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#101 | |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Quote:
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#102 | |
Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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Quote:
![]() It's too early to laugh.... Todd |
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#103 |
Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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The Teams and score is correct, the player stats are from my game with Tampa Bay, which was previous this one.
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#104 |
High School Varsity
Join Date: May 2001
Location: Oakdale, New York
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I would list this as a bug, the roster turnover. I was looking and it appears every season that a team adds anywhere from 10-20 new players. However, in FOF2004 it appears that every team adds somewhere around 30 new players per season. A little out of whack, in my opinion.
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#105 |
High School Varsity
Join Date: May 2001
Location: Oakdale, New York
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Being a Jet fan this bugs me, the Jets are listed as New Jersey, while the Giants are listed as New York. I know they both play there home games at the Meadowlands, however, the Jets home offices and practice fields are on Long Island, so, I do not understand the Jersey label.
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#106 |
Pro Rookie
Join Date: Nov 2002
Location: Sunny South of France
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The answer to that one, methinks, is that the game does not know how to handle 2 teams playing in the same city. Hence, one of the 2 New Jersey teams had to move, and Jim chose to move the Giants to New York. (
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Detroit Vampires (CFL) : Ve 're coming for your blood! Camargue Flamingos (WOOF): pretty in Pink |
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#107 |
High School Varsity
Join Date: Jul 2003
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I think I've found two new bugs (i've emailed Jim)
One that I'm sure of is rookie contracts. I had a large roster leading up to training camp. Almost 60 players were signed. As you know (and Jim programmed) only the top 53 count against my salary cap so although I was only (for example) 4 million below the cap, I had (again an example number) about 5 million available for signing a new player. When negotiating a rookie contract, the offer I wanted to make would cost about 4.5 million this year. The program insisted that I only had 4 million dollars of cap room. If I had tried to sign a normal free agent for 4.5 million, i would have been able. The other bug is hard to believe exists. And it may be a particular oblique set of circumstance that cause it to take effect. It appears that setting 'coach resets gameplan every week' to 'yes' is having no effect. I was running a franchise and trying to play ball control with strong defense. I had two runningbacks with >70 overall and I had scrubs playing QB and WR. I manually edited the gameplay (with coach reset set to 'N') to put pretty much 100% run everywhere. The plan was working ok, I had both runningbacks over 1500 yards at the end of the season but I lost a lot of close games. The same pattern was appearing the next year so half way through, I went to global options and I set 'coach resets gameplan' to 'Y'. Even though I had done this, I was still seeing the EXACT same kind of offense. I was throwing the ball 8 times a game and running nigh on 50. This continued for 3 or 4 games - the whole time, my offense was almost 100% run. At this stage, I suspected the 'coach resets gameplan' was broke - looking at global options, it was still set to 'Y'. Regardless of the fact that my coach should be resetting gameplan, I went to my gameplan and I clicked 'reccomend' on all screens. The next game, I threw the ball MUCH more than I ran the ball (35 ish passes to 15 ish runs). This behaviour has been consistent from this point in. It seems that it doesn't matter what my 'coach resets gameplan' flag is set to, the game seems to use my manually entered figrures anyay. |
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#108 | |
lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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FOF 2004 5.1c issue - Depth Chart setting
(Multiplayer leagues only) As the game has been tweaked with several patches (a welcome series of improvements,in my book), it seems that there is now a disconnect in two sets of "roster requirements" that can lead to unpredictable results. Under the 5.1c update (I think this was in the last patch), your roster minimums are different than before -- more forgiving. From the help file, the nw requirements are: Quote:
I don't have the old rules handy, but most will recall them being a bit tighter -- you needed 3 RBs, for instance, rather than just 2. Cases are similar elsewhere. If you submit an export in multiplayer (or forget to do so) and head into a game sim with an illegal roster under one or more of the rules in place as above, then the AI must make some changes to your team. However, it appears that the AI's decisions are based on the old positional requirements, meaning that your team might be adjusted more than you think. Example -- Say you have a legal roster with 2 active RBs and 2 active FBs. However, something happens, and your roster becomes illegal elsewhere -- say your kicker is injured and is listed as "out," meaning he can't count to fulfill the roster minimum. You don't fix this problem, and the game AI has to remedy the team roster imbalance. It seems that not only will the AI pick up a kicker for your team to get your roster illegal) and possibly cut a player to do so) but it will also look at other position groups according to the old rules and make adjustments as needed. In this example, your 2 RBs don't satisfy the old rules, and so the AI will either activate or sign you another running back as well. (I confess I don't fully understand how the AI determines when to resolv these problms with activating/deactivating players, and when to do so with signing/releasing players) So - bottom line shoudl be fairly obvious. Be wary of letting the AI get involved in setting your roster, because it may be following more rigid rules than you are in trying to set a legal/complete roster. You may find that it does more than you'd have in mind. It appears that this could be minimized by complying with the "old rules" regarding position minimums, which are more stringent than those in the fully patched version. (But of course, of you're putting in that kind of time, it seems like it would be easier to just submit a legal roster -- but I digress here) Last edited by QuikSand : 06-01-2005 at 01:27 PM. |
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#109 |
Pro Starter
Join Date: Apr 2004
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i wish in FOF, if you play in an online league, that FOF gives you a warning that your roster is illegal when you try to export your league file.
that will be a great feature. |
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#110 | |
lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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Quote:
It does, but it appears that this doesn't work perfectly. |
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#111 |
Dearly Missed
(9/25/77-12/23/08) Join Date: Nov 2003
Location: DC Suburbs
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In MP league, if you accidentally press the "Withdraw Offer" during the Free Agency Weeks, you can resubmit an offer within that stage. I tried to resubmit the offer and it still says "You have already made an offer.....". It counts my withdrawal offer as an offer?
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NAFL New Orleans Saints GM/Co-Commish MP Career Record: 114-85 NAFL Super Bowl XI Champs In memory of Gavin Anthony: 7/22/08-7/26/08 |
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#112 |
High School Varsity
Join Date: Jan 2004
Location: Here
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I could be wrong here, but I don't think the decision to decline the penalty here was right. Shouldn't you push the offense back for the 50+ yard FG?
Code:
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Now while I wasn't able to cut everyone I wanted to, I have cut a lot of you. - H.J.S. |
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#113 |
Coordinator
Join Date: Oct 2000
Location: Big Ten Country
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I'm pretty sure FOF just takes yards to go divided by downs left when making decisions on penalties. So 2nd and 17 gives two downs left (2nd and 3rd), 17 yards -- 8.5 yards per down. 1st and 25 gives three downs left, 25 yards -- 8.33 yards per down. I don't think it figures in any other game situations.
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