Drive goals have been fixed in patch. So really not much of a need to do this anymore.
FIX: Setting Up A 32 Team OFFLINE CFM Instructions
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Re: FIX: Setting Up A 32 Team OFFLINE CFM Instructions
Apologies if I missed this, but what are you guys doing to make sure that YOUR trades are fair? I've tried both autopilot and not, but no matter what, any trade that I proposed to another team is automatically accepted. I'm really focused on trades other than those in the Draft, since with the Jimmy Johnson Trade Trade chart we do have a somewhat fair metric on draft pick values.
Do you guys have a system you go through to ensure fairness of the trade? I'm really focused on trades other than those in the Draft, since with the Jimmy Johnson Trade Trade chart we do have a somewhat fair metric on draft pick values.
I know that one work around would be to "retire" the coach of the target team, but that seems tedious.
I'm assuming that this isn't because I'm Commissioner - I guess I haven't tried proposing a ridiculous trade with a NON-Commissioner team to an autopilot one to see if it was accepted.Comment
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Re: FIX: Setting Up A 32 Team OFFLINE CFM Instructions
Apologies if I missed this, but what are you guys doing to make sure that YOUR trades are fair? I've tried both autopilot and not, but no matter what, any trade that I proposed to another team is automatically accepted. I'm really focused on trades other than those in the Draft, since with the Jimmy Johnson Trade Trade chart we do have a somewhat fair metric on draft pick values.
Do you guys have a system you go through to ensure fairness of the trade? I'm really focused on trades other than those in the Draft, since with the Jimmy Johnson Trade Trade chart we do have a somewhat fair metric on draft pick values.
I know that one work around would be to "retire" the coach of the target team, but that seems tedious.
I'm assuming that this isn't because I'm Commissioner - I guess I haven't tried proposing a ridiculous trade with a NON-Commissioner team to an autopilot one to see if it was accepted.
Regardless, I plan to use something like the suggestion in the 2nd post of this thread to try to keep things balanced, at least for player-for-picks trades. For player-only trades, I guess I'd probably just stick to a certain rating range or something.
http://www.operationsports.com/forum...any-forum.htmlPSN: JWGoNDComment
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Re: FIX: Setting Up A 32 Team OFFLINE CFM Instructions
I haven't started my CFM yet. Was waiting on the first patch and then life got in the way. Have you tried proposing a ridiculous offer to another team? I know you said everything has been accepted but I don't know if you've tried an AP-for-3rd string QB type trade. Just trying to get a sense of whether literally EVERYTHING will be accepted or if it just takes a lot for the CPU to reject a trade.
Regardless, I plan to use something like the suggestion in the 2nd post of this thread to try to keep things balanced, at least for player-for-picks trades. For player-only trades, I guess I'd probably just stick to a certain rating range or something.
http://www.operationsports.com/forum...any-forum.htmlComment
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Re: FIX: Setting Up A 32 Team OFFLINE CFM Instructions
Finally tried out a game in CFM last night just to see what was up with drive goals. I actually kinda like them. Sure, some of them are a little weird (Force a punt...really?! Isn't that a goal for my defense on just about every drive?!) but I liked how it made me consider my playcalling just a bit more.
But...I do like the idea of a 32-team CFM and think it might help me get a little more immersed in the mode. I want to manage trades/resignings so I guess my question is: If I set those things to Off under CPU assistance and then turn all other teams to autopilot, will the CPU try to handle them anyway? It seems like it would but that would be the easiest way for me to get the roster control of 32-team CFM but the drive goals of solo. If not, I'll probably have to just turn the opposing team to autopilot before playing each week.
Also, I want to use the spreadsheet that Armor suggests in his thread for resignings. Is there any negative impact to just choosing "End Negotiations" on the guys that I want to go into the offseason free agent pool?
Any thoughts?Last edited by woodjer; 10-05-2015, 11:25 AM.PSN: JWGoNDComment
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Re: FIX: Setting Up A 32 Team OFFLINE CFM Instructions
I have updated the FIRST PAGE INSTRUCTIONS to reflect changes after the recent patch.
Lots of improvements allow us to skip several steps (like trying to disable drive goals which is now fixed).
So head back to the original post for updated instructions.Don't look back too long and don't look too far ahead.Comment
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Re: FIX: Setting Up A 32 Team OFFLINE CFM Instructions
This is exactly why I stopped playing madden when they changed the old franchise mode... Why can't Sony make a football game??Comment
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Re: FIX: Setting Up A 32 Team OFFLINE CFM Instructions
Thanks, man! So it looks like most of my questions were answered there as far as what the CPU will do with autopilot on. If I'm understanding everything correctly, I can just switch my opponent to Autopilot if I want drive goals AND complete control over all trades and resignings, right. Or did I miss something?PSN: JWGoNDComment
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Re: FIX: Setting Up A 32 Team OFFLINE CFM Instructions
Thanks, man! So it looks like most of my questions were answered there as far as what the CPU will do with autopilot on. If I'm understanding everything correctly, I can just switch my opponent to Autopilot if I want drive goals AND complete control over all trades and resignings, right. Or did I miss something?
Runs awesome!Don't look back too long and don't look too far ahead.Comment
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Re: FIX: Setting Up A 32 Team OFFLINE CFM Instructions
I posted a thread in the roster section about this, but I figured it might be helpful for those running a true 32-team control (with no CPU roster moves). I thought it would be a good idea to post it here, and I apologize in advance if it has already been discussed.
The main purpose of these steps is to avoid the CPU making unrealistic roster cuts/decisions. The intent of these steps is to have accurate NFL rosters as of Week 1 of the regular season for use in a 32 team user-controlled CFM.
For anybody that may have been interested, this workaround DOES work.
Here are the steps that I used:
1. Start a franchise.
2. Load your preferred roster file. (I used EA's opening week roster from 9/11)
3. MAKE SURE TO USE THE PRE-SEASON AS YOUR STARTING POINT. THIS IS THE MOST IMPORTANT STEP IN AVOIDING THE CPU MAKING THOSE STUPID ROSTER CUTS/DECISIONS.
4. Set all options to your liking, making sure that all CPU roster control is set to "OFF". If you're looking to start a franchise that has accurate rosters as of Week 1, then make sure you set all injuries to "OFF" during the preseason. Also, make sure that you set pre-existing injuries to ON (if you want accurate Week 1 rosters). You can set injuries to "ON" when you get to the regular season.
5. Add characters until all 32 teams are user controlled (using the same options).
6. In order to avoid the CPU making roster decisions, you will need to manually cut players from their respective teams. By the end of Week 1 of the preseason, you need to cut down your roster to 70 (I think), and by the end of Week 3, the roster has to be down to 59. The roster that you choose to start your franchise with will determine how long this process takes. If you're starting the franchise with a 75-player roster, it will obviously take longer. With the roster that I used, most of the cuts were already made, so it was just a matter of cutting practice squad players (mostly).
7. By the end of the preseason, most of the team rosters were trimmed to about 55-59 players, and about 10 teams had their rosters ready to go for the regular season. The players left on the rosters after the practice squad cuts were players that were inactive (as of Week 1) for NFIs or were suspended. This is where you will need to make a choice on how to proceed. Personally, I wanted rosters as accurate to Week 1 as I could get. As a result, I cut anybody that wasn't on the field in Week 1, who was taking up a roster spot. So, all NFIs CUT. All IR players who were designated to return CUT. All 4+ game/indefintely suspended players cut (Greg Hardy, Josh Gordon, Jerome Simpson, etc.). For the most part, this helped me get the rosters down to 53 men, while keeping the accuracy of the rosters intact. The only exceptions here were the players serving one game suspensions (La'veon Bell comes to mind). There were a few instances where I had to make a judgment call. For example, there was no point in me cutting a player like La'veon Bell, so what I did, is I went into the team's roster, sorted players by overall rating, and cut the lowest rated player, as long as it didn't have a drastic affect on depth at any particular position. Most of the time, the players who were cut were 3rd or 4th string players that would never see the field, so it's not something that would be noticed in regular games. NOTE: In manually cutting players, you still run the risk of them "disappearing" from franchise mode. There is a maximum capacity of 300 players (I think) in the FA pool, and I believe the game will remove the lowest rated players from each position to stay under that threshold. That means because of their ratings, some of your practice squad players, along with any low-rated players that you cut, may end up being removed from the mode altogether. Unfortunately, I don't think there's any way to avoid this from happening.
8. I made two roster "master" files. One for the end of pre-season (after final cuts were made), and one for the start of Week 1 of the regular season.
9. I'm playing a 32-team controlled franchise, and I plan on playing as many of the weekly games as possible. Therefore, before playing a game on the NFL schedule, I simply go to the teams for the game that I will be playing, adjust each team's depth charts and set auto-subs. Once those things are done, I save the franchise, and jump right into playing (with iiamcb's sliders)! Setting depth charts/auto-subs this way is way less daunting than setting them all at once. And being that the CPU doesn't have any control over roster moves, everything is completely up to me, which is something that is absolutely necessary for me in a franchise.
Normally, I wouldn't have the time to do this because of the stuff I have going on in my life right now. However, having a gnarly stomach virus does have its advantages. I was at home sick for the past two days, and I was able to play Madden more in those two days than I had in a month. Setting up the rosters took about six hours, and I imagine I could've shaved off an hour. I didn't really get into a groove until about 2 hours in.
Anyway, I hope this is helpful for those looking to play with accurate Week 1 rosters. There is a way to do it, as long as you have the time and patience (or a stomach virus).Comment
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Re: FIX: Setting Up A 32 Team OFFLINE CFM Instructions
With auto pilot on does the cpu mess with depth charts at all?Comment
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Re: FIX: Setting Up A 32 Team OFFLINE CFM Instructions
I posted a thread in the roster section about this, but I figured it might be helpful for those running a true 32-team control (with no CPU roster moves). I thought it would be a good idea to post it here, and I apologize in advance if it has already been discussed.
The main purpose of these steps is to avoid the CPU making unrealistic roster cuts/decisions. The intent of these steps is to have accurate NFL rosters as of Week 1 of the regular season for use in a 32 team user-controlled CFM.
For anybody that may have been interested, this workaround DOES work.
Here are the steps that I used:
1. Start a franchise.
2. Load your preferred roster file. (I used EA's opening week roster from 9/11)
3. MAKE SURE TO USE THE PRE-SEASON AS YOUR STARTING POINT. THIS IS THE MOST IMPORTANT STEP IN AVOIDING THE CPU MAKING THOSE STUPID ROSTER CUTS/DECISIONS.
4. Set all options to your liking, making sure that all CPU roster control is set to "OFF". If you're looking to start a franchise that has accurate rosters as of Week 1, then make sure you set all injuries to "OFF" during the preseason. Also, make sure that you set pre-existing injuries to ON (if you want accurate Week 1 rosters). You can set injuries to "ON" when you get to the regular season.
5. Add characters until all 32 teams are user controlled (using the same options).
6. In order to avoid the CPU making roster decisions, you will need to manually cut players from their respective teams. By the end of Week 1 of the preseason, you need to cut down your roster to 70 (I think), and by the end of Week 3, the roster has to be down to 59. The roster that you choose to start your franchise with will determine how long this process takes. If you're starting the franchise with a 75-player roster, it will obviously take longer. With the roster that I used, most of the cuts were already made, so it was just a matter of cutting practice squad players (mostly).
7. By the end of the preseason, most of the team rosters were trimmed to about 55-59 players, and about 10 teams had their rosters ready to go for the regular season. The players left on the rosters after the practice squad cuts were players that were inactive (as of Week 1) for NFIs or were suspended. This is where you will need to make a choice on how to proceed. Personally, I wanted rosters as accurate to Week 1 as I could get. As a result, I cut anybody that wasn't on the field in Week 1, who was taking up a roster spot. So, all NFIs CUT. All IR players who were designated to return CUT. All 4+ game/indefintely suspended players cut (Greg Hardy, Josh Gordon, Jerome Simpson, etc.). For the most part, this helped me get the rosters down to 53 men, while keeping the accuracy of the rosters intact. The only exceptions here were the players serving one game suspensions (La'veon Bell comes to mind). There were a few instances where I had to make a judgment call. For example, there was no point in me cutting a player like La'veon Bell, so what I did, is I went into the team's roster, sorted players by overall rating, and cut the lowest rated player, as long as it didn't have a drastic affect on depth at any particular position. Most of the time, the players who were cut were 3rd or 4th string players that would never see the field, so it's not something that would be noticed in regular games. NOTE: In manually cutting players, you still run the risk of them "disappearing" from franchise mode. There is a maximum capacity of 300 players (I think) in the FA pool, and I believe the game will remove the lowest rated players from each position to stay under that threshold. That means because of their ratings, some of your practice squad players, along with any low-rated players that you cut, may end up being removed from the mode altogether. Unfortunately, I don't think there's any way to avoid this from happening.
8. I made two roster "master" files. One for the end of pre-season (after final cuts were made), and one for the start of Week 1 of the regular season.
9. I'm playing a 32-team controlled franchise, and I plan on playing as many of the weekly games as possible. Therefore, before playing a game on the NFL schedule, I simply go to the teams for the game that I will be playing, adjust each team's depth charts and set auto-subs. Once those things are done, I save the franchise, and jump right into playing (with iiamcb's sliders)! Setting depth charts/auto-subs this way is way less daunting than setting them all at once. And being that the CPU doesn't have any control over roster moves, everything is completely up to me, which is something that is absolutely necessary for me in a franchise.
Normally, I wouldn't have the time to do this because of the stuff I have going on in my life right now. However, having a gnarly stomach virus does have its advantages. I was at home sick for the past two days, and I was able to play Madden more in those two days than I had in a month. Setting up the rosters took about six hours, and I imagine I could've shaved off an hour. I didn't really get into a groove until about 2 hours in.
Anyway, I hope this is helpful for those looking to play with accurate Week 1 rosters. There is a way to do it, as long as you have the time and patience (or a stomach virus).Don't look back too long and don't look too far ahead.Comment
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