02-19-2003, 10:10 AM | #101 |
Mascot
Join Date: Oct 2002
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The big problem when we were losing is that we got so far behind so early, the OX was taken out of the game -- now we're the toast of talk radio, heading into the playofs on an 8 game win streak. Which of course, probably means nothing.
Anyway, I've been very happy to see our D playing much better, and it seems like a lot of that comes from getting more pressure, though I'm not exactly sure why we're getting more pressure but I'll take it. |
02-19-2003, 10:24 AM | #102 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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Prime,
Crap... looks like I didn't save after the last game then... ARGH!... I guess we'll have to wait until I can get home tonight to save and reup the files, I apologize guys ... If we're in that big of a hurry we could redo the last game... otherwise, we can just relax until this evening and prime or I can sim at that point..
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02-19-2003, 10:38 AM | #103 |
Pro Starter
Join Date: Oct 2000
Location: Fairfax, VA
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I was thinking similar thoughts as Quiksand concerning the ease of the game. The one thing I would point out though is many of our house rules won't really kick in for a couple seasons. Many have to do with negotiations, contracts, etc. At that point, I think we might have some problems with the salary cap that could give us problems.
I agree the game seems to continually get easier (or we are getting better?) every version and I think there really needs to be difficulty levels that actually have serious effects to the game's difficulty. |
02-19-2003, 11:11 AM | #104 |
Pro Rookie
Join Date: Oct 2000
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Wade,
If you have the game saved at home with the last game played then I don't see any problem waiting until tonight.
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02-19-2003, 11:21 AM | #105 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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I have the game at home with the game still up, apparently unsaved. But the game is up, so I can save as soon as I get home.
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02-19-2003, 11:28 AM | #106 |
Resident Curmudgeon
Join Date: Oct 2002
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You guys are really good at running numbers (which the AI can do as well) but far superior in judging talent, esp. paying the right price for it (which the AI cannot do).
My only suggestion is not to pile on even more house rules but to introduce the unexpected in this group think. There are two ways to approach this. 1) This is an idea that someone talked to me about regarding a clever OOTP league. That is, come up with a realistic list of player personnel problems/issues and introduce them into the game (randomly by some mechanism). What do you think would have happened if at Week 9, the Ox was tested for a banned substance? Or that your QB got into a fight which either caused a serious injury or suspension? In other words, let real-world events invade the game, which you have to do manually. 2) Similarly, introduce unexpected events through the owner and/or media (ala CM). Let's face it, the game is very easy because you set the rules. What if some of the rules were not set by you and therefore, conditions for success/failure were out of your hands? Such real-life examples could involve playtime (like what Al Davis did to Marcus Allen), acquisition of certain players (Spurrier and the UF QBs), owners insisting on gameplans (Jerry Jones), free agency/draft strategies (George Allen and the 70s Redksins), and others. Just read ESPN or TSN and see what real-life events that could impact your team. These have been brought up before in making this more of a front office game, which introduces a certain degree of randomness and the unexpected into what is obvious just an easy on-field simulator. |
02-19-2003, 11:37 AM | #107 |
Pro Starter
Join Date: Oct 2000
Location: Fairfax, VA
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I think we touch on your number 2 suggestion by requiring contract offers to any fan favorites. I think it would accomplish similar results, but again that is something that doesn't show up for a season or two.
I think the rule about offering requested contracts to the fan favorites (and idolized players) will add a lot to the challenge in future seasons. Right now I think we have around 10 guys who qualify for this. We also have a few more that are close. The salary cap could really get tight and we may have to cut productive veterans in order to keep the fan favorites on the roster. It will be interesting to me to see how this plays out after a few seasons. |
02-19-2003, 11:53 AM | #108 |
lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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Problem is, Bee, that since the game's implementation of these things is so ham-fisted, there's a very simple way to get around these rules. Just don't sign those players.
Since the whole team chemistry/cohesion/personality thing seems to be so trivial anyway (case in point: our team), it really wouldn't hurt you much to simply overlook players who come in with such ratings. Just ignore them, don't sign them, and avoid (in advance) any problems with re-signings. Our unwillingness to do so (thus far) is either testament to laziness, ignorance, or (most likely) failure to see what might be coming by this rule. In time, it will be very easy to avoid problems, I suspect. |
02-19-2003, 12:15 PM | #109 | |
Pro Starter
Join Date: Oct 2000
Location: Fairfax, VA
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Quote:
While I agree it can be avoided, it adds another level of decision making to the game IMO. Since many of the best players are "fan favorites", it forces you to decide whether or not you sign him and have to deal with potential re-signing problems or go for a lesser quality player. Alone, it's not a solution to the lack of difficulty, but I think it is a decent house rule because it forces a decision when bringing players onto the team (as well as dealing with the consequences when they have joined the team). I prefer rules like this to ones that are in my eyes more artificial (for example, a rule that would not allow you to sign fan favorites). Of course, the problem is the game itself. No matter what kind of house rules we implement, that is still the issue that with experience the game becomes too easy and there is nothing we can do about it. From the last chat it doesn't seem that Jim feels there is a problem so I don't expect anything to be addressed on that end, which is a shame. |
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02-19-2003, 01:37 PM | #110 | |
lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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Quote:
Agreed. |
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02-19-2003, 01:52 PM | #111 |
Resident Curmudgeon
Join Date: Oct 2002
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Sheesh, if I had said that, primelord would have been all over me (again).
I think you guys, if I may be permitted to say, need to think outside of the box. We know what the game gives you and how we are required to interact with the game, but I believe there is no challenging game there unless you use your imaginations. I don't know what would be feasible for a group think but decide whether the group synergy is most important or the challenge of trying to win. If it's a challenge, then go beyond the limitations of an on-field simulator and run it as well as have the experiences of a real-life team. This may require a third-party acting as an "owner" or god-like in coming up with unexpected events. Just my .01. |
02-19-2003, 02:08 PM | #112 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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Just to chime in on this..
If we feel that it is too easy, perhaps we should add some element of challange as A has suggested? I know the last group think was nice because we went in blind based on TCY draft files, but we cannot here for two reasons.. #1 TCY Files are so out of whack for draft classes #2 that is what killed the last one, because there was so much work involved.. I wish there could be some sort of way we could have more of a "blind" situation... here is an interesting idea.. maybe not for this project, but perhaps a future project.. we could merely have an "honor code" system where you do not look at green bars.. in drafting you only go by the number "grades" and otherwise you merely go by statistics -- although you can have your scout recommend? This is very unscientific, but maybe would be worth a shot -- again, not in this career probably. We could possibly have someone (an outsider or QS or something) that has a table of variables and they randomly make a player not sign with us for a reason? To me this is the biggest problem -- the fact that there is no personality thrown into FA signings. It's all about the benjamins so to speak..
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02-19-2003, 04:08 PM | #113 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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FYI - I'll be in a little later than normal tonight, going out to dinner straight from work.. but if Prime is ok with it, I will just sim the game(s)... It will be around 8 or so..
Do you all want me to sim until we lose, or do a game at a time, or what?
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02-19-2003, 04:46 PM | #114 |
High School JV
Join Date: Feb 2003
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I'd say one game at a time.
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02-19-2003, 05:19 PM | #115 |
lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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I, for one, am not really interested in turning this into some sort of role-playing exercise, where somebody does a bunch of dice-rolling or conjuring, and comes up with a series of loopy scenarios for the rest of us to play out. Doesn't interest me.
I wanted to get this started, because I found that despite its limitations, playing the FOF 2001 game together with a group of friends here turned out to be pretty fun. I have hopes that the same will be the case here, with FOF4. I do not, however, feel any sense of personal ownership in this exercise. If playing onward with some more "invented" obstacles or whatever is brewing here is what we (collectively) want to do, that's certainly fine. I'll find my best role, and play along as appropriate (or not, as appropriate). |
02-19-2003, 05:33 PM | #116 | |
lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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Quote:
I think I disagree with your conclusion here. But mostly, I have a rant on this game and its "difficulty." In my judgment, the big long-term problem is a combination of related things, that jumbles up to form a simplyunrealistic long-term player market. I'll try to elaborate. AI teams do not make good judgments about free agents that can improve their team - they will sit tight with a 35-rated player, when there is a 50-rated player at the same position asking for a comparable salary or less. The "thought process" of theI teams doesn't seem to be a global one... it seems to be too situation-spcific. The AI team doesn't seem to engage in anyof the sort of incremental, step-by-step thought process that we all do with our teams. Look at how we assembled our offensive line - we debated the big contract for our LT, we re-signed a couple young guys because they were cheap, we picked up a couple value guys in free agency because they were acceptable, and then we grabbed a late round pick at C even though we didn't need a player there. How much of that is completely outside the way the AI teams "think?" Nearly all of it, I suspect. The AI, I suspect, thinks about its OL in much, much simpler terms... How many players are currently signed? Do we have enough players to field a legal roster? If not, then we must pursue more players at the need positions. If it turns out that we draft players at these positions (a process that doesn't seem to be very need-based at all) then we might go overboard. Along the way, the AI team will, from time to time, go out and pursue the "best guy at position X" - which looks superficially like a reasoned strategy. But I think that's basically random - it's some weird function of "where are the gaping roster holes right now?" and "how much money do we have under the cap?" It is never anything as complex as "would the extra $2m per year in free agency be better spent at RG, where our current guy gave up 14 sacks last year, or at FS, where we're not getting much from any of our three guys?" And with that operating in the background, we end up with AI teams making predictably lousy decisions: -In many cases, they hold on to subpar players too long, paying them too much money in contract extensions when the players are no beter than replacement value -The AI teams, by parallel argument, do not properly value the top-tier players in the league. This means that a savvy gamer can easily pick and choose stars to acquire, by simply paying a little more than the AI teams will, and do so knowing there will be plenty of decent replacement-level players available, since the AI teams don't pick those guys up appropriately. -The inevitable result is that a smart team simply "churns" its roster over and over, paying real money only when a player is substantially better than the ever-present "replacement player." At certain positions where real talent is scarce (like QB) you get a top-rated guy and cling to him, period. Play this game anywhere close to "all-out" and if you aren't winning year after year after year, you're just not trying. This game environment is the apocryphal "land of the blind" - all you need is one eye, and you're the king. If you have two eyes, you're obliged to gouge them out with crippling house rules just to try to get a challenge |
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02-19-2003, 06:05 PM | #117 |
High School JV
Join Date: Feb 2003
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QS, I agree 100%
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02-19-2003, 06:09 PM | #118 | |||||||||||
Resident Curmudgeon
Join Date: Oct 2002
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I'm curious, QS, do you consider the following "loopy scenarios"?
Quote:
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and QS's classic response... Quote:
[quote]The Lincoln City board of directors are disappointed with the level of performance shown against Sunderland in the FA Cup. Lincoln City supporters gathered outside the training grounds today to protest against QuikSand’s poor handling of club affairs. [quote] ...and one more response... Quote:
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02-19-2003, 06:13 PM | #119 | |||
Resident Curmudgeon
Join Date: Oct 2002
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Note: I'm throwing these out solely for the purpose of perhaps trying to find some missing elements or hook for this group think.
And a couple of more quotes from QS: from http://dynamic2.gamespy.com/~fof/ubb...c&f=1&t=013416 Quote:
Quote:
Quote:
Last edited by Anrhydeddu : 02-19-2003 at 06:14 PM. |
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02-19-2003, 06:23 PM | #120 |
College Prospect
Join Date: Jan 2001
Location: Raleigh, NC
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I think their is a distinction betweent the things that happen inside the gaming world of CM and the things you described earlier that we could add to this group think...
Mainly these are man made things that we impose on ourselves... (basically role-playing house rules) where in CM these are gaming environment things that are imposed on every team in the gaming world... On top of that the things that happen in CM usually have some reasoning behind them based on player, manager, and club board ratings. The things you are talking about doing here would be random and make no sense and leave us with few realistic options on how to deal with them... |
02-19-2003, 06:27 PM | #121 | |
Resident Curmudgeon
Join Date: Oct 2002
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I know, I'm going off of the comment
Quote:
If having an absurd amount of eye gouging is the only way the game can give you a challenge (and that is undesirable), then the only solution would be to 1) continue playing that way, 2) make up some creative house rules or 3) not play at all. |
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02-19-2003, 06:28 PM | #122 |
College Prospect
Join Date: Jan 2001
Location: Raleigh, NC
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Even if the CM non-sports stuff was added to FOF I think it would not be the saving grace everyone thinks simply because of the flaws in the FOF AI... The AI needs to respond more like humans think about managing football teams plain and simple... I am not so sure it does that effectively... I think if you stripped the "immersion" elements from CM you would still have a very solid soccer managment sim with solid AI making sound decisions about their personel...
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02-19-2003, 06:33 PM | #123 |
Resident Curmudgeon
Join Date: Oct 2002
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So what's the solution? We can't easily put in immersion stuff (I agree), we can't customize the AI teams, we can't get a patch until summer (even if it addresses this issue), so are we are left with "love it" or "leave it".
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02-19-2003, 06:48 PM | #124 |
College Prospect
Join Date: Jan 2001
Location: Raleigh, NC
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I think the love it or leave it is basically is what we have to go with...
Regardless of FOF's shortcomings in AI it is steal the best thing we have to work with right now as far as Pro Football Simulation... I don't think it is wrong to dream of the say when their is a CM like Pro Football Sim though... Can you imagine if their was a sim that captured the realism of CM's AI and the immersion of their media dealings, training, etc... I hope that someone will take the real and percieved shortcomings of FOF and try to improve on them and one day we will have the Football sim we all dream of... I think it will happen... I am not so sure that it will be in the near future or that Jim will be the one to bring it too us but I gotta beleive it will happen... 4-5 years ago I would have never imagined I could turn on my CPU and be in the middle of a WWII battlefield the way I can with Battlefield 1942 but now I can... BTW - Luckily I am one of the few people who can play FOF w/o ruling the roost every time I play... Call me a lucky loser I guess... |
02-19-2003, 08:26 PM | #125 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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To go back to the sim for a few, and I'll try to address this stuff later..
Apparently someone reset my computer while I was gone, so that game was lost.. no huge thing, I'll just resim.. Fort Wayne (7-8) at Little Rock (9-6) Code:
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02-19-2003, 08:26 PM | #126 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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Game Saved. .. running playoff game now..
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02-19-2003, 08:30 PM | #127 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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Little Rock (10-6) at Nashua (9-7) (-2)
Code:
Injuries: RB Brent Oksenberg, Probable, Turf Toe, Unknown WLB Alan Martinez, Probable, Sprained Thumb, 4 Weeks QB Reuben Coleman, Probable, Bruised Sternum, 1 Week LDT R.J. Strikwerda
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02-19-2003, 08:31 PM | #128 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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We play our division rival, Fort Knox (12-4)who we are 1-1 against this year, but we handled them pretty well last time..
I'm not sure that I see the point in holding off simming this game, as there seems to be no reason to change strategy? Booj showed an interested in doing one game at a time, but no one else has spoken up.. the general consensus has been to move along quickly, so I'm going to go ahead and sim..
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02-19-2003, 08:35 PM | #129 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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Little Rock (11-6) at Fort Knox (12-4) (-8)
Code:
Injuries: WR Everett Rose, Out, Strained Elbow Tendon, 5 weeks RB Brent Oksenberg, Probable, Turf Toe, Unknown WLB Alan Martinez, Probable, Strained Thumb, 3 Weeks
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02-19-2003, 08:37 PM | #130 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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Little Rock (12-6) at Lake Eerie (12-6) (-1)
Code:
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02-19-2003, 08:41 PM | #131 |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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Puget Sound beats Lake Eerie 19-17 in the Championship game..
I'll throw up the files and then try to post some more data later tonight or tomorrow.. File 1.. |
02-19-2003, 08:42 PM | #132 |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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File 2...
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02-19-2003, 08:54 PM | #133 |
Pro Starter
Join Date: Oct 2000
Location: Fairfax, VA
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So we got to the conference championship game our first season...that's a good thing right?
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02-19-2003, 09:06 PM | #134 |
Pro Starter
Join Date: Oct 2000
Location: Fairfax, VA
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Here's an interesting little tidbit:
First line was at the start of the season (after training camp) the line in red was at the end of the season. That was a pretty dramatic improvement over the season (probably because he started?). |
02-19-2003, 09:10 PM | #135 |
lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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back to A for a moment...
Anhryddedu,
I see your point. I'm also quite sure you see mine. There's a differenc ebetween playing a game that has these elements built into it in ways that we don't fully understand (CM) and playing a game without these elements and trying to insert them by appointing one or more people to conjure up weird ideas for the gamer(s) to follow along. Nothing against WSUCouger, our resident gamemaster, but I don't want to play FOF4 with him rolling a bunch of dice and giving us various dicta based on them. If I want that in a game, I'll go in with my eyes open - I'll play CM or some game that deliberately includes those elements woven into the fabric of the game. But again - I'm not speaking for anyoen but myself here. These "outside the box" scenarios might work fine for some other folks here, just not for me, at least in this instance. Nothing wrong with that, either. Cheers. |
02-19-2003, 09:20 PM | #136 |
Pro Starter
Join Date: Oct 2000
Location: Fairfax, VA
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While I think the idea Anhryddedu had is interesting and may be fun, I don't want to put it into our current game. It sounds more like an idea that needs to start a separate dynasty. I think it would be too drastic a change to our current dynasty and that's not what the participants signed up for in this dynasty. Just my 4 cents.
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02-19-2003, 09:26 PM | #137 |
Resident Curmudgeon
Join Date: Oct 2002
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That's just it, I clearly do see your point, which was one of the sources of frustration for me regarding what FOF4 became. It doesn't make any sense to roll a d10 any more than further piling on house rules. They both try to accomplish the same thing - giving you less of an advantage versus the AI. This group think should be about fun for all and right now, I perceive, it is not fun for you.
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02-19-2003, 09:33 PM | #138 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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For my short opinion on this..
I think adding these elements could be a fun challenged, but as mentioned, it doesn't seem to be appropriate to add here.. If we're going to add here I think it needs to be a more static house rule.. signing restrictions, etc. that are easier enforced and more numbers based and less chance based... I do wonder, however, how necessary they are.. as Bee mentioned, as the years go on we should have to make more of the decisions that QS touts highly... the only thing I would say is we could add something like "you have to make every effort to sign fan favorites" or perhaps the idea of giving us a lowered percentage of the salary cap.. something of that sort.. for now, I am personally having fun, particuraly because we are keeping a brisk pace (i believe a slow pace where we just won all of the time would be much less entertaining).. with this pace we should hit those decisions, if we will hit them, faster... keep in mind we won't always have these large cap openings like we had beginning here, etc, etc.. Perhaps a house rule could be that we cannot cut a player until their contract is out or something like that?
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02-20-2003, 04:58 AM | #139 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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League Awards:
Code:
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02-20-2003, 07:08 AM | #140 | |
Pro Starter
Join Date: Oct 2000
Location: Fairfax, VA
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Quote:
We have a rule about having to resign "fan favorites" (offering them their requested contract during week 1 of free agency) or did you mean free agent "fan favorites"? |
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02-20-2003, 08:38 AM | #141 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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I meant moving beyond "you have to make a minimum offer" to "you have to make every effort to sign"... a small difference, but could be pretty significant..
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02-20-2003, 09:14 AM | #142 |
lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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So, we put two guards onto the pro bowl roster. In real life, that would probably mean that we'd be "committed" to them, willing to offer them a new contract. In FOF4, my own temptation is to simply recognize that guards are a dime a doze, and these kudos are a function of opportunity more than performance.
How do we play it in this exercise? I haven't looked to see what the fan perspective is, but should that be the only thing that matters? |
02-20-2003, 09:16 AM | #143 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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Hrmm.. that could be an interesting addition... lump pro-bowlers in with fan favorites? I think that is a very reasonable/realism addition to the game... My thought is that this would be a very logical addition that plays into our house rules and also adds a challenge..
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02-20-2003, 09:24 AM | #144 |
lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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I tried to print out the "Team Summary" text, but I'm still suffering from a problem where the first letter of each line is cut off, making things tough to read. Could someone else please post that text?
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02-20-2003, 09:27 AM | #145 |
lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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wade did you save teh game after you ran the playoff games? I downloaded, but all I have is up to, but not including the playoffs...
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02-20-2003, 09:43 AM | #146 | |
Pro Starter
Join Date: Oct 2000
Location: Fairfax, VA
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Quote:
Perhaps after a all-pro year a player has to be offered a new contract? |
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02-20-2003, 10:01 AM | #147 | |
Pro Rookie
Join Date: Oct 2000
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Quote:
Is there any limit to that? In other words if we have a guy make the All-Pro squad 5 years in a row do we have to offer him a contract all 5 years? |
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02-20-2003, 10:08 AM | #148 |
Pro Starter
Join Date: Oct 2000
Location: Fairfax, VA
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I don't know. Hadn't really thought about it. Perhaps we could say something like we have to offer a new contract unless they just signed a new one that year?
or like Wade said, we could just treat them the same as "fan favorites" if their contract is up that season? I like the idea of doing something for guys who make the all-pro teams, but not sure exactly what the best method would be to reward them. |
02-20-2003, 10:14 AM | #149 | |
lolzcat
Join Date: May 2001
Location: williamsburg, va
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I swear I saved it this time... *grumble*... is anyone else having the same problem? I'm really showing myself to be a moron here if I did the same thing again.. sigh..
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02-20-2003, 11:07 AM | #150 |
lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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I think you may have saved, but you just re-posted the game files from weeks 13-16 again. The files have the same names as the ones you posted then- including only up to the penultimate regular season game.
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