Re: SWOS Manager Ver. 2 Released
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- electrospectre
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Condition?
yes, but in what way can it be distinguished from EXH ?
is it injury proneness?
would dearly like to know as i m on an editin streak here, having incorporated your most recent updates, synch.
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Yes.is it injury proneness?
The exhaustion increase depending on your condition (similar to endurance) of your player and the behaviour in your tactics setting.
Example:
Behaviour: very hard
Condition: low (eg. 10)
Result: High Exhaustion, high injury proneness (depending on your doctor as well)
Exhaustion influences the player strength in a negative way as well.
but what does CON/condition actually mean... is it physique? how does it influence the other skills- is it similar to consistency or form?
The Condition influence the other values by the half.
I added it to get the physical component into the game (and SWOS, more or less) and not only the technical.
Example:
CON: 50
SHT: 100
Result: SHT = 75
hehe, that shouldnt be a problem.(King, remember that 0 = 8, 7 = 15, etc. )
Well, i think im 2-3 years away from making this a saleable game.I wouldn t do this if you plan to sell the game or anything though.
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- fixed a bug in stadium improvement
- homewins influence popularity much more
- fixed a bug in Converter from Editor
www.sensiblesoccer.info/forum/index.php?...64.msg92272#msg92272
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- electrospectre
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Yes.is it injury proneness?
The exhaustion increase depending on your condition (similar to endurance) of your player and the behaviour in your tactics setting.
Example:
Behaviour: very hard
Condition: low (eg. 10)
Result: High Exhaustion, high injury proneness (depending on your doctor as well)
Exhaustion influences the player strength in a negative way as well.
but what does CON/condition actually mean... is it physique? how does it influence the other skills- is it similar to consistency or form?
The Condition influence the other values by the half.
I added it to get the physical component into the game (and SWOS, more or less) and not only the technical.
Example:
CON: 50
SHT: 100
Result: SHT = 75
okay, so by behaviour, i think you might mean intensity, right?
umm, i don t think it s true that teams all collectively play at the same intensity, only that certain individuals do... alas, perhaps the player condition concept is slightly flawed if it s connected to team behaviour/intensity.
anybody can play at high intensity, though it will leave uneven exhaustion results. this will depend on age, application and other factors.
besides all this, i really like your innovation.
say, i would really like to see another variable implementing within the game, such as form . this would cause you to continually monitor the progress of your squad and use the full number of players at your disposal, otherwise these boys are never used.
take for example, hypothetically, a midfielder with a starting average of 50 in WORST form (1/5) could only show a current average of 30. at the same time, an initially inferior reserve/youth player with a starting average of only 20 in BEST form (5/5) could show 40 in the AVG coloumn.
established player 30 AVG vs 40 AVG unestablished player.
therefore it would be worth changing the untried player in the place of the midfielder currently in appalling form.
form could be affected by results/exhaustion/condition?
ha, sorry to drag this out, but i am most interested in these variables you are adding to swos. these are the developments i ve been hoping for year upon year...
it s fantastic, keep it up!
Well, i think im 2-3 years away from making this a saleable game.
lolza !
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That Excel s database is in fact quite large, but I think that FM s database is much larger.
Oh, it is much larger. I just found errors that I couldn t explain in a kind way. So personally I m only going to use it for leagues that aren t in FIFA.
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Good points, but the mayor problem is find out a good formula how these values should influence a player.okay, so by behaviour, i think you might mean intensity, right?
umm, i don t think it s true that teams all collectively play at the same intensity, only that certain individuals do... alas, perhaps the player condition concept is slightly flawed if it s connected to team behaviour/intensity.
anybody can play at high intensity, though it will leave uneven exhaustion results. this will depend on age, application and other factors.
I decided to give the coach the opportunity to say how his players should play, i know not realistic, but it does his job.
I had the form in a previous version and wasnt satisfied how it turned out.say, i would really like to see another variable implementing within the game, such as form . this would cause you to continually monitor the progress of your squad and use the full number of players at your disposal, otherwise these boys are never used.
take for example, hypothetically, a midfielder with a starting average of 50 in WORST form (1/5) could only show a current average of 30. at the same time, an initially inferior reserve/youth player with a starting average of only 20 in BEST form (5/5) could show 40 in the AVG coloumn.
established player 30 AVG vs 40 AVG unestablished player.
therefore it would be worth changing the untried player in the place of the midfielder currently in appalling form.
form could be affected by results/exhaustion/condition?
So i dropped it for the Trend.
I suggest that you work out a concept how the form can be implemented (not code, formulas) and i will look at it and decided how it can be implemented.
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