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Everything posted by Matthew Le God
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Yep there are now 3 types of sugar daddy. Only Chelsea, Man City and Notts County have the splash the cash sugar daddy. Saints have a "background sugar daddy". I will try and get this changed for the next data update however SI are likely to want to see us spend more cash in January to show as evidence that Saints warrant this kind of chairman long term.
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Would very much depend on the spec of your PC. Unlikely many home computers in the world are powerful enough to run all the leagues from over 50 nations possible in the game. Around 10 nations with all leagues selected runs very well on mine and I reckon I could easily do alot more. On the game setup it now gives you a 1-5 star rating analyzing your own PC's spec to tell you how well the league setup will run. My advice would be to experiment with this.
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That was fixed because in beta I noticed Rupert Lowe led a consortium to take over Pompey and pointed it out to the coders
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I haven't finished making it it yet. Will post it here when I do.
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FM 2010 hints, tips, cheats & gems of players / tactics
Matthew Le God replied to SO16_Saint's topic in Computer Games
Amr Zaki for £1.9m in the first season is a great buy. -
The 500k was just a guess by me, I would now think it is actually abit more possibly. Unlikely we will ever know as if we sign him it is likely to be undisclosed.
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No we wouldn't
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Why are you giving it away for free? You should be able to return it to the retailer or if not sell it to someone for close to retail price.
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With the new competitions editor it is possible to add alot of new leagues. Some of the SI research team have been working on this... English National League System Update: Taking FM10 to Level 10 The following is from the main creator of the file who put all the work together so thank him not me For more information read this http://community.sigames.com/showthread.php?t=159082 ------------------------------------------ Download The file can be downloaded here. http://www.llmaddicted.com/FM2010Editor/EnglandLevel10_SuperBladesmanBuild.zip ------------------------------------------ Activation You'll need to unzip the file to start off with. 1. Copy the file to the Sports Interactive\Football Manager 2010\editor data folder in your My Documents folder. 2. Load FM2010 3. Select ‘Preferences’ and go to the ‘Display/Sound’ tab. UNTICK use skin cache. TICK ‘Always Reload Skin on Confirm’ 4. When completed, leave preferences and ‘Start A New Game’ 5. In the dialog window that pops up, TICK the change box. 6. Select the file in the list, if not already. 7. Start a new game as normal, selecting the lowest level that you want to have active. When starting a new game, it's recommended you tick 'Add key staff'. That way the players generated in the bottom tiers will be a mixture of ages, rather than all being 16 or so ------------------------------------------ What is included? Manage any club from the top 10 levels in England. The initial release version adds: -39 new league competitions -75 new real-life England-based cup competitions, including the FA Vase. -A revamped FA Cup, to include 6 qualifying rounds (which aren’t named correctly by the game… yet) -207 new stadiums -135 new cities -879 new clubs (includes some already in the game, but with no nation set, some purely historical, and others not in playable divisions) The speed is acceptable, on my rig at least. The download link is up top! ------------------------------------------ League Competitions & Clubs I’ve recreated the top 10 levels – 46 divisions in total. The top 7 levels are untouched, and left as created by SI. Below that, four new levels of divisions have been added, which are levels 7, 8, 9 and 10 in this link. Levels 7 and 8 are pretty faithful recreations, as are Levels 9 and 10 where possible. The one deviation from reality is that I could not implement fully accurate promotion and relegation between these levels – in reality, the FA have a lot of issues to contend with here (grounds meeting specific criteria, etc) and so in real life to the outsider it can be quite a mess. For the file, I wanted something that was fairly realistic, but also in line with gameplay – I also had to make the numbers work. Getting the 16 Level 10 divisions to feed into 14 at Level 9 is not trivial! This was ‘solved’ by having three teams promoted from each level 10 division, and then having each 4th placed Level 10 playoff enter into a one-match playoff, with the 8 winners also gaining promotion. This gives a total of 56 teams going up, meaning each Level 9 division has 4 relegation places. This is my biggest deviation from reality, but was a necessary evil – if anyone can come up with a better solution, let me know! Once we get to Level 11, it’s even worse. It’s not at all clear to the novice outsider what is and isn’t a Level 11 league – some are, and feed into other Level 11 leagues. I’ve entered many of the more likely ones, and have entered (very) basic info for the clubs in them. Levels 9 and 10 have also had many clubs added, and where I’ve been able to find the info easily I have added: -Club nickname -Year founded -Club kits -Stadiums (with at least fairly generic capacities if I couldn’t easily find the right info). -Basic finance information (to prevent the clubs being generated with massive debts, which was happening in some cases when left blank) The key point in all of this is that every club in the top 10 levels should have a stadium; each of these stadia should be properly located in a ‘city’ with longitude and latitude set in the database. Leagues down to Level 10 all have geographic boundaries set in the editor, so the promotions and relegations should work in a realistic manner. I’m not a geographer, so some of the boundaries may not be perfect – also, I can only define a geographical box and so if a county is not perfectly rectangular… well, you get the picture. Long and short: the promotions and relegations work pretty darned well. You might get a team from Kent end up in the Surrey league (assuming Kent and Surrey are near each other!), but you won’t get a team from Cumbria or Birmingham ending up in the Kent league. At Level 11 there are chuffing hundreds of clubs. I didn’t have time to add stadia (and cities) for all them – I had to draw the line somewhere, and hence I’ve not implemented relegation to Level 11. If Level 11 clubs got promoted, without proper stadia set they would be placed randomly into divisions. If you can live with that, it should be relatively straightforward to activate them yourself – as I say, I had to draw a line somewhere. Prize Money I’ve yet to add any prize money for the leagues I’ve added – I’ve not been able to find any info on what realistic prize money would be. To be honest, I’m not convinced there will be any for many of these leagues in real life! Attendances I’ve also left most of the attendances at the default figures. I’m not sure that the clubs would be financially viable in FM10 if I put in the correct figures.
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I hope the Echo never uses "ironic" or "irony" in the wrong context again No more things like... "Rickie Lambert ironically scored against his former side" They are supposed to be professional journalists and should know this already!
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There are alot more variables in a Football Management game than most other software gaming or not. These games are also produced in under a years development and testing. Considering this it is remarkable the detail level of the game and how relatively bug free it is for a small developer like SI. Everything is relative Play the demo of FM10 for free and then comment on it
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Most computer games are also in development for 3 or 4 years. SI bring out a game every 12 months. In that time they have to develop new features and test the game. When you take that into account it is remarkable just how much work goes into each new FM.
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I really can't understand people that say this. Every game ever released in the history of gaming and software in general has bugs. Most software companies provide patches. The game is very playable as it is, imo the least buggy in years due to changes in testing this year. By having it being played on a much larger scale in the demo and then on release they uncover new bugs and by keeping it in development for longer to remove bugs it means you won't be aware of some because it hasn't been played by large numbers of people. No logic to your statement and it falls down.
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It is very playable as it is and that patch won't be until after the transfer window closes and thus in February as usual.