sort of a "muscle memory" sort of thing at work here. It probably has to do with the fact that the ratings color scheme has worked that way for, I think, over 20 years (probably FOF4) I remember when combines were first given colors...probably in FOF2K4, maybe FOF2K7. People squawked about red being "good" then...but having done it that way for 15-20 years, you don't hear complaints about it any more because a lot of folks are just used to it.
To give another example of this sort of "gaming muscle memory," I've angered a number of players/agents in FOF9 because the "Yes" and "No" buttons switched sides when confirming an offer to a free agent. I just reflexively click on the button to the left to confirm, because that's what I've done forever...even though it's clearly marked as "No." :p
I suspect that there's sort of a "muscle memory" sort of thing at work here. It probably has to do with the fact that the ratings color scheme has worked that way for, I think, over 20 years (probably FOF4) I remember when combines were first given colors...probably in FOF2K4, maybe FOF2K7. People squawked about red being "good" then...but having done it that way for 15-20 years, you don't hear complaints about it any more because a lot of folks are just used to it.
To give another example of this sort of "gaming muscle memory," I've angered a number of players/agents in FOF9 because the "Yes" and "No" buttons switched sides when confirming an offer to a free agent. I just reflexively click on the button to the left to confirm, because that's what I've done forever...even though it's clearly marked as "No." :p
Good perspective from someone who has been around the game a lot longer than I, thanks.
I genuinely questioned if it was a bug at first, since the color schemes in the game not matching each other, and red = good are two things that both don't seem super logical. But I suppose I'll adapt.
It would be a nice compromise if this was somehow editable or customizable, but I presume not.
NawlinsFan
11-08-2023, 06:30 AM
I suspect that there's sort of a "muscle memory" sort of thing at work here. It probably has to do with the fact that the ratings color scheme has worked that way for, I think, over 20 years (probably FOF4) I remember when combines were first given colors...probably in FOF2K4, maybe FOF2K7. People squawked about red being "good" then...but having done it that way for 15-20 years, you don't hear complaints about it any more because a lot of folks are just used to it.
To give another example of this sort of "gaming muscle memory," I've angered a number of players/agents in FOF9 because the "Yes" and "No" buttons switched sides when confirming an offer to a free agent. I just reflexively click on the button to the left to confirm, because that's what I've done forever...even though it's clearly marked as "No." :p
I must admit the red/green issue has always and continues to annoy me. In the past I modded that file in FOF8 to make me happy. Still in the end I realize that I just have to get over it.
I must admit the red/green issue has always and continues to annoy me. In the past I modded that file in FOF8 to make me happy. Still in the end I realize that I just have to get over it.
Does similar file exist in FOF9 that I could adjust ?
NawlinsFan
11-08-2023, 06:45 AM
Does similar file exist in FOF9 that I could adjust ?
No it's not in the artwork folder. :(
bblom23
11-08-2023, 07:00 AM
Is there a screen in FOF9 that shows the roster limit for each position? It was very helpful for me in FOF8, but I can't seem to find it in the new game, and I don't know the roster limit for each position without a guide.
garion333
11-08-2023, 07:22 AM
Good perspective from someone who has been around the game a lot longer than I, thanks.
I genuinely questioned if it was a bug at first, since the color schemes in the game not matching each other, and red = good are two things that both don't seem super logical. But I suppose I'll adapt.
It would be a nice compromise if this was somehow editable or customizable, but I presume not.
I wrote Jim an email touching on some of the color inconsistencies. Not combine scores, mind you, I figured he did it the way he did it in purpose (and red was always good there, for whatever reason).
One is on the active/inactive screen where inactive players names are green but the button to turn them inactive is a red X and green O for active.
garion333
11-08-2023, 07:23 AM
Is there a screen in FOF9 that shows the roster limit for each position? It was very helpful for me in FOF8, but I can't seem to find it in the new game, and I don't know the roster limit for each position without a guide.
Depth Charts - Active
I wrote Jim an email touching on some of the color inconsistencies. Not combine scores, mind you, I figured he did it the way he did it in purpose (and red was always good there, for whatever reason).
One is on the active/inactive screen where inactive players names are green but the button to turn them inactive is a red X and green O for active.
I'm just glad to hear I'm not alone! And if 'it's always been that way' is the only compelling reason why they don't match and red = good in some places, maybe there could be a change (or at least ability to mod it again) in the future. Perhaps I'll also send an email on this item.
In several 20+ year sims, I feel like I'm seeing hugely successful coaches, often times with multiple years of consecutive playoff appearances and/or championships, eventually get fired after a poor season or two ... which is fine.. But then often sit unemployed or retire straight after.
Whereas in real life I feel like head coaches with big time pedigree usually get new head coaching jobs incredibly quickly, and don't generally sit unemployed (maybe I'm wrong about this perception?)
I know one of the patch items was creating less new staff, which perhaps could help, as less new staff, means existing game staff would get re-hired more often... but in my sims I'm still seeing too many head coaches who only have one tenure with one team then never coach/work again..
Anyone else seeing similar?
In several 20+ year sims, I feel like I'm seeing hugely successful coaches, often times with multiple years of consecutive playoff appearances and/or championships, eventually get fired after a poor season or two ... which is fine.. But then often sit unemployed or retire straight after.
Whereas in real life I feel like head coaches with big time pedigree usually get new head coaching jobs incredibly quickly, and don't generally sit unemployed (maybe I'm wrong about this perception?)
I know one of the patch items was creating less new staff, which perhaps could help, as less new staff, means existing game staff would get re-hired more often... but in my sims I'm still seeing too many head coaches who only have one tenure with one team then never coach/work again..
Anyone else seeing similar?
Also it seems like head coaches are always starting with that as their first job in the league... whereas in real life I think assistants, or OC/DC's working those jobs then getting a chance to be a head coach, is much more common.
I don't know if you normally see OC/DC/assistants graduate into head coaching roles in FOF, but in a 50 year sim I just did, I just quickly scrolled through and 0 of the head coaches in the league ever worked as a "lower" job beforehand.
A handful of them who started as head coaches got fired then accepted jobs as OC/DC/assistants, but never the other way around.
Is this a bug, or has it always just worked that way?
Been a longgggg time since I played FOF7 or 8, but I thought I remembered staff members getting head coaching jobs from OC/DC/assistant in past games?
Ben E Lou
11-08-2023, 03:02 PM
As in previous versions, I'm sure this is related to the differing skillsets required for the roles in FOF and that both we and the AI know whether a guy will be good at a different role. Here's a good example from the CCFL:
Albert Rasmussen CCFL Staff Page (https://ccfl.fof-belco.com/showstaff.php?staffid=691)
Rasmussen was a very good OC for multiple good/great offensive teams. Why? Very high scouting, solid playcalling, and solid young talent. That's what you look for in an OC. But as a HC, his motivation is absolutely terrible and his discipline is below average. So, NO ONE is going to hire him to be their HC, because we know he is poorly rated in the key areas there. That league ended in 2053, but it's certain that Rasmussen would have continued on until retirement as an OC.
My guess is the guy(s) you are looking at were strong in motivation and discipline, so they're immediately hired as head coaches. And I assure you that as long as the game works this way, that's what you WANT the AI to do, so the game will be more challenging: hire the absolute best HC candidate as a HC. And the best HC candidate isn't the guy who has been a solid OC for 6 years; the best HC candidate is the guy with the highest ratings in the key categories.
Ben E Lou
11-08-2023, 03:08 PM
Dola...2 other things...
1. I have FIRED my HC many times in both SP and MP after winning a title. Why? Because a HC with higher ratings was available. That's just how this computer game works. There's never been evidence that I've seen that there's "cohesion" for staff members, so I just go after the highest rated guys available every season.
2. You did remember correctly: there are *some* guys who do the traditional assistant-->coordinator-->HC path, but they tend to be the ones with more balanced ratings, so maybe they're like in the 40-70 range in most categories when they're young, and then they grow over time and their motivation and discipline ratings get high enough that they're the best option as a HC.
But to be clear, this has nothing to do with performance, and everything with ratings.
Is there any way to have the play by play text stop after a play when you are calling the plays? This is how FOF8 worked, so you had time to read what happened before it disappears. Otherwise it seems like you have to toggle the pause button after each play. Am I missing something!
Sent from my iPhone using Tapatalk
My guess is the guy(s) you are looking at were strong in motivation and discipline, so they're immediately hired as head coaches. And I assure you that as long as the game works this way, that's what you WANT the AI to do, so the game will be more challenging: hire the absolute best HC candidate as a HC. And the best HC candidate isn't the guy who has been a solid OC for 6 years; the best HC candidate is the guy with the highest ratings in the key categories.
Are staff ratings stagnant or do they change ? I guess best way to potentially have OC/DC candidates become good coaching candidates is if initial ratings adjust over time/with experience …. To simulate fewer staff members starting as HC, staff members I presumed would start with lower ratings that would build over time, with the occasional new staff member who shows up elite/fully developed.
In this case I looked at every single staff member with a coaching win after 50 simmed seasons and none of them came from other jobs first. So if this was a mechanic in past games it’s either not working or not there anymore. This was a 24 team league, if that makes a difference.
Marmel
11-08-2023, 04:39 PM
Yes. Same way you edited the csv files to change the NFL names … you just need to find the league structure you want to use in the default teams csv and change the cities/nicknames to what you want, then create a universe and use default data with that structure.
I feel like I am doing everything correctly, but I get the following error when i finish the setup:
New Game Failed because the files containing team info do not match whats needed to support the chosen league start year
I am editing the default_teams.csv and changing the teams in the 16-4-16 format.
Any help is appreciated.
NawlinsFan
11-08-2023, 04:58 PM
I feel like I am doing everything correctly, but I get the following error when i finish the setup:
New Game Failed because the files containing team info do not match whats needed to support the chosen league start year
I am editing the default_teams.csv and changing the teams in the 16-4-16 format.
Any help is appreciated.
Are you creating the XXXX_info file in the custom_example folder? You need that, the default_teams changes and check that the default teams_info file aligns with what you want.
Note - replace xxxx with your universe name. The game wants this file when you create your universe/league.
Marmel
11-08-2023, 06:04 PM
Are you creating the XXXX_info file in the custom_example folder? You need that, the default_teams changes and check that the default teams_info file aligns with what you want.
Note - replace xxxx with your universe name. The game wants this file when you create your universe/league.
I don't know what any of this means! :)
dave1927p
11-08-2023, 08:30 PM
where are the winners in a list for first and second team positional awards?
NarrZiss
11-08-2023, 10:03 PM
Hi.
Unfortunately, I'm really desperate. I've tried several times to change the team names, but I still have the weird team names. I have already changed the Default Teams.csv and made a few changes to the Team_info.
Can someone help me? What exactly do I have to do? Or which files do I have to replace with what?
Kind regards
Unimaginative
11-08-2023, 11:23 PM
where are the winners in a list for first and second team positional awards?
League --> Almanac --> League History --> Click the yellow year/season on the left (first column) and it'll show them!
markdub2
11-09-2023, 12:29 AM
Hi.
Unfortunately, I'm really desperate. I've tried several times to change the team names, but I still have the weird team names. I have already changed the Default Teams.csv and made a few changes to the Team_info.
Can someone help me? What exactly do I have to do? Or which files do I have to replace with what?
Kind regards
The game uses a different team name list for each league structure. So if you only put real team names in the 32team, 16 game list in the team_info file, but start up a 24 team, 16 game league (or 32 team, 17 game etc.) it will use the default names that come with the team_info file. I used the find and replace function (CTRL+H i think) to replace all the default names with the real ones.
Ben E Lou
11-09-2023, 04:42 AM
I just simmed forward to test. You can now extend players all the way up to the bowl. Woot!Heh. I guess I misunderstood everything going on with the patch. You can extend them in that first stage of the *next* season. (I assumed that stage was just for extensions and RFAs like in the past.)
dave1927p
11-09-2023, 12:31 PM
League --> Almanac --> League History --> Click the yellow year/season on the left (first column) and it'll show them!
Exactly what I was looking for. Thanks! Why that isn't in the "Awards" section is beyond me:confused:
bblom23
11-10-2023, 10:09 AM
Is there a way to change the names of players who are not on your team? Draft prospects specifically.
Unimaginative
11-10-2023, 01:53 PM
Are staff ratings stagnant or do they change ? I guess best way to potentially have OC/DC candidates become good coaching candidates is if initial ratings adjust over time/with experience …. To simulate fewer staff members starting as HC, staff members I presumed would start with lower ratings that would build over time, with the occasional new staff member who shows up elite/fully developed.
In this case I looked at every single staff member with a coaching win after 50 simmed seasons and none of them came from other jobs first. So if this was a mechanic in past games it’s either not working or not there anymore. This was a 24 team league, if that makes a difference.
As well as this, I wonder if a system where the AI evaluates short-term and long-term success of coordinators as well as a coach's bars might make the coaching system feel a little more realistic with progression from coordinators to HC. You'd still get occasional young HCs who are recently retired players or had short coordinator stints, if they had really good bars (like Sean McVay or Demeco Ryans, for real life comparisons), but a majority of HCs would have had multi-season stints as coordinators for at least one team. A coaching mentorship system, too, could help--coaches could have a rating (possibly hidden) for developing other coaches (coordinators under them) and improving their ratings.
Ben E Lou
11-10-2023, 02:05 PM
Missed that question: staff ratings do change over time, most definitely. That said, looking at this a bit more, I do think something may be off here in this version. What I said above was definitely correct about the ratings setup making some guys good/great options for HC but bad ones for coordinators. In looking through my universes, that's definitely still at play. However, I'm seeing some odd choices being made in staff hiring as well.
AlexB
11-10-2023, 02:31 PM
How do i change the image from what i presume is the player's home state logo (?) to his actual NFL team on the player card?
Edit - and also how do I get the league to show AFC East, NFC West etc instead of AC East, NC West
I've downloaded the team logos and changed the franchise nicknames successfully, but can't work these bits out!
AlexB
11-10-2023, 04:18 PM
Other Qs:
Is there an easy way to find/list mentors in FA and on the team roster page?
Do any WRs identify as Slot receivers on the FA page, or are they all FL/SE?
Anyone else finding the game strains your eyes? Played around with navigating the screens, working out the lay of the land, but after 3 hours I had to quit as my eyes were literally hurting
mbh12368
11-10-2023, 04:30 PM
Other Qs:
Is there an easy way to find/list mentors in FA and on the team roster page?
Do any WRs identify as Slot receivers on the FA page, or are they all FL/SE?
Anyone else finding the game strains your eyes? Played around with navigating the screens, working out the lay of the land, but after 3 hours I had to quit as my eyes were literally hurting
Answer to the 1st question is Roster page go to the personality view and under the note column it will tell you if they are a mentor or not. Dont think there is a way to see FA mentors.
Ben E Lou
11-10-2023, 04:47 PM
Answer to the 1st question is Roster page go to the personality view and under the note column it will tell you if they are a mentor or not. Dont think there is a way to see FA mentors.There is. Same screen, just choose Free Agents as your team. That has long been my primary method of finding FA mentors.
mbh12368
11-10-2023, 04:53 PM
There is. Same screen, just choose Free Agents as your team. That has long been my primary method of finding FA mentors.
Ah thanks Ben
Other Qs:?
Anyone else finding the game strains your eyes? Played around with navigating the screens, working out the lay of the land, but after 3 hours I had to quit as my eyes were literally hurting
On default font, yes! Change the font (in game settings menu) to Arial size 14 font and it makes tons of difference for readability.
mbarry55
11-10-2023, 05:05 PM
Mentioned in the other ratings thread but will bring it up here, extremely low sack totals for OLBs. Anyone else notice that? Ran a number of test seasons and rarely, if ever, would any OLBs end up with more than 8 to 10 sacks. Highest number I saw was 11.
mbh12368
11-10-2023, 05:54 PM
Mentioned in the other ratings thread but will bring it up here, extremely low sack totals for OLBs. Anyone else notice that? Ran a number of test seasons and rarely, if ever, would any OLBs end up with more than 8 to 10 sacks. Highest number I saw was 11.
My latest season had 5 over 10 and a couple more at 9. Seems DEs get a lot of sacks though had 20 guys get more than 10
NarrZiss
11-10-2023, 07:06 PM
The game uses a different team name list for each league structure. So if you only put real team names in the 32team, 16 game list in the team_info file, but start up a 24 team, 16 game league (or 32 team, 17 game etc.) it will use the default names that come with the team_info file. I used the find and replace function (CTRL+H i think) to replace all the default names with the real ones.
Thanks. It worked.
I don't know why, but for some reason I can't renew with my staff. Whether it's with someone who has an expired contract or someone who still has a current contract for one season. The corresponding button is always grayed out on the appropriate date. I have now tried it over several seasons in two saves.
https://i.ibb.co/6BL5TMp/Extending-Contract.jpg (https://ibb.co/6BL5TMp)
Does anyone know what I'm missing or what mistake I'm making?
Levant2494
11-10-2023, 07:23 PM
On default font, yes! Change the font (in game settings menu) to Arial size 14 font and it makes tons of difference for readability.
I'm a big fan of Avenir 85 Heavy, size 14 font myself but the downside is that it doesn't come on devices by default. The good thing is that fonts tend to be rather easy to install and that the game accepts fonts that didn't originate on the computer. https://i.ibb.co/Sw8XTZH/Screenshot-2023-11-10-211950.png (https://ibb.co/pj8vDkN)
Dutch
11-11-2023, 06:40 AM
Can someone please remind me what an asterisk (*) next to an injury status signifies?
Questionable* vs Questionable.
johnnyshaka
11-11-2023, 05:25 PM
I believe the * means the player is tired.
Dutch
11-11-2023, 07:41 PM
I believe the * means the player is tired.
That sounds familiar. Thank you.
Pyser
11-12-2023, 04:36 PM
Finally fired this up. Feels lost and tedious so far but working through it. One quick question - are there player cards in the draft? Is the only way to see bars to hover over each player individually?
henry296
11-12-2023, 09:32 PM
Why can't I sign any free agents before week 1? I need a backup nose tackle
henry296
11-12-2023, 09:49 PM
Second question. didn't older versions remove players that are not active from the depth chart. Now they are still there, so it makes it hard to find depth chart issues.
Dutch
11-13-2023, 07:27 AM
Second question. didn't older versions remove players that are not active from the depth chart. Now they are still there, so it makes it hard to find depth chart issues.
There is a drop down filter to show only active players on the roster screen, but nothing on the depth chart screens. The only reason I mention that is the functionality is there, it's just not universal throughout the experience. There should be a drop down for that (or preferably in my eyes, a checkbox to hide inactive/reserve players on the depth chart screens.
Dutch
11-13-2023, 07:30 AM
Why can't I sign any free agents before week 1? I need a backup nose tackle
What happens on the player card/contract screen? Is there no option to "Make this offer"? I can see it prior to Exhibition Game #1.
Dutch
11-13-2023, 07:31 AM
Finally fired this up. Feels lost and tedious so far but working through it. One quick question - are there player cards in the draft? Is the only way to see bars to hover over each player individually?
I'm getting some muscle memory after a few seasons and that helps, but there are definitely some possible additions that would help the flow. I think those will be teased out over time.
Sweed
11-13-2023, 08:35 AM
Why can't I sign any free agents before week 1? I need a backup nose tackle
Are you looking under "Manage>Find a player" or "manage>free agency"?
First time I wanted to sign some players I went to "free agency" and thought "huh". Looked under "find a player" and was able to sort by position and was able to make offers and sign anyone I wanted.
Sweed
11-13-2023, 09:09 AM
I sent this into Jim at customer support but wanted to ask here too, to make sure I'm not missing something.
Player locks on the depth chart/formations screen don't save along with your game. Is this by design, or an oversight? It's been along time since I played FOF so can't recall how those player locks worked in the past?
What I did while going through my defensive formations was to get all of the linemen set and then lock them. Rinse and repeat for LB and DB's. Easy way to know I've got everyone set.
Go back next day and load my game, have a player injured, and go to defensive formation chart and everybody is unlocked again. If the locks stick replacement would be as easy as unlocking injured player and asking the DC for his suggestion. Then take his suggestion or not. With the locks not saving if I want to ask the DC, without risking a total reshuffle of the selections, I would have to relock 54(?) players before asking.
With these locks not sticking it becomes a pain to use the "asking the coordinator" option.
james17
11-13-2023, 03:56 PM
In the past, player locks did work from save to save. Looks like either a bug or lost feature.
Sweed
11-13-2023, 04:29 PM
In the past, player locks did work from save to save. Looks like either a bug or lost feature.
Yeah, that's what I thought too. Hopefully with my report Jim can "fix" (assuming not a design decision) it at some time. It's not a gamebreaker but would sure be a nice quality of life addition/return.
Unimaginative
11-13-2023, 04:38 PM
In several 20+ year sims, I feel like I'm seeing hugely successful coaches, often times with multiple years of consecutive playoff appearances and/or championships, eventually get fired after a poor season or two ... which is fine.. But then often sit unemployed or retire straight after.
Whereas in real life I feel like head coaches with big time pedigree usually get new head coaching jobs incredibly quickly, and don't generally sit unemployed (maybe I'm wrong about this perception?)
I know one of the patch items was creating less new staff, which perhaps could help, as less new staff, means existing game staff would get re-hired more often... but in my sims I'm still seeing too many head coaches who only have one tenure with one team then never coach/work again..
Anyone else seeing similar?
Another thought on coaching changes that I've noticed as I'm playing.
First off--the AI really oughta change coordinators more often. My league right now is in 2029, and a majority of teams still have the same coordinators they began the game with, through multiple head coaches and some DISASTEROUS years on the coordinators side of the ball. These long tenured coordinators often are not particularly good coordinators, either--but they stick around forever. Hiring a new HC should come with new coordinators more often than not, and coordinators who regularly oversee poor offenses/defenses shouldn't stick around for a decade.
I've been having a lot of feelings about the way coaching works in FoF right now; I might start a thread another time to talk about thoughts on how the system could be deepened and/or made more dynamic/engaging, even just as a thought exercise. Right now, it's been one of the more (re; only) disappointing parts of the new release for me.
Dutch
11-13-2023, 05:06 PM
Another thought on coaching changes that I've noticed as I'm playing.
First off--the AI really oughta change coordinators more often. My league right now is in 2029, and a majority of teams still have the same coordinators they began the game with, through multiple head coaches and some DISASTEROUS years on the coordinators side of the ball. These long tenured coordinators often are not particularly good coordinators, either--but they stick around forever. Hiring a new HC should come with new coordinators more often than not, and coordinators who regularly oversee poor offenses/defenses shouldn't stick around for a decade.
I've been having a lot of feelings about the way coaching works in FoF right now; I might start a thread another time to talk about thoughts on how the system could be deepened and/or made more dynamic/engaging, even just as a thought exercise. Right now, it's been one of the more (re; only) disappointing parts of the new release for me.
A lot of coaches in RL are probably good at what they do (I have no idea but I’d guess so). I’d also think that players either buy into what the coach/coordinator is doing or they don’t. Might be a feature of their overall ratings. Player confidence. Street cred. Adaptability. Whatever. Another hidden reality is that coaches and coordinators get fired by the fan base. Maybe that’s why FOF9 doesn’t fire anybody. The AI fans don’t intimidate the AI or human owners. :)
henry296
11-13-2023, 07:49 PM
for the signing a player, I found the list by going to the "Free Agent' team. when i click on the player, no actions are available in the drop action drop down.
Sweed
11-13-2023, 10:49 PM
for the signing a player, I found the list by going to the "Free Agent' team. when i click on the player, no actions are available in the drop action drop down.
You make the offer under the "contract" tab.
Click the player then click the "contract" tab. On that page you should see the everything you need. The player will have his "requested" deal, or you can build your own offer with or without bonus.
NawlinsFan
11-14-2023, 07:49 AM
Observation. As it was with FOF8 during FA some of the contract wants are way out of line with a leagues CAP settings. The obvious option is to not sign them and you end up with a number of excellent unsigned as you live under the CAP. I just wonder if there is a means of having the associated algorithm better tweaked to help reduce these increases to better represent leagues with reduced CAP settings.
AlexB
11-14-2023, 12:10 PM
Heh. I guess I misunderstood everything going on with the patch. You can extend them in that first stage of the *next* season. (I assumed that stage was just for extensions and RFAs like in the past.)
Yeah, is this a feature or a bug?
Seems like if you get to the 1st week of FA, it’s like having multiple players you can effectively franchise + offer a new contract to (just without having to go through the franchise part!)
Or in other works you have exclusive rights to as many of your own FA as you want, which doesn’t seem right?
AlexB
11-14-2023, 12:11 PM
There is. Same screen, just choose Free Agents as your team. That has long been my primary method of finding FA mentors.
Thanks, I was looking in the FA tab, not the roster tab - that was exactly what I wanted :thumbsup:
NawlinsFan
11-14-2023, 12:56 PM
Issue or not?
Started multiple universes with reduced CAP structures. Run a precedence and/or draft and the AI populates teams but while it comes close to the CAP seems to almost always exceed it. This has resulted in league wide draft pick losses due to exceeding the CAP as well as issues in subsequent seasons as teams begin to try to get under the CAP but burn through dead money in order to do so.
Add to this having salary requests that far exceed what a lessened league CAP structure can support and the AI begins a vicious cycle of signings and cuts and in some instances seem to have difficulty in maintaining a 53 man roster.
Rofar1
11-14-2023, 03:38 PM
I think I'm missing something regarding Weight Training Setup. On the first day of training camp but I can't find a way to set anything up for whether a player should try to lose or gain weight.
Ajaxab
11-14-2023, 11:24 PM
Is there a way to easily see how much players at a position are earning to gauge contract offers? Can I pull up a league-wide list of CBs to see how much they are making? Obviously, I can scroll from team to team to get this information, but I wondered if there might be a better way that I'm not seeing.
I was also wondering if anyone knew whether particular styles of players/attributes worked better than others with specific offensive and defensive coaching preferences. Is there a guide out there that might explain what might be helpful in putting the best players on the field for specific kinds of coordinator preferences?
Mike Lowe
11-14-2023, 11:36 PM
Can someone explain how player ratings work in relation to scouts, fog of war, and just good ol' time?
I'm not looking for the behind the curtain explanation, but I just noticed myself wanting to cut 3rd round picks at the start of a new career (no X factor), and that seems too aggressive and premature.
Rofar1
11-15-2023, 04:59 AM
How do i change the image from what i presume is the player's home state logo (?) to his actual NFL team on the player card?
Edit - and also how do I get the league to show AFC East, NFC West etc instead of AC East, NC West
I've downloaded the team logos and changed the franchise nicknames successfully, but can't work these bits out!
There are 2 ways to change the image that shows on the player card. One way it to replace the flag images in the artwork/flags folder in the Front Office Football Nine folder. However, that won't work for what you are trying to do. The other way it to put an image in the portraits folder for your saved universe for each player, saving the image with the name [player universe ID].bmp.
To change the conference names, modify the league_info.csv in the default_data folder.
johnnyshaka
11-15-2023, 09:38 AM
Is there a way to easily see how much players at a position are earning to gauge contract offers? Can I pull up a league-wide list of CBs to see how much they are making? Obviously, I can scroll from team to team to get this information, but I wondered if there might be a better way that I'm not seeing.
You can go to the "Find a Player" page in the Free Agent area and select "Players on Rosters" instead of "Available Players". Then you can setup the filters to your liking by searching for CBs who have less than 10 years experience and it will also list their salary (not cap hit).
I was also wondering if anyone knew whether particular styles of players/attributes worked better than others with specific offensive and defensive coaching preferences. Is there a guide out there that might explain what might be helpful in putting the best players on the field for specific kinds of coordinator preferences?
I don't think there is anything specific to FOF9 yet but if you look back through this forum you should be able to find some useful info about how to build a team with specific offenses/defenses in mind. But at the same time, I think that's what's fun about a game like this...figuring out how to replicate your favorite team's offense, for example, by trying various things and tweaking until you're satisfied. SPOILER: You'll never be satisfied. ;)
UserFOF9
11-15-2023, 11:09 AM
I have searched the manual and forums, however I need help with the following:
How can I prevent my starting QB from playing in a preseason game, or just have him play one quarter for example?
I had my #2 QB set in the Depth Chart and he started the game. At some point during the game I saw that my #1 QB was playing.
I would also like to know how to substitue players during a game.
johnnyshaka
11-15-2023, 11:34 AM
You could sign another scrub QB to have 4 total QBs and then just deactivate your starting QB.
Something else you could try is in Strategy -> Settings tab and then down in the Strategy window you could set the "Substitute Starting QB" to "L-" which would mean subbing the starting QB the least.
I have not played a game, and likely won't, so can't help you there.
AlexB
11-15-2023, 12:15 PM
I think I'm missing something regarding Weight Training Setup. On the first day of training camp but I can't find a way to set anything up for whether a player should try to lose or gain weight.
If it’s the first season, there is no option for this
In subsequent seasons it’s fairly self explanatory I think: it’s a dedicated screen now, with the ideal weights listed and check the relevant box to gain/lose weight
Rofar1
11-15-2023, 03:20 PM
Thanks for the reply. This is my first off-season, so it isn't the very first season. Based on you saying it is self-explanatory, I went back to the screen and started clicking around. Now I see how it's done. It isn't very obvious but all good now. Thanks.
NawlinsFan
11-15-2023, 03:59 PM
Game needs verbiage about questionable calls so we can throw the red flag and challenge it! :)
perez24
11-15-2023, 04:15 PM
I recall there used to be a chart that showed how many players you need at each position. I do not see it in the current online guide. Could someone please provide it or point me where to look?
henry296
11-15-2023, 04:21 PM
I recall there used to be a chart that showed how many players you need at each position. I do not see it in the current online guide. Could someone please provide it or point me where to look?
Depth Chart - Active tab.
Unimaginative
11-15-2023, 04:46 PM
Has anyone else seen teams franchise tagging players and then releasing them the same offseason?
Pyser
11-15-2023, 06:27 PM
To double confirm the only way to see draftee info is to hover you mouse? And you have to do this 3 times per player? There are no player cards for draft eligible players?
Pyser
11-15-2023, 06:29 PM
Yeah, is this a feature or a bug?
Seems like if you get to the 1st week of FA, it’s like having multiple players you can effectively franchise + offer a new contract to (just without having to go through the franchise part!)
Or in other works you have exclusive rights to as many of your own FA as you want, which doesn’t seem right?
100% agree - in a mp league this is a killer. You’d need a house rule or a commish to skip this stage every year. Guess it’s the same in SP come to think of it. If you want realism skip this stage.
Unimaginative
11-15-2023, 06:52 PM
To double confirm the only way to see draftee info is to hover you mouse? And you have to do this 3 times per player? There are no player cards for draft eligible players?
I mean... if you want to cheese it a little bit, if you go to the "College Report" on the almanac during the draft, all undrafted/yet-to-be-drafted players from the current class are listed and you can see their whole player card, including their current/future ratings. Otherwise, AFAIK, that is the only way.
jonny_bass26
11-16-2023, 02:31 PM
I'm trying to set up a fictional league; removing NFL team names from the pool was a simple matter of editing the relevant .CSV file, but I ideally want to be able to stop the game from choosing NFL cities as well. Does anybody have any advice on how I might go about this (assuming it's possible)? Preferably without simply deleting some of the US's largest metropolitan centres from the applicable files, if only because I have a sneaking suspicion that that would be storing up trouble for the future...
I'm trying to set up a fictional league; removing NFL team names from the pool was a simple matter of editing the relevant .CSV file, but I ideally want to be able to stop the game from choosing NFL cities as well. Does anybody have any advice on how I might go about this (assuming it's possible)? Preferably without simply deleting some of the US's largest metropolitan centres from the applicable files, if only because I have a sneaking suspicion that that would be storing up trouble for the future...
Choose what league setup you want then just edit the CSVs to be exactly the cities you want, as opposed to leaving it to random chance.
mikemarra82
11-16-2023, 03:00 PM
Playing pre season, get to third game, have 60 players on roster, 2 players injured and listed as probable, 1 listed as out. I make those three players inactive, use recommendations to fill the roster depth chart, have all the roster requirements according to the depth chart requirements. Click to move forward and get error message stating I have an injured player active, need to check box for AI to make minor roster changes. I check that box, save the game and still cannot move forward. I do not want to allow AI to make major changes cause they release a lot of the young players. Suggestions?
johnnyshaka
11-16-2023, 03:59 PM
Playing pre season, get to third game, have 60 players on roster, 2 players injured and listed as probable, 1 listed as out. I make those three players inactive, use recommendations to fill the roster depth chart, have all the roster requirements according to the depth chart requirements. Click to move forward and get error message stating I have an injured player active, need to check box for AI to make minor roster changes. I check that box, save the game and still cannot move forward. I do not want to allow AI to make major changes cause they release a lot of the young players. Suggestions?
Have you checked to make sure the depth charts have actually been updated to remove the inactive players? You also have to ask the AI to set the depth charts on each of the depth chart screens, not just one of them.
mikemarra82
11-16-2023, 05:14 PM
Have you checked to make sure the depth charts have actually been updated to remove the inactive players? You also have to ask the AI to set the depth charts on each of the depth chart screens, not just one of them.
The players are removed, i had the coordinator set them. That's why it is not making sense to me.
mikemarra82
11-16-2023, 05:22 PM
The players are removed, i had the coordinator set them. That's why it is not making sense to me.
OK, player who was injured was upgraded to serious, had to put him on IR for the game to advance.
johnnyshaka
11-16-2023, 07:46 PM
IR'ing the player should not have been necessary. I suspect the player was either still active or he was still listed in one of the depth chart screens. You need to ask the AI to set the depth charts on each screen, not just one of them. If you did that then that could be a bug and you should send it in to support.
UserFOF9
11-16-2023, 11:10 PM
I am on March 15, 2024 in my universe which is the day to hire head coaches. I hired a new coach because mine retired. Is there a way to fire the other coaches?
Edit: Looks like I just have to advance each day and then I am able to hire new coaches.
NawlinsFan
11-17-2023, 10:03 AM
Crash to Desktop.
Running a default 2023 universe. Opened the game and picked up in week 5 and fast simming though games. Entered week 9 and initiated the game and going into the second quarter the game abruptly closed without saving. No alerts or error warnings.
- game set to do everything
Opened the game again. Picked it up again at week 5 and fast simmed. This time it crashed halfway through week 10 just as noted above.
Started a third attempt. Was able to sim through the season this time.
perez24
11-17-2023, 10:21 AM
Depth Chart - Active tab.
Thanks.
henry296
11-18-2023, 09:30 AM
Is there a place to see stats by formation? For example, I'd like to know how well i do when running 221 for example to figure out if maybe I'm hurting myself to much if I'm using backups in that formation. Similar on defense, how do I did against the 4/5 base WR sets.
Unimaginative
11-18-2023, 05:19 PM
I just discovered looking at the QB Careers that, if you hover over there name, you can see a chart showing career game scores and a running average. It's a cool piece of data, but a little hard to use from that menu. Does anyone know if there is another way to look at it?
Thanks.
But you only see this during the season. In the off season, in the required row, there is a "-". But I also need this for Signing descisions for roster players and Free Agents.
Houli
11-19-2023, 12:00 PM
Is there any setting that would allow me to turn off the "Your owner has set a limit of $.... for an individual salary in any one season" feature that pops and prevents me from signing any stud quarterback to a long-term deal? Do I need to pick a team that is more profitable? Its really irritating because I can exceed that limit using franchise tags but that is expensive. Otherwise I just have to keep drafting rookie quarterbacks every 4 years.
UserFOF9
11-19-2023, 08:31 PM
When I click on the Trade HQ tab and attempt to make a trade, I am unable because no players are listed for my team or the other team. What am I missing here?
This worked ok before the latest patch. Is this a bug?
Houli
11-20-2023, 09:47 AM
When I click on the Trade HQ tab and attempt to make a trade, I am unable because no players are listed for my team or the other team. What am I missing here?
This worked ok before the latest patch. Is this a bug?
Is this the first season of a new league? If so, I think the explanation is that FOF9 doesn't list players that you signed that year in the trade box. So for the first year, none of the players qualify to be listed.
Mike Lowe
11-20-2023, 10:45 AM
What's the reasoning behind rosters being maxed out at 60 for the preseason? That seems low, right?
AlexB
11-20-2023, 11:52 AM
I think it’s always been like that in FOF? Could always take more to training camp, but AFAIK you have always had to cut to 60 for the first preseason game
AlexB
11-20-2023, 11:55 AM
What do people think of the new trade engine?
I love the simplicity of it, but I just feel like the AI offered me far too good a deal:
I had the 4th and 10th pick, but wanted to see what the 1st overall would cost me…
They asked for my first rounder the following year, plus 3.4 and 5.4 this year…
That seems light, right?
BucDawg40
11-23-2023, 07:00 PM
How do you set offensive and defensive captains?
Mike Lowe
11-25-2023, 01:28 PM
For preseason games, is it always the case that only 2 QBs will get snaps?
henry296
11-25-2023, 03:11 PM
For preseason games, is it always the case that only 2 QBs will get snaps?
I'm pretty sure that is true.
AlexB
11-25-2023, 04:46 PM
With 3 TE sets, should a blocking TE be in a certain position, and similarly is there a best spot for a receiving TE?
Mike Lowe
11-25-2023, 05:29 PM
Is it by design that I must dress 3 QBs? I have my QB3 with a cold for Week 1, so it appears I need to sign a 4th QB for this one week to hold a clipboard lol.
henry296
11-25-2023, 06:33 PM
Is it by design that I must dress 3 QBs? I have my QB3 with a cold for Week 1, so it appears I need to sign a 4th QB for this one week to hold a clipboard lol.
Yes, it is by design based on enabling 47 active players which enables a 3rd QB in the NFL.
Dutch
11-25-2023, 10:37 PM
Has anyone else seen teams franchise tagging players and then releasing them the same offseason?
Yes. Oddly, I watched a QB rated ~30 get tagged ($70 million in 2025 or so) then get dumped the next day. Getting released made a lot of sense, getting the tag to start with was questionable. I think so far that the tags make sense but that one definitely got through one of the logic gates it likely shouldn't have.
NawlinsFan
11-27-2023, 05:58 AM
So, if you create a universe and set it so you control everything and later choose to sim ahead a few seasons how do you set the game to run the sim without you having to select the "coach play calling" option for each game? Or can you?
henry296
11-27-2023, 09:02 AM
So, if you create a universe and set it so you control everything and later choose to sim ahead a few seasons how do you set the game to run the sim without you having to select the "coach play calling" option for each game? Or can you?
There should be a check box on the schedule screen to disable that.
NawlinsFan
11-27-2023, 10:19 AM
There should be a check box on the schedule screen to disable that.
TY sir! So obvious I overlooked it.
Mike Lowe
11-27-2023, 10:36 AM
I seem to be no longer able to find where the podcast is. Can anyone help me find it, or was it removed in the patch?
NawlinsFan
11-27-2023, 10:40 AM
I seem to be no longer able to find where the podcast is. Can anyone help me find it, or was it removed in the patch?
I need to check but I think it is under league overview / scores
> under schedule not sccores
AlexB
11-27-2023, 01:25 PM
I need to check but I think it is under league overview / scores
> under schedule not sccores
What does the podcast do? I’ve looked at it and just reads out a description of a single play for me, which I assume is not what it is supposed to do!
Dewguru
11-27-2023, 02:25 PM
Doing my first draft, I'm leaning towards 1 safety, while my team recommends another safety. Overall, the one I'm leaning towards looks like it's bars are better where I want them to be overall, but the one the computer is recommending has a high "Fully Developed" rating.
I'm just guessing that the "Fully Developed" rating is an indicator of how close to their potential the player will be upon getting drafted. Is that correct?
Ben E Lou
11-27-2023, 02:34 PM
Doing my first draft, I'm leaning towards 1 safety, while my team recommends another safety. Overall, the one I'm leaning towards looks like it's bars are better where I want them to be overall, but the one the computer is recommending has a high "Fully Developed" rating.
I'm just guessing that the "Fully Developed" rating is an indicator of how close to their potential the player will be upon getting drafted. Is that correct?Correct.
Dewguru
11-27-2023, 03:41 PM
I appreciate those taking time to answer my various questions.
New question: I'm viewing a DT who seems to be getting passed over in the draft, and the only odd thing I see is a rather high rating for their elbow under "Injury Risk." Is the higher the rating, the more likely they are to suffer an injury?
Ben E Lou
11-27-2023, 05:29 PM
Is the higher the rating, the more likely they are to suffer an injury?yup
NawlinsFan
12-01-2023, 06:17 PM
Anyone ever have something like -
Early in a game I had my starting QB hand the ball to himself. At least he didn't block for himself.
https://i.imgur.com/xzzTNPv.png
AlexB
12-02-2023, 11:33 AM
Not sure if this is a bug, or correct salary cap implementation, so checking here before submitting to Solecismic:
I signed a FA December 8th as injury cover, $510k bonus, £2.5m salary
When trying to release him on January 7th, the cap hit will be the full $3.01m - is that how it should be?
manooly
12-03-2023, 03:57 AM
Is there a way to show a picture of the team the player is currently on when looking at the player card instead of the state flag picture? It would honestly look so much more appealing to me.
Thanks!
- manooly
Raiders Army
12-04-2023, 10:01 AM
Does anyone know what encryption was used on the encrypted_quotes.dat file?
Dutch
12-04-2023, 01:42 PM
Not sure if this is a bug, or correct salary cap implementation, so checking here before submitting to Solecismic:
I signed a FA December 8th as injury cover, $510k bonus, £2.5m salary
When trying to release him on January 7th, the cap hit will be the full $3.01m - is that how it should be?
Looks like a bug. It should've been $510k + time accrued against the $2.5m salary. So roughly $510k + $694k (assuming 5 weeks on roster) would be deducted (-$1.2m) and returning ~$1.8m to your cap space available.
AlexB
12-04-2023, 01:47 PM
Looks like a bug. It should've been $510k + time accrued against the $2.5m salary. So roughly $510k + $694k (assuming 5 weeks on roster) would be deducted (-$1.2m) and returning ~$1.8m to your cap space available.
That’s what I thought, but I’ve sent in quite a few bug reports and suggestions, so wanted to make sure I hadn’t missed something!
Dutch
12-04-2023, 04:21 PM
That’s what I thought, but I’ve sent in quite a few bug reports and suggestions, so wanted to make sure I hadn’t missed something!
Wait, upon further review...I may be missing something too. Probably knew this a long time ago, but I'm effectively getting back into FOF when it comes to some of the nuance. :) I think after review, the player does get all the money.
If this deal was signed at the start of the season for $510k + $2.1m in salary. The prorated portions make sense.
But in this case, you signed him to the same deal with 5 weeks left and cut him after week #18. So the player signed for a 1-year deal but effectively only a 5-game deal (the contract money you are negotiating for always looks like its for a full season...so that might add to the confusion, but I believe it's done for consistency's sake.). And because of that, the player honored his part of the contract, thus it makes sense that he collects all the money. Also, since it's now at year's end, it's irrelevant to the cap for the next year.
The only question then is how do you handle the playoffs, especially if you need to sign another player. I think minimum wage guys were signable no matter what your cap scenario is, but I don't recall that scenario now.
NawlinsFan
12-10-2023, 12:59 PM
Can anyone explain the AI when it comes to drafting? I have started a number of universes now and have bounced between preferential and full draft choices. One thing that stands out is that some of the AI choices, especially in the top of round one, are questionable. Example, my latest run had me picking at 16 so for the most part I would assume that there wouold be at least 15 QB's picked before me in order to solidify that position moving forward but thats not the case. In this instance the previous 15 teams picked 6 QB's, 4 T's, 3 DE's and 2 DT's. I grabbed a 1st year QB at 16 that appears to have the makings of a solid HOF career that should never have been passed over. From here there were only 3 other QBs's drafted in this round for a total of 10 out of the 32.
I have played MP off and on for, damn, 14-15 years now and dabbled with SP some and rememebr similar instances in FOF7 and FOF8 and as much as I try I just can't understand or appreciate the reason why the game does what it does when it comes to this.
Someone make me smarter!
Ben E Lou
12-10-2023, 02:44 PM
Can anyone explain the AI when it comes to drafting? I have started a number of universes now and have bounced between preferential and full draft choices. One thing that stands out is that some of the AI choices, especially in the top of round one, are questionable. Example, my latest run had me picking at 16 so for the most part I would assume that there wouold be at least 15 QB's picked before me in order to solidify that position moving forward but thats not the case. In this instance the previous 15 teams picked 6 QB's, 4 T's, 3 DE's and 2 DT's. I grabbed a 1st year QB at 16 that appears to have the makings of a solid HOF career that should never have been passed over. From here there were only 3 other QBs's drafted in this round for a total of 10 out of the 32.
I have played MP off and on for, damn, 14-15 years now and dabbled with SP some and rememebr similar instances in FOF7 and FOF8 and as much as I try I just can't understand or appreciate the reason why the game does what it does when it comes to this.
Someone make me smarter!My observation is that it's heavily biased toward the adjusted rating, especially in a full 53-round draft where it perceives that it needs to fill ALL positions. So...I'm looking right now at an 8.8 adjusted rating DT, overall ratings 84/84...vs an 8.7 adjusted rating QB---overall ratings 52/52. (Both happen to be the same age, so good comparison.) I'm thinking in that case, the DT is the better pick, because you can probably pick up a modestly-lower rated QB (like say 44/44) several rounds later...
...and yeah, the DT went #10, and the QB didn't go until the 4th round. I don't have a real problem with that, because, as I suspected, there would be plenty of somewhat-but-not-terribly worse QBs available much later. (A 45/45 year 5 guy went in round 11, for example.) My general observation on this over the years is that it's not something in need of any major change, but I haven't paid TOO close attention to it, either. (I still would argue that I'd love a setting where the AI could have a "perfect" view of all players in the amateur draft, though, so that it is always drafting by real ratings rather than scouted ones for more of a challenge.) Sure, one might argue that the 52/52 QB has more of an impact on the team than the 84/84 DT, which in a vacuum MAY be correct. However, when you consider that this league has 16 QBs with future potential in the 45 to 49 range, the opportunity cost of grabbing that 52 guy early doesn't make sense to me. I suspect that's why it's working as it does. I know for me when *I* am doing an allocation--especially in FOF9 where the avoid interception rating is exposed--once the best QB in a pref draft is below 60ish, I think I probably end up building a better team by just waiting on a 43/43 guy with 60+ "good decisions."
NawlinsFan
12-10-2023, 02:47 PM
Makes sense, I guess. I can see it doing that especially during an annual seasonal draft but for a preference or allocation draft it should be tweaked a little differently, IMO.
NawlinsFan
12-11-2023, 08:59 PM
Anyone having any isues changing numbers? I just created a new uni with nilidors historical file and - example:
- changed RB from 46 to 28. It took.
- wanted to change WR from 17 to 46 but even though 46 is not listed on the roster it isn't avialable in the drop down.
OldGiants
12-13-2023, 11:37 AM
I'm at the head coach hiring stage of 2027. the game won't let advance even though all 5 of my coaches are listed as employed by NYG on every list I can locate. There is no message in the Transactions saying Daboll was hired away. Clicking on his card says he still works for me.
What's up?
Unimaginative
12-14-2023, 01:50 PM
I've noticed players disappearing from a couple of the indexes, most specifically "College Report," "Born on this Day," and the player look-up feature. I think this is occurring when the game is updated, so I'm not too worried about it long-term, but I wanted to check and see if anyone has noticed the same thing just in case.
johnnyshaka
12-15-2023, 11:34 AM
Anyone having any isues changing numbers? I just created a new uni with nilidors historical file and - example:
- changed RB from 46 to 28. It took.
- wanted to change WR from 17 to 46 but even though 46 is not listed on the roster it isn't avialable in the drop down.
Nolan, I haven't played around with this but could it be that 46 isn't a legal number for a WR?
NawlinsFan
12-15-2023, 12:29 PM
Nolan, I haven't played around with this but could it be that 46 isn't a legal number for a WR?
JS - haven't had an issue pop up with other numbers on the drop down but it is possible. In this specific case he, Danny Abramowicz, was originally numbered 17 and I needed that for Kilmer. Anyway you sparked my interest again and I will have to dig deeper.
Gordonzolar
12-17-2023, 05:40 AM
Has anyone tried to increase the minimum cap increase per year to see if that helps with the issue of AI teams releasing players on expensive contracts too early?
markdub2
12-17-2023, 05:50 PM
Has anyone tried to increase the minimum cap increase per year to see if that helps with the issue of AI teams releasing players on expensive contracts too early?
havent, but if i had to guess it could help, cause in previous iterations of FOF Jim just straight up gave AI teams more cap space to help their roster/salary management. But i believe player salary demands increase relative to the cap so it may not address the fundamental issue, whatever that is
NawlinsFan
12-17-2023, 09:39 PM
havent, but if i had to guess it could help, cause in previous iterations of FOF Jim just straight up gave AI teams more cap space to help their roster/salary management. But i believe player salary demands increase relative to the cap so it may not address the fundamental issue, whatever that is
Issue depends on what the CAP is for the start of your universe. I know I have tried to reduce the CAP and salaries to reflect the starting year (CAP began as a thing in 94) and for the first season or two the game starts to try to stay within them but some of the elite players are demanding crazy salaries and will not sign and get cut or sit in the FA pool. The only thing I found to counter this is to start with a high CAP to ensure the game can afford to pay the demands. Then you can end up with some that push the upper limit after only a few seasons as well but the cuts are not as deep.
mozelmanzana
12-21-2023, 03:07 AM
Hi! FOF7 veteran here, but first time having an account after years of reading along. I think the player ratings are logical for the most part, but I am struggling with one position:
How do linebackers work?
a) Play Diagnosis: Is it applied only on "trick" plays like Play Action or Reverses OR is it really needed in every single snap? So is a linebacker with 100 Run Defense and 0 Pl.Di. actually good at defendig the run?
b) Coverage: Difference between Man and Physical. This is very logical for Secondary players, but for linebackers it is cloudy: "Physical Pass Defense: A player’s ability to stick with a wide receiver in the five-yard area where contact is allowed."
So, when a LB covers someone out of the backfield in man, is physical applied except if the route goes past 5 yards? Or is it just in press on TE situations important. How about Spy? What is the most important attribute here? Run? Play Diagnosis?
So, glad for your opinions
markdub2
12-21-2023, 05:14 PM
Hi! FOF7 veteran here, but first time having an account after years of reading along. I think the player ratings are logical for the most part, but I am struggling with one position:
How do linebackers work?
a) Play Diagnosis: Is it applied only on "trick" plays like Play Action or Reverses OR is it really needed in every single snap? So is a linebacker with 100 Run Defense and 0 Pl.Di. actually good at defendig the run?
Play diagnosis is new to FOF9 so idk how much we know about it in terms of data. The description says it lets a player determine run or pass AND their assigned role in each case... so Based solely on that brief description, it would be an important bar for positions with multiple responsibilties to choose between given a particular play. So my pure guess, and I could be totally wrong, is it affects 2 things :
1. Reaction to the Play action
2. Gap responsibility for Dlinemen/Linebackers with 2 gap responsibility
So for example 3/4 DLinemen, Linebackers, and SS im guessing its an important bar for them. 4/3 DLinemen are always going into the same gap so intuitively Id expect it not to be an important bar for them. Id also be surprised if it mattered at all for Cornerbacks or Free Safety who are never really defending the run/in the box. To answer your question, Id be hesitant about signing a 3/4 ILB or True 3/4 DLineman with high Run defense but Low Play Diagnosis because they have 2 gap responsibility they have to choose between them to stop the run effectively. Also a 4/3 MLB which will be on the field the entire game and be both in pass coverage and A/B gap run support so I wouldnt want a 0 Play diagnosis bar.
To get technical about it, some Pro coaches (Gruden for example) dont even like to run play-action against man coverage, because the secondary isnt looking in the backfield the way they would when playing zone and cant bite on the fake even if they wanted to, so maybe in Zone coverage (where secondary is playing more run support as well) Play Diagnosis is factored in for the secondary more than in Man Coverages, but that could be a stretch.
b) Coverage: Difference between Man and Physical. This is very logical for Secondary players, but for linebackers it is cloudy: "Physical Pass Defense: A player’s ability to stick with a wide receiver in the five-yard area where contact is allowed."
So, when a LB covers someone out of the backfield in man, is physical applied except if the route goes past 5 yards? Or is it just in press on TE situations important. How about Spy? What is the most important attribute here? Run? Play Diagnosis?
So, glad for your opinions
For Coverage questions, Jim has some interesting info in the help file. He says "Cornerbacks can be in “press” coverage, meaning they try and impede receivers in the five-yard zone". To me this means ONLY CBs will ever play press, and although thats not really respresentative of real football, I believe its true that Press coverage bar only matters for corners. He says it again later in the Description of Cover 0 Press coverage: "Press means the cornerbacks are close to the line of scrimmage..." and again in Cover 1 Press description: "The cornerbacks line up at the line of scrimmage." So press man bar only factors in when the defense specifically calls one of the press man coverages, and it only matters for corners.
So to sum up, based on Jims description of the Pass coverages in the help file, I believe linebackers never use their Press cover bar. They will use their Man Coverage bar in Cover 0 and Cover 1, and the rest of the time theyll be using zone coverage (Jim writes, in Cover 2, Tampa2, Cover3, Cover4, Cover6 that "Other defenders play zone underneath" which is referring to Linebackers that arent blitzing).
For Spy, Im not sure what bar matters for actually making the tackle, but the help file says that " Quarterbacks who like to scramble will do so much less when there’s a spy watching." So it sound like just assigning a spy will reduce the chance of the QB scrambling regardless of the LBs actual abillity to chase down and tackle the qb.
Disclaimer: this is all based off my intuition of what Jims written descriptions actually mean with respect to the games algorithms. In past iterations of FOF, Bars have behaved very differently than how you might expect them to function just based on intuition/description, so I wouldnt be surprised if this is all wrong, but AFAIK theres no data on how important the Play Diagnosis bar is yet so its the best I can do
AlexB
12-21-2023, 05:43 PM
Play diagnosis has been on a defensive player card for as long as I can remember, it’s very much not a new rating.
The help file describes it as:
Play Diagnosis: A player’s ability to deduce the play call quickly after the snap.
Although I can’t immediately find reference to this, I also seem to recall that it relates to tackles for loss? Might be wrong on that though.
FWIW it’s a rating I rate highly, so in your example of a 100 RD 0 PD, it would suggest that player would make the defence more susceptible to play action, but increase the D’s run stuffing in obvious run situations (words chosen carefully)
Caligari
12-21-2023, 07:18 PM
So to sum up, based on Jims description of the Pass coverages in the help file, I believe linebackers never use their Press cover bar.
For FOF8, at least, LBs certainly were pulled into using their Bump skill, which I take to be directly related to the Physical one here. Obviously that doesn't prove anything about what's being done in this version (and I have not had a close look, yet, to check what's actually happening in-game), but there were plays in FOF8 where an LB was set to cover a reciever, and it seemed they were involved in press coverage in the same way a CB might be.
- Caligari
KJPOOTP
12-24-2023, 02:19 PM
Hey guys, I'm interested in buying this game but before I do, is there any way where I can have complete control of all 32 teams, like how OOTP has it? I prefer to have full control of every team in the league rather than just one
NawlinsFan
12-24-2023, 03:09 PM
Hey guys, I'm interested in buying this game but before I do, is there any way where I can have complete control of all 32 teams, like how OOTP has it? I prefer to have full control of every team in the league rather than just one
No sir, only one.
NawlinsFan
12-24-2023, 09:12 PM
Ok, question regarding a precedence draft observation. On a number of universe creations I have run this format for the draft and my team, as well as up to half the league, begin with 53 on the roster. Yet there are teams that already have up to 60 and some may already have "dead" money. All of this and I haven't even moved beyond the intial post draft file. I could see it if we were into week 2 or beyond.
Anyone else notice this?
OldGiants
12-25-2023, 03:36 PM
The bug i reported above was also reported on Steam.
What is the offical way of reporting bugs? I don't see instructions anymore (if I ever saw them)
henry296
12-25-2023, 07:10 PM
The bug i reported above was also reported on Steam.
What is the offical way of reporting bugs? I don't see instructions anymore (if I ever saw them)
customersupport @ solecismic.com
Soonerfan09
12-26-2023, 10:20 AM
Is there anything/anywhere that shows player grades (+ and -) on each play or at least some statistical feedback as to why plays are (or aren't) working, such as missed tackles/blocks, etc.?
arscola
12-26-2023, 03:50 PM
How do I fire/hire coaches? I've played this game since day 1 and haven't played it since FOF7 but cannot find where/how to fire and hire coaches. I just played a full season and am currently sitting at the Staff Retention Period but still am mystified as to how to fire the dogs that are running the show. Also where did the ratings for coaches go, as I see where they have individual attributes like Player Development, Intelligence and other attributes but no Overall coach ratings. Thanks in advance.
markdub2
12-26-2023, 04:28 PM
How do I fire/hire coaches? I've played this game since day 1 and haven't played it since FOF7 but cannot find where/how to fire and hire coaches. I just played a full season and am currently sitting at the Staff Retention Period but still am mystified as to how to fire the dogs that are running the show.
You "Fire" a coach just by Hiring a new coach to fill their role. So if you want to fire your OC, for example, simply hire a new OC on the OC hiring day. The Staff Retention day is for extending the contracts of coaches you want to keep.
Also where did the ratings for coaches go, as I see where they have individual attributes like Player Development, Intelligence and other attributes but no Overall coach ratings. Thanks in advance.
I think youre talking about the Suitability rating the game would give to coaches, Im not sure that exists in FOF9 anymore. But if you poke around the forums theres discussion of what ratings matter for which coaching positions. IIRC the basics are that :
HCs: Motivation, Discipline most important (only Head Coaches use these bars AFAIK)
OCs and DCs: Playcalling,scouting, and playerdevelopment/young players
arscola
12-27-2023, 10:00 AM
You "Fire" a coach just by Hiring a new coach to fill their role. So if you want to fire your OC, for example, simply hire a new OC on the OC hiring day. The Staff Retention day is for extending the contracts of coaches you want to keep.
I think youre talking about the Suitability rating the game would give to coaches, Im not sure that exists in FOF9 anymore. But if you poke around the forums theres discussion of what ratings matter for which coaching positions. IIRC the basics are that :
HCs: Motivation, Discipline most important (only Head Coaches use these bars AFAIK)
OCs and DCs: Playcalling,scouting, and playerdevelopment/young players
Thanks, that helped a lot. Just not sure why you can only fire/hire coaches once per season?? I guess somebody found a way to use it to their advantage, sort of like when you sign a free agent and then immediately trade them for a late round pick. Also thanks for the heads up about how to find your coaches, it does make a lot of sense to me and I will be using it immediately but will also have to test it out for a few seasons before I start tweaking it and figuring out what each of these attributes do. Not a problem as this happens all the time whenever a new version is available.
markdub2
12-27-2023, 08:54 PM
not sure why you can only fire/hire coaches once per season?? I guess somebody found a way to use it to their advantage, sort of like when you sign a free agent and then immediately trade them for a late round pick.
I think ur right, based on how Jim talks about the game and his approach to development, making the staffing aspect of the game more "realistic" would just expand the scope of the game so dramatically while also sort of paradoxically not really adding much
NawlinsFan
12-28-2023, 06:48 AM
I think ur right, based on how Jim talks about the game and his approach to development, making the staffing aspect of the game more "realistic" would just expand the scope of the game so dramatically while also sort of paradoxically not really adding much
I think it would depend on the approach. Maybe something like if you fire staff there is dead money associated with it that impacts your annual financial review (I don't think the game does this, damn, need to look) AND other "current" head coaches on contract are untouchable but assistants and coordinators can be taken but you give up a draft pick, say a 4th or 5th, for them. In other words there needs to be some pain associated with the change that is enough to make us stop and think for a moment before we pull the trigger and make the deal.
andyhdz
12-28-2023, 02:00 PM
The old versions of fof had a screen I think on the trade screen where you could see your team needs and other team needs such as as QB, TE, DL etc is it available in fof9?
james17
12-29-2023, 01:16 PM
Apologize if this has been asked before but if it has I couldn't find it. Did version 9 do away with the post draft grading report FOF8 used to have?
andyhdz
12-30-2023, 10:26 AM
Apologize if this has been asked before but if it has I couldn't find it. Did version 9 do away with the post draft grading report FOF8 used to have?
I think so. I also miss the messages when a starter was concerning or a player was disgruntled or demanded a trade. I know you can do the latter by looking at the personality screen but still miss it.
james17
12-30-2023, 12:34 PM
I think so. I also miss the messages when a starter was concerning or a player was disgruntled or demanded a trade. I know you can do the latter by looking at the personality screen but still miss it.
Yeah, I love FOF9, but the lack of messages is a concern and the draft report card was a really neat feature. I also miss the ability to print out certain reports.
But, it's still a great game and maybe those missing features will get added back in a future release such as FOF10.
Mike Lowe
12-31-2023, 02:22 AM
Is the general consensus to wait for this next patch because of the AI teams cutting recently signed players in the offseason?
AlexB
12-31-2023, 03:27 AM
It’s what I’m doing as it kills SP, but I think it might take a little while
cupofjoe
12-31-2023, 04:00 AM
Is the general consensus to wait for this next patch because of the AI teams cutting recently signed players in the offseason?
This is what I’m doing
Mbbmets1
01-01-2024, 05:14 PM
I have run some sims and they were real. I ran some 4 win seasons and havent been fired. Is there firing in this game ?
mozelmanzana
01-06-2024, 06:40 AM
Do we have anything for offensive playbooks yet? Anybody who tries to recreate NFL coaching styles?
markdub2
01-06-2024, 01:11 PM
Do we have anything for offensive playbooks yet? Anybody who tries to recreate NFL coaching styles?
i have a west coast/spread style offense with real passing concepts i made i can send it to you if you want something to get started. Its not anything special or definitive I just like to do it for fun, but it seems to work pretty well. It has to be an approximation of a lot of concepts/routes, because the game doesnt have crosser/deep crosser routes, hitch routes, sluggos, stick routes (or option routes in general), skinny post v post, check-release and over-the-ball type checkdown routes for backfield/ tight ends, and its qb reads system is a little restrictive. The run game im still working on how to get a west coast type run game to work well in the game engine.
I know some of the multiplayer league guys have great custom playbooks, although I dont know if they try to use real concepts or if theyre more geared towards the engine itself for competitive reasons.
i guess PM if ur interested and Ill find a way to send you the playbook file
cupofjoe
01-08-2024, 07:29 AM
Is the general consensus to wait for this next patch because of the AI teams cutting recently signed players in the offseason?
This patch is taking much longer than I anticipated. It must be a fairly big overhaul
This patch is taking much longer than I anticipated. It must be a fairly big overhaul
I came here to inquire about the same …
It’s been a month since the last patch and almost 2.5 months since the game was released … for me personally I haven’t been able to get into it yet as I don’t want to play a league where the AI mass releases many of their players each year.
So yeah seems like a big game change. Hope we at least get a status update soon.
NawlinsFan
01-15-2024, 05:57 AM
Another observation:
I have been trying to find a happy middle ground with the CAP settings in a universe starting in 1970. I wanted to have teams with limited CAP space after they fill their rosters and to see if they would also limit some of the contracts they provided. An interesting thing happened though year in and year out over a 50 year season. The CAP remaining in this 26 team universe would range from a team having as much as 50%+ CAP available to a low of around 10%. What I am seeing is that this is very consistant. The numbers of players on contract do vary and the teams do float around as far as available CAP but the range seems to always remain close to the same. To add to it I found that reducing the CAP didn't seem to have much of an effect at all. I went from a starting CAP of 1750 and eventually reduced it to 850 and the range was always pretty much the same as noted above.
This just seems really odd to me. As if the AI contract management is doing some strange deals. I mean hell, in 2020 one team is paying Andy Dalton $43M! :)
garion333
01-18-2024, 12:47 PM
I came here to inquire about the same …
It’s been a month since the last patch and almost 2.5 months since the game was released … for me personally I haven’t been able to get into it yet as I don’t want to play a league where the AI mass releases many of their players each year.
So yeah seems like a big game change. Hope we at least get a status update soon.
Work is ongoing with 9.0e. There is no release date scheduled, but if 9.0e isn't ready by the end of January, an abridged version of the update will be released.
Sooner rather than later!
Ruthian23
01-18-2024, 09:09 PM
Regarding the mass release issue, I wanted to ask people's opinions about how playable the game currently is with this issue. I really want to get the game and start playing, but if long-term saves are totally unfeasible with that issue I am reluctant. If it's more of a mild inconvenience/realism issue that doesn't benefit the player that much, I'm willing to get it and wait for an update. Any views would be appreciated.
OldGiants
01-19-2024, 09:19 AM
An update on my coach firing issue is that the problem has been identified and will be in the next patch. So I hope that means one is immanent.
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