Flourix said: So I am going to try this schedule out now, but have a few questions: [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
1. The [Double Intensity], does it refer to the intensity below additional focus? 2. How would you translate this into a amateur or part-time training schedule (6 sessions available/week). Just [Quickness]+[Match Practice]+[Attacking]+[Recovery]x3 or remove some quality training to favor more Recovery? Expand
1. that is the"[Double Intensity]" here
2. [Quickness]+[Match Practice]+[Attacking] that's the basic
[Recovery] is Small, unnecessary extra help to it, You can get rid of some Recovery or all of Recovery, depending on the situation
Yarema said: @harvestgreen22 If you are doing any more tests on training, could you check how quickness additional focus works if a player already has 20 pace and 20 acceleration? For example with a [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness] schedule. Mainly interested if CA growth remains the same even though the attributes it targets have reached the maximum. Expand
I have tested it before but lost the data. I will try again when I have time and get back to reply you then
gbbwoy said: Hello @harvestgreen22 Thank you for your tremendous work! How would I go about preseason? Do I follow V7 or is there anything different? Expand
preseason : you can use the Same one , then you can think about how to increase Sharpness and Tactical familiarity
for tactical Sharpness and Tactical familiarity : 1. It has nothing to do with attribute growth 2. It has a small positive effect on wining match , and only relate to playing match 3. Friendly match ,training and match can both increase the tactical familiarity 4. If the weekly training schedule is few, familiarity will naturally decline a lot. so it is needed Friendly match and match to Increase it 5. Whatever you use Friendly match ,training or match to increase the tactical familiarity , They all increase the risk of injury . 6. The same goes for Sharpness . if you want to keep Sharpness good , you need to use Friendly match ,training or match . 7. Since all three methods can increase Sharpness and Tactical familiarity , why don't we use a lot of training every week to keep the Sharpness and familiarity high ? The reason I give is this: I find that more training leads to much more injuries than using Friendly match when keeping same status of Sharpness and Tactical familiarity good. 8. So if I want to keep Sharpness and Tactical familiarity good , i will arrange Friendly match Instead of more training . 9. Friendly match can also increase a player's position familiarity if you want a player to change position/role/duty . The Bad thing for Friendly match is it usually costs a amount of money, and for small club to use it for a long time can cost quite a lot of money 10. According to current tests Friendly match do not benefit to growth
You know the principle of the game is to assign attributes, so you can adjust them , Feel free to use one, V7 is ok, there are slight differences, but not many
Steelwood said: As in tactical familiarity, the bar next to intensity on the tactics page. A player's tactical familiarity is increased by training them in that role but I have absolutely no idea whether it affects results Expand Yarema said: That visual representation hasn't worked for years. I think tests also showed no effect. Plus playing in the position and role will give him enough familiarity to perform. Expand
for tactical familiarity , I haven't discussed it in the forums : 1. It has nothing to do with attribute growth 2. It has a small positive effect on wining match , and only relate to playing match 3. Friendly match ,training and match can both increase the tactical familiarity 4. If the weekly training schedule is few, familiarity will naturally decline a lot. so it is needed Friendly match and match to Increase it 5. Whatever you use Friendly match ,training or match to increase the tactical familiarity , They all increase the risk of injury . 6. The same goes for Sharpness . if you want to keep Sharpness good , you need to use Friendly match ,training or match . 7. Since all three methods can increase Sharpness and Tactical familiarity , why don't we use a lot of training every week to keep the Sharpness and familiarity high ? The reason I give is this: I find that more training leads to much more injuries than using Friendly match when keeping same status of Sharpness and Tactical familiarity good. 8. So if I want to keep Sharpness and Tactical familiarity good , i will arrange Friendly match Instead of more training . 9. Friendly match can also increase a player's position familiarity if you want a player to change position/role/duty . The Bad thing for Friendly match is it usually costs a amount of money, and for small club to use it for a long time can cost quite a lot of money
Steelwood said: Apologies if this has been answered earlier in the thread, but does this mean that familiarity isn't that important when it comes to results or growth? Expand
familiarity ? take a screenshot for it please . Because I couldn't find where the familiarity are when I switched to English UI. (I'm not familiar with how they are called in English)
Ronaldo De Lima said: hi bro, i used the L5 strategy to make a training schedule for the whole season, but the results were not as expected, Baldanzi progressed very slowly. Through FMscout software, starting the season in August 2024, the CA/PA was 132/179 and pace/acc was 13/14, but ending the season in June 2025, I checked again and it was only 140/179 and pace/acc was 14/14, playing 34 matches in the whole season, always happy. So where am i missing, please guide me. Expand
I've talked about this situation so many times in the Chinese community , I forgot to mention here , my latest post has data on it in excel
A Professionalism 15 player, with an average 20-30 CA improvement in the first season, In the second, third and fourth seasons, his growth dropped significantly, only 0-10 growth. He even needs to stop growing for a season before he can grow again in another season
This is because as CA gets closer and closer to PA, the rate of growth slows dramatically
A CA 30, PA 150 player, even if his Professionalism is not high , and he does not play match at all, he can get 30-40CA per season growth rate. That's better than most of the results on the chart And a CA 130, PA 150 player, his growth rate is going to be very slow.
This means that if you buy a player and his "PA-CA" is somewhere between 0-20, like 130PA, 110CA, 130-110 = 20, his "trainable space" is very small, It's not about the training schedule, we've tried all kinds of training schedule ,
In other words, the mechanics of the game work very well for players whose CA is far away from the PA, For those players whose CA is close to PA at the beginning, you need to weigh what strategy to use
Earthomac said: For Position/Role/Duty, for example, a striker, should the Training Position be set to the Advanced Forward role, or should I just select ST - Playing Position? And for goalkeepers, should the Additional Focus still be Quickness?" Expand
——For Position/Role/Duty, for example, a striker, should the Training Position be set to the Advanced Forward role, or should I just select ST - Playing Position?
ST - Playing Position ,in The default
What happens if you change it: The mechanics of the game are , Part of the growth will be assigned to the green highlight attributes.
If you think these green highlighted attributes are what you need, then you can switch to this Position/Role/Duty But once you switch, you can't change to the default state
——And for goalkeepers, should the Additional Focus still be Quickness?"
Additional Focus "Agility and Balance" or Additional Focus "Quickness"
The reason: Agility has been tested as the most important attribute of goalkeepers. Pace is the top 6 important attribute of goalkeepers
Ronaldo De Lima said: I really appreciate your statistics. Let me ask you another question: 30 matches means a player played 90 minutes? Player A played 45 minutes in the first half and was replaced by player B who played 45 minutes in the second half, so do both players count towards the total number of matches played in the season? Similarly, if player A played until the 60th minute and was replaced by player B, what would be the result? Thanks a lot. Expand
a player played 90 minutes = 1 match
According to another player's test, the system actually counts the number of minutes played, whether it is a substitute or a non-substitute
Grizzly said: Is there any difference if you dont use additional focus on quickness? fx if i would choose Endurance instead ? Just wondering if that can be used to tailor focus areas for a specific player. Expand
yes it can, The additional focus Mechanism is to increase the upper limit that the attribute can be allocated . and And force to assigned the growth to this attribute .
So when you need to add a attribute , select the corresponding additional focus
Some B teams play in non-playable leagues or worse not league at all. Since league reputation does not matter could you check if playing friendlies vs playing 'competitive' matches matters? Asking because otherwise we could just leave all youth players in B team and ask staff to arrange friendlies once a week and we're done. No need for loans any more. Expand
I will try to test it, and my previous tests (which tested only one condition) showed that:
Adding friendly match x4 times , in a season , it doesn't work , The growth of the players seems unchanged,
So either it has an effect but it has a small effect because it doesn't have enough times, or it does have no effect on growth
chiru said: fm-arena doesn't even loads, and when loads it says you are using ad blocker lmao (and I'm not using it). If you use original link you can't even download it.
Anyone can upload this on site that can actually be downloadable? Expand
You can try this web disk, I don't know if you can use it, but you can try it,
Hello, someone sent me a message saying that I can't access the previous web disk. You can try this web disk, I don't know if you can use it, but you can try it,
This is his modified physics engine, He modified to a way that the match have "more passion" https://pixeldrain.com/u/Z7Tw1yke (version 2 of 2025-1-16 15:13 , newer version) https://pixeldrain.com/u/AxNZLFJ5 (version 1 of 2025-1-10 12:15) to use : Replace the " simatch.fmf " in the root directory ,backup before using ,Restart the game.
" 修改的方法:用官方的Resource Archiver解压游戏根目录的simatch.fmf找到simatch\physics\physical_constraints.jsb,用HxD之类的软件打开进行编译。后面再用官方工具打包成fmf替换。 " Modify the method: with the official "Resource Archiver" extract the game root directory "simatch.fmf" to find simatch\physics\physical_constraints.jsb, with HxD and other software to open for compilation. Later, it will be replaced with an official tool packaged as fmf.
Reviews by other players: " I tested the version on January 16, feeling much better than the original, and finally the side will not look defensive, and more pleasing to the eye, very close to the reality of the wonderful game. I Manchester City simulated 2 games 3:0 and 1:2, one win and one loss, the score is not much outrageous, the passing set with the ball breakthrough will be very normal with the ball. The opposite side will have a real foot tackle, you can hardly get past, into the box, the striker with the ball and a turn ball is taken away by the opposite defender, the midfielder will cross the side, the striker will reach the ball that the goalkeeper is not holding firmly, the goalkeeper will actually make a save and not react, there will be a big foot clearance + header. It's wonderful, and it's reasonable. The passing cooperation is a little bit better, maybe I play Manchester City, the passing error is not more than 20%, the success rate is more than 80%. I think it's reasonable, not too obvious. In short, it is very perfect, there will be no original eye defense, the goalkeeper does not react to the opposite striker's shot, much better than imagined! " " New feedback: The passing rate, receiving and handling of the ball and dribbling speed are slightly improved, the overall rhythm is faster, the original engine is more sluggish, and sometimes there are pictures of players being tackled. After the revision of the look a lot better, there are many imaginative behind the ball, played a 0-0 draw with Manchester City, there is no mess of goals. Host nb! "
Related attributes: Mobile, Work rate, acceleration, focus, statistical type: Number of offsides: ˜
Related attributes: Work effort, endurance, speed, statistical type: Distance run: Ø
Related attributes: Passing, vision, statistical type: Forward passes: � The & # 65533; The & # 65533;
Related attributes: Work rate, endurance, statistical type: Sprints: ˆ
Related attributes: Work rate, prediction, statistical type: Pressure attempts: � The & # 65533; The & # 65533;
Related attributes: Work rate, prediction, acceleration, statistical type: pressure completion times: � The & # 65533; The & # 65533;
The weight of the engine stats is similar to that measured by the forum player
" The above is translated directly by a translator
In addition to providing a way to improve the physics engine, he also reveals what attributes are related to each other and which behaviors they affect in the game.
In the past, we've been testing a attributes in isolation, which inevitably has errors, But from the point of view of consuming time, it is impossible to go through all the combinations. Therefore, we can approximate the effect of an attribute, but cannot accurately determine its effect
Now that we know what attributes these 22 mechanisms are associated with, we can accurately test the required attributes of the actions that need to be performed
(PS : We are preparing for the biggest festival of the year , so I am busy and can not reply in time , If you have any new findings, welcome to share)
Based on the data the best training strategies are either Strategy 17 (1 in the previous version) or Strategy 21 (2 in the previous version). Atm I prefer Strategy 21.
To apply this to the game do as follows: 1. Use Plan 1 or 3 for the u18s (2 years, age 15/16-18) 2. when they age out move to B Team where you should use the opposite of what you used for u18s 3. Then when either CA high enough or Pace/Acc high enough (depends which way round you did it), move to senior squad. I stop actively training Pace/Acc when both are >16 4. When in senior squad remove Quickness additional focus
HOWEVER, I have some questions:
In the image I compare the growth patterns for the 2 different strategies (Note: Strat 1=Strat 17, and Strat 2=Strat 21, they just have different starting parameters). 1. When comparing Strat 1 vs Strat 2 something is wrong with your data @harvestgreen22 . Strat 2 has a much higher final CA, but overall has lower attributes, even when taking attribute weighting into account. 2. Additionally, when comparing Strat 17 vs Strat 21, Strat 17 appears to be slightly better. Which makes me question the CA values in the initial Strat 1 vs Strat 2 test even more.
Thanks again, @harvestgreen22 . Hopefully this is useful for everyone. Expand
the questions: I don't know why it happened, And then the test is only tested once, so there does have to be some randomness
It looks like doing just 'Rest' for 2 years and then 'Full' training is best when comparing your data. How many test repeats did you do?
Also since it is clear that combining two extreme training is best (max quickness and then max CA), is it worth trying a different Max CA training program which has less of a focus on quickness? Expand
*I don't know if my translator misunderstood you, if I didn't, this is a topic that I just discussed with other gamer friends
I don't have any ideas at the moment (I mean I haven't started thinking about it yet, so I can't draw any conclusions, because all the preparation has been about how to maximize "Pace and Acceleration".
1.Pace and Acceleration, because everyone can get to 20 and it works a lot, so for me, I would be more inclined to get them to around 18-19 before I start moving on to other attributes.
2.Then if I want to add a specific attribute, I can start changing "[Addtional Focus]" to it at some point Or maybe I change "[Addtional Focus]" to "none" and assign it as nature would like
3.As for more Max CA, let me explain the mechanics of the game (which you probably already know) :
Two players, in different positions/duty. They both have exactly the same "attribute", but the CA is different. This is because different positions/duty have different "attributes" that they "need."
For example, "Centre-backs" need to "Positioning", And "wingers" do not need to "Positioning,"
If you add 10 "Positioning" to the two people at the same time "Centre-backs" +21 CA and "wingers" +2 CA That's a huge gap
4.Same principle, check H21 (which made by a Forum user) , it has a special [Addtional Focus] ,https://pixeldrain.com/u/AtUvd3hY Why does this training get a more CA of 34.7? Is it because it has so many training programs? (It takes 12 training per Week and the training is very intense.) No, If you change I20 (only 3 training per Week) to the same [Addtional Focus] , they will get about 34 CA too.
This special [Addtional Focus] is changing the [Addtional Focus] of all the positions to the attributes that they need for their positions/duty . example , "Centre-backs" get a "Positioning" Addtional Focus ,which "Centre-backs" need
5.So if you want to "add as many CA as possible , less focus on quickness".
Changing the training schedule is a way . A more obvious and faster way to do this is to change [Addtional Focus] to the positions/duty need
(The two methods are not in conflict and can be done at the same time)
Based on the data the best training strategies are either Strategy 17 (1 in the previous version) or Strategy 21 (2 in the previous version). Atm I prefer Strategy 21.
To apply this to the game do as follows: 1. Use Plan 1 or 3 for the u18s (2 years, age 15/16-18) 2. when they age out move to B Team where you should use the opposite of what you used for u18s 3. Then when either CA high enough or Pace/Acc high enough (depends which way round you did it), move to senior squad. I stop actively training Pace/Acc when both are >16 4. When in senior squad remove Quickness additional focus
HOWEVER, I have some questions:
In the image I compare the growth patterns for the 2 different strategies (Note: Strat 1=Strat 17, and Strat 2=Strat 21, they just have different starting parameters). 1. When comparing Strat 1 vs Strat 2 something is wrong with your data @harvestgreen22 . Strat 2 has a much higher final CA, but overall has lower attributes, even when taking attribute weighting into account. 2. Additionally, when comparing Strat 17 vs Strat 21, Strat 17 appears to be slightly better. Which makes me question the CA values in the initial Strat 1 vs Strat 2 test even more.
Thanks again, @harvestgreen22 . Hopefully this is useful for everyone. Expand
Robbo84FM said: Also is their a previous post that maybe i have missed that you tested Strategy's 1 - 14 as the excel link here is only 15 - 23? Expand
Explain another question that has been asked many times , in private messages and replies
As you can see clearly in the table chart, generally, the first year grow results are good, and the second year results are worse than year 1.
Reason: Growth is high in the first year because the CA is far from the PA. Then the growth is less and less because the CA is getting closer and closer to the PA
1. Now assume a condition: the initial CA was only 20, the PA was 160, and the "Professionalism" =15
So at the end of the first year, CA20 -- > average about 60 CA -- > average about 100 CA , Growth is very steady and always high , average +40 each year
In other words, CA will always grow at the greatest rate , when it is far from the maximum PA . and if it is 20 or 30 or so , away from the maximum PA, it will be much slow in any case (even if it is the first year of training and very young),
2. In other words, if the player CA and PA difference is not much, the "space" it can grow will be small
3. As another example, you can look directly at strategies 5-8 in the table, where CA is very close to PA and grows very little in the first year
debelizec19 said: Dear @harvestgreen22 thank You very much for Your great contribution to this community and for better understandig of training. So, my question is which plan is best to use for U18 squad, is it plan 1 or plan 2? and which plan is best for U21 squad? Thank You very much, best regards! Expand
If I am in a relatively high level league, I will choose Growth strategy 2 in all of them ( main team , U18, U21 ), which maybe relatively general and convenient
If I am in a relatively lowest ranking league and the players' PA is very low (for example, 50-80PA), then I will choose Growth strategy 3, giving up technical attributes and maximizing physical attributes
Regarding Matches Played, did you test "Appearances" (i.e. games started + games as substitute) or did you test "Minutes Played"? It seems like each "match played" was a 90 minute appearance, but I'd like to know how spreading those out as, say, 45-minute appearances changes things. Expand
I'm using the FMRTE Modifier software, and I haven't found a setting for the AI to automatically switch some players to the substitute at a fixed time, So we don't know how to test the substitute yet
Recommended to open this excel, because there is too much information to see at screenshots https://pixeldrain.com/u/rXnTcPNC (Fixed a copy and paste error in the last post)
“Growth strategy”15-23 , The preset condition reduces the "Professionalism " to "12" points, the maximum potential is set to 164, and the initial average CA is 94, so the average difference between PA and CA is PA-CA=164-94= 70 points.
The 9 strategies represent different percentages of bias,
If it is dominated by extreme increases in Physical classes (which pace and acc are most value attributes in any position), you will see a red color in the technical class (representing a decline), and as a price, CA increases less, but gets the best body classes (a dark blue color representing a rise).
If it is mainly dominated by "more CA", the technical class can be blue in excel table, the CA rises better, and the corresponding Physical class rises a little less
Which one to choose? I don't know. You can choose by looking at the table. I gave up analyzing. You can see all the attributes and CA values for "how much grow" in each year in the table.
Then, noting , "Strategy" 15-23 I added a "Plan 4" in "year 5". This is what I would like to observe if we do not use "[Addtional Focus Quickness]", then , the CA is less allocated to the physical class, to see if the technical and mental attributes may be balanced increase.
When looking at the excel table, you only need to observe 1-4 years on the line, the 5 year can be deleted to avoid affecting the viewing
The stuck growth of CA still exists in some cases, stuck and un-grow, This strange phenomenon, many players have given various solutions (such as contract renewal), it is still not clear what caused this
[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
1. The [Double Intensity], does it refer to the intensity below additional focus?
2. How would you translate this into a amateur or part-time training schedule (6 sessions available/week). Just [Quickness]+[Match Practice]+[Attacking]+[Recovery]x3 or remove some quality training to favor more Recovery?
1.
that is the"[Double Intensity]" here
2.
[Quickness]+[Match Practice]+[Attacking]
that's the basic
[Recovery]
is Small, unnecessary extra help to it,
You can get rid of some Recovery or all of Recovery, depending on the situation
3.If your players lack of Work rate.
you Can choose using "Physical" to replace the "Quickness" (A little more Work rate and a little fewer other stats)
training :
excel : https://pixeldrain.com/u/953xPdxx
Another excel : https://pixeldrain.com/u/AtUvd3hY
Yarema said: @harvestgreen22 If you are doing any more tests on training, could you check how quickness additional focus works if a player already has 20 pace and 20 acceleration? For example with a [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness] schedule. Mainly interested if CA growth remains the same even though the attributes it targets have reached the maximum.
I have tested it before but lost the data. I will try again when I have time and get back to reply you then
preseason : you can use the Same one , then you can think about how to increase Sharpness and Tactical familiarity
for tactical Sharpness and Tactical familiarity :
1. It has nothing to do with attribute growth
2. It has a small positive effect on wining match , and only relate to playing match
3. Friendly match ,training and match can both increase the tactical familiarity
4. If the weekly training schedule is few, familiarity will naturally decline a lot. so it is needed Friendly match and match to Increase it
5. Whatever you use Friendly match ,training or match to increase the tactical familiarity , They all increase the risk of injury .
6. The same goes for Sharpness . if you want to keep Sharpness good , you need to use Friendly match ,training or match .
7. Since all three methods can increase Sharpness and Tactical familiarity , why don't we use a lot of training every week to keep the Sharpness and familiarity high ?
The reason I give is this: I find that more training leads to much more injuries than using Friendly match when keeping same status of Sharpness and Tactical familiarity good.
8. So if I want to keep Sharpness and Tactical familiarity good , i will arrange Friendly match Instead of more training .
9. Friendly match can also increase a player's position familiarity if you want a player to change position/role/duty . The Bad thing for Friendly match is it usually costs a amount of money, and for small club to use it for a long time can cost quite a lot of money
10. According to current tests Friendly match do not benefit to growth
training :
https://fm-arena.com/thread/14131-require-by-twkmax-tested-9-more-growth-strategy/
excel : https://pixeldrain.com/u/953xPdxx
Another excel : https://pixeldrain.com/u/AtUvd3hY
You know the principle of the game is to assign attributes, so you can adjust them , Feel free to use one, V7 is ok, there are slight differences, but not many
Yarema said: That visual representation hasn't worked for years. I think tests also showed no effect. Plus playing in the position and role will give him enough familiarity to perform.
for tactical familiarity , I haven't discussed it in the forums :
1. It has nothing to do with attribute growth
2. It has a small positive effect on wining match , and only relate to playing match
3. Friendly match ,training and match can both increase the tactical familiarity
4. If the weekly training schedule is few, familiarity will naturally decline a lot. so it is needed Friendly match and match to Increase it
5. Whatever you use Friendly match ,training or match to increase the tactical familiarity , They all increase the risk of injury .
6. The same goes for Sharpness . if you want to keep Sharpness good , you need to use Friendly match ,training or match .
7. Since all three methods can increase Sharpness and Tactical familiarity , why don't we use a lot of training every week to keep the Sharpness and familiarity high ?
The reason I give is this: I find that more training leads to much more injuries than using Friendly match when keeping same status of Sharpness and Tactical familiarity good.
8. So if I want to keep Sharpness and Tactical familiarity good , i will arrange Friendly match Instead of more training .
9. Friendly match can also increase a player's position familiarity if you want a player to change position/role/duty . The Bad thing for Friendly match is it usually costs a amount of money, and for small club to use it for a long time can cost quite a lot of money
familiarity ? take a screenshot for it please .
Because I couldn't find where the familiarity are when I switched to English UI.
(I'm not familiar with how they are called in English)
I've talked about this situation so many times in the Chinese community ,
I forgot to mention here ,
my latest post has data on it in excel
https://fm-arena.com/thread/14131-require-by-twkmax-tested-9-more-growth-strategy/
To explain it :
In the Excel chart, you can see very clearly,
A Professionalism 15 player, with an average 20-30 CA improvement in the first season,
In the second, third and fourth seasons, his growth dropped significantly, only 0-10 growth.
He even needs to stop growing for a season before he can grow again in another season
This is because as CA gets closer and closer to PA, the rate of growth slows dramatically
A CA 30, PA 150 player, even if his Professionalism is not high , and he does not play match at all, he can get 30-40CA per season growth rate. That's better than most of the results on the chart
And a CA 130, PA 150 player, his growth rate is going to be very slow.
This means that if you buy a player and his "PA-CA" is somewhere between 0-20,
like 130PA, 110CA, 130-110 = 20, his "trainable space" is very small,
It's not about the training schedule, we've tried all kinds of training schedule ,
In other words, the mechanics of the game work very well for players whose CA is far away from the PA,
For those players whose CA is close to PA at the beginning, you need to weigh what strategy to use
——For Position/Role/Duty, for example, a striker, should the Training Position be set to the Advanced Forward role, or should I just select ST - Playing Position?
ST - Playing Position ,in The default
What happens if you change it:
The mechanics of the game are , Part of the growth will be assigned to the green highlight attributes.
If you think these green highlighted attributes are what you need, then you can switch to this Position/Role/Duty
But once you switch, you can't change to the default state
——And for goalkeepers, should the Additional Focus still be Quickness?"
Additional Focus "Agility and Balance" or Additional Focus "Quickness"
The reason:
Agility has been tested as the most important attribute of goalkeepers.
Pace is the top 6 important attribute of goalkeepers
how can I implement this training plan for Wednesday/Saturday games?
And what does the training plan look like for 1 game or 0 games a week?
Thank you for the help.
You have the flexibility to adjust according to the actual situation,
For example, if you think you need more rest, you can reduce some of that.
Let me ask you another question:
30 matches means a player played 90 minutes? Player A played 45 minutes in the first half and was replaced by player B who played 45 minutes in the second half, so do both players count towards the total number of matches played in the season? Similarly, if player A played until the 60th minute and was replaced by player B, what would be the result? Thanks a lot.
a player played 90 minutes = 1 match
According to another player's test, the system actually counts the number of minutes played, whether it is a substitute or a non-substitute
yes it can, The additional focus Mechanism is to increase the upper limit that the attribute can be allocated .
and And force to assigned the growth to this attribute .
So when you need to add a attribute , select the corresponding additional focus
Some B teams play in non-playable leagues or worse not league at all. Since league reputation does not matter could you check if playing friendlies vs playing 'competitive' matches matters?
Asking because otherwise we could just leave all youth players in B team and ask staff to arrange friendlies once a week and we're done. No need for loans any more.
I will try to test it, and my previous tests (which tested only one condition) showed that:
Adding friendly match x4 times , in a season , it doesn't work , The growth of the players seems unchanged,
So either it has an effect but it has a small effect because it doesn't have enough times, or it does have no effect on growth
Anyone can upload this on site that can actually be downloadable?
You can try this web disk, I don't know if you can use it, but you can try it,
https://gofile.io/d/nLLENh
(version 2 of 2025-1-16 15:13 , newer version)
If Unable to connect, I'll find something else
You can try this web disk, I don't know if you can use it, but you can try it,
https://gofile.io/d/nLLENh
(version 2 of 2025-1-16 15:13 , newer version)
If Unable to connect, I'll find something else
https://www.playgm.cc/thread-971631-1-1.html
by "红骑士Sakura"
You can use a translator to view it
This is his modified physics engine, He modified to a way that the match have "more passion"
https://pixeldrain.com/u/Z7Tw1yke
(version 2 of 2025-1-16 15:13 , newer version)
https://pixeldrain.com/u/AxNZLFJ5
(version 1 of 2025-1-10 12:15)
to use : Replace the " simatch.fmf " in the root directory ,backup before using ,Restart the game.
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修改的方法:用官方的Resource Archiver解压游戏根目录的simatch.fmf找到simatch\physics\physical_constraints.jsb,用HxD之类的软件打开进行编译。后面再用官方工具打包成fmf替换。
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Modify the method: with the official "Resource Archiver" extract the game root directory "simatch.fmf" to find simatch\physics\physical_constraints.jsb, with HxD and other software to open for compilation. Later, it will be replaced with an official tool packaged as fmf.
Reviews by other players:
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I tested the version on January 16, feeling much better than the original, and finally the side will not look defensive, and more pleasing to the eye, very close to the reality of the wonderful game. I Manchester City simulated 2 games 3:0 and 1:2, one win and one loss, the score is not much outrageous, the passing set with the ball breakthrough will be very normal with the ball. The opposite side will have a real foot tackle, you can hardly get past, into the box, the striker with the ball and a turn ball is taken away by the opposite defender, the midfielder will cross the side, the striker will reach the ball that the goalkeeper is not holding firmly, the goalkeeper will actually make a save and not react, there will be a big foot clearance + header. It's wonderful, and it's reasonable. The passing cooperation is a little bit better, maybe I play Manchester City, the passing error is not more than 20%, the success rate is more than 80%. I think it's reasonable, not too obvious.
In short, it is very perfect, there will be no original eye defense, the goalkeeper does not react to the opposite striker's shot, much better than imagined!
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New feedback:
The passing rate, receiving and handling of the ball and dribbling speed are slightly improved, the overall rhythm is faster, the original engine is more sluggish, and sometimes there are pictures of players being tackled. After the revision of the look a lot better, there are many imaginative behind the ball, played a 0-0 draw with Manchester City, there is no mess of goals. Host nb!
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Comments about the physics engine:
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相关属性:传球、工作投入,统计类型:传球尝试次数:���:
相关属性:传球、决策,统计类型:传球完成次数:���
相关属性:传球、视野,统计类型:关键传球次数:stat_type¸
相关属性:传中、工作投入,统计类型:传中尝试次数:���
相关属性:传中、视野、技术,统计类型:传中完成次数:���
相关属性:抢断、位置感、工作投入,统计类型:抢断尝试次数:���
相关属性:抢断、位置感,统计类型:抢断完成次数:���
相关属性:抢断、位置感、工作投入,统计类型:关键抢断次数:stat_typeÈ
相关属性:预判、位置感,统计类型:拦截次数:è
相关属性:预判、位置感、勇敢,统计类型:封堵次数:x
相关属性:位置感,统计类型:解围次数:¸
相关属性:位置感、弹跳,统计类型:头球尝试次数:���
相关属性:头球、力量、弹跳,统计类型:头球完成次数:���
相关属性:位置感、弹跳,统计类型:关键头球次数:stat_typeÈ
相关属性:肮脏、侵略性,统计类型:犯规次数:¸
相关属性:盘带、天赋、速度、加速,统计类型:盘带次数:˜
相关属性:移动、工作投入、加速、专注,统计类型:越位次数:˜
相关属性:工作投入、耐力、速度,统计类型:跑动距离:Ø
相关属性:传球、视野,统计类型:向前传球次数:���
相关属性:工作投入、耐力,统计类型:冲刺次数:ˆ
相关属性:工作投入、预判,统计类型:压迫尝试次数:���
相关属性:工作投入、预判、加速,统计类型:压迫完成次数:���
按照引擎的权重和论坛测的差不多
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Related attributes: passing, Work rate,
statistical type: Passing attempts: � The & # 65533; The & # 65533; :
Related attributes: passing, decision,
statistical type: pass completion times: � The & # 65533; The & # 65533;
Related attributes: pass, vision,
statistical type: Key pass times: stat_type¸
Related attributes: cross, Work rate,
statistical type: cross attempts: � The & # 65533; The & # 65533;
Related attributes: Crosses, vision, technology,
statistical type: Crosses completed: � The & # 65533; The & # 65533;
Related attributes: tackle, position sense, Work rate,
statistical type: tackle attempts: � The & # 65533; The & # 65533;
Related attributes: tackling, position sense,
statistical type: Number of tackles completed: � The & # 65533; The & # 65533;
Related attributes: tackling, position sense, Work rate,
statistical type: Number of key tackles: stat_typeÈ
Related attributes: prediction, position sense,
statistical type: Number of interceptions: e
Related attributes: Anticipation, positional sense, bravery,
Statistical type: Number of blocks: x
Related attributes: sense of position,
statistical type: number of clearance: ¸
Related attributes: sense of position, bounce,
statistical type: Head attempts: � The & # 65533; The & # 65533;
Related attributes: head, power, bounce,
statistical type: Number of heads completed: � The & # 65533; The & # 65533;
Related attributes: position sense, bounce,
statistical type: Number of key headers: stat_typeÈ
Related properties: Dirty, aggressive,
statistical type: Foul number: ¸
Related attributes: dribbling, Talent, Speed, acceleration,
Statistical type: dribbling times: ˜
Related attributes: Mobile, Work rate, acceleration, focus,
statistical type: Number of offsides: ˜
Related attributes: Work effort, endurance, speed,
statistical type: Distance run: Ø
Related attributes: Passing, vision,
statistical type: Forward passes: � The & # 65533; The & # 65533;
Related attributes: Work rate, endurance,
statistical type: Sprints: ˆ
Related attributes: Work rate, prediction,
statistical type: Pressure attempts: � The & # 65533; The & # 65533;
Related attributes: Work rate, prediction, acceleration,
statistical type: pressure completion times: � The & # 65533; The & # 65533;
The weight of the engine stats is similar to that measured by the forum player
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The above is translated directly by a translator
In addition to providing a way to improve the physics engine, he also reveals what attributes are related to each other and which behaviors they affect in the game.
In the past, we've been testing a attributes in isolation, which inevitably has errors,
But from the point of view of consuming time, it is impossible to go through all the combinations.
Therefore, we can approximate the effect of an attribute, but cannot accurately determine its effect
Now that we know what attributes these 22 mechanisms are associated with, we can accurately test the required attributes of the actions that need to be performed
(PS : We are preparing for the biggest festival of the year , so I am busy and can not reply in time , If you have any new findings, welcome to share)
Based on the data the best training strategies are either Strategy 17 (1 in the previous version) or Strategy 21 (2 in the previous version).
Atm I prefer Strategy 21.
To apply this to the game do as follows:
1. Use Plan 1 or 3 for the u18s (2 years, age 15/16-18)
2. when they age out move to B Team where you should use the opposite of what you used for u18s
3. Then when either CA high enough or Pace/Acc high enough (depends which way round you did it), move to senior squad. I stop actively training Pace/Acc when both are >16
4. When in senior squad remove Quickness additional focus
HOWEVER, I have some questions:
In the image I compare the growth patterns for the 2 different strategies (Note: Strat 1=Strat 17, and Strat 2=Strat 21, they just have different starting parameters).
1. When comparing Strat 1 vs Strat 2 something is wrong with your data @harvestgreen22 . Strat 2 has a much higher final CA, but overall has lower attributes, even when taking attribute weighting into account.
2. Additionally, when comparing Strat 17 vs Strat 21, Strat 17 appears to be slightly better. Which makes me question the CA values in the initial Strat 1 vs Strat 2 test even more.
Thanks again, @harvestgreen22 . Hopefully this is useful for everyone.
the questions:
I don't know why it happened,
And then the test is only tested once, so there does have to be some randomness
twkmax said: @harvestgreen22
It looks like doing just 'Rest' for 2 years and then 'Full' training is best when comparing your data. How many test repeats did you do?
Also since it is clear that combining two extreme training is best (max quickness and then max CA), is it worth trying a different Max CA training program which has less of a focus on quickness?
*I don't know if my translator misunderstood you, if I didn't, this is a topic that I just discussed with other gamer friends
I don't have any ideas at the moment (I mean I haven't started thinking about it yet, so I can't draw any conclusions, because all the preparation has been about how to maximize "Pace and Acceleration"
1.Pace and Acceleration, because everyone can get to 20 and it works a lot, so for me, I would be more inclined to get them to around 18-19 before I start moving on to other attributes.
2.Then if I want to add a specific attribute, I can start changing "[Addtional Focus]" to it at some point
Or maybe I change "[Addtional Focus]" to "none" and assign it as nature would like
3.As for more Max CA, let me explain the mechanics of the game (which you probably already know) :
Two players, in different positions/duty. They both have exactly the same "attribute", but the CA is different.
This is because different positions/duty have different "attributes" that they "need."
For example,
"Centre-backs" need to "Positioning",
And "wingers" do not need to "Positioning,"
If you add 10 "Positioning" to the two people at the same time
"Centre-backs" +21 CA
and "wingers" +2 CA
That's a huge gap
4.Same principle, check H21 (which made by a Forum user) , it has a special [Addtional Focus] ,https://pixeldrain.com/u/AtUvd3hY
Why does this training get a more CA of 34.7? Is it because it has so many training programs? (It takes 12 training per Week and the training is very intense.)
No, If you change I20 (only 3 training per Week) to the same [Addtional Focus] , they will get about 34 CA too.
This special [Addtional Focus] is changing the [Addtional Focus] of all the positions to the attributes that they need for their positions/duty .
example , "Centre-backs" get a "Positioning" Addtional Focus ,which "Centre-backs" need
5.So if you want to "add as many CA as possible , less focus on quickness".
Changing the training schedule is a way . A more obvious and faster way to do this is to change [Addtional Focus] to the positions/duty need
(The two methods are not in conflict and can be done at the same time)
yes
twkmax said: Thank you @harvestgreen22 !
Based on the data the best training strategies are either Strategy 17 (1 in the previous version) or Strategy 21 (2 in the previous version).
Atm I prefer Strategy 21.
To apply this to the game do as follows:
1. Use Plan 1 or 3 for the u18s (2 years, age 15/16-18)
2. when they age out move to B Team where you should use the opposite of what you used for u18s
3. Then when either CA high enough or Pace/Acc high enough (depends which way round you did it), move to senior squad. I stop actively training Pace/Acc when both are >16
4. When in senior squad remove Quickness additional focus
HOWEVER, I have some questions:
In the image I compare the growth patterns for the 2 different strategies (Note: Strat 1=Strat 17, and Strat 2=Strat 21, they just have different starting parameters).
1. When comparing Strat 1 vs Strat 2 something is wrong with your data @harvestgreen22 . Strat 2 has a much higher final CA, but overall has lower attributes, even when taking attribute weighting into account.
2. Additionally, when comparing Strat 17 vs Strat 21, Strat 17 appears to be slightly better. Which makes me question the CA values in the initial Strat 1 vs Strat 2 test even more.
Thanks again, @harvestgreen22 . Hopefully this is useful for everyone.
edit in 22/1/2025: https://pixeldrain.com/u/953xPdxx
strategy 15-- strategy 23 is actually Professionalism 15,
Now with true Professionalism 12 in strategy 24-- 32,
edit in 22/1/2025: https://pixeldrain.com/u/953xPdxx
As you can see clearly in the table chart, generally, the first year grow results are good, and the second year results are worse than year 1.
Reason: Growth is high in the first year because the CA is far from the PA. Then the growth is less and less because the CA is getting closer and closer to the PA
1. Now assume a condition: the initial CA was only 20, the PA was 160, and the "Professionalism" =15
So at the end of the first year, CA20 -- > average about 60 CA -- > average about 100 CA ,
Growth is very steady and always high , average +40 each year
In other words, CA will always grow at the greatest rate , when it is far from the maximum PA .
and if it is 20 or 30 or so , away from the maximum PA, it will be much slow in any case (even if it is the first year of training and very young),
2. In other words, if the player CA and PA difference is not much, the "space" it can grow will be small
3. As another example, you can look directly at strategies 5-8 in the table, where CA is very close to PA and grows very little in the first year
So, my question is which plan is best to use for U18 squad, is it plan 1 or plan 2? and which plan is best for U21 squad?
Thank You very much, best regards!
If I am in a relatively high level league, I will choose Growth strategy 2 in all of them ( main team , U18, U21 ), which maybe relatively general and convenient
If I am in a relatively lowest ranking league and the players' PA is very low (for example, 50-80PA), then I will choose Growth strategy 3, giving up technical attributes and maximizing physical attributes
Regarding Matches Played, did you test "Appearances" (i.e. games started + games as substitute) or did you test "Minutes Played"? It seems like each "match played" was a 90 minute appearance, but I'd like to know how spreading those out as, say, 45-minute appearances changes things.
I'm using the FMRTE Modifier software, and I haven't found a setting for the AI to automatically switch some players to the substitute at a fixed time,
So we don't know how to test the substitute yet
because there is too much information to see at screenshots
https://pixeldrain.com/u/rXnTcPNC
(Fixed a copy and paste error in the last post)
edit in 22/1/2025: https://pixeldrain.com/u/953xPdxx
“
Plan 1 : [Rest]+[Double Intensity]+[Addtional Focus Quickness]
Plan 2 : [Quickness]+[Attacking Direct]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
Plan 3 : [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
Plan 4 : [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]
1.Extreme way to increase Physical class stats
[Rest]+[Double Intensity]+[Addtional Focus Quickness]
or
[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
2.Increase moderate levels of CA , as fewer invalid attributes as possible, and as many high value attributes as possible
[Quickness]+[Attacking Shadow Play]+[Recovery]x7+[Addtional Focus Quickness]
or
[Quickness]+[Attacking Direct]+[Recovery]x7+[Addtional Focus Quickness]
3. Add as much CA as possible , while fewer invalid attributes as possible, and as many high value attributes as possible
[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
or
[Physical]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
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“Growth strategy”15-23 , The preset condition reduces the "Professionalism " to "12" points, the maximum potential is set to 164, and the initial average CA is 94, so the average difference between PA and CA is
PA-CA=164-94= 70 points.
The 9 strategies represent different percentages of bias,
If it is dominated by extreme increases in Physical classes (which pace and acc are most value attributes in any position), you will see a red color in the technical class (representing a decline), and as a price, CA increases less, but gets the best body classes (a dark blue color representing a rise).
If it is mainly dominated by "more CA", the technical class can be blue in excel table, the CA rises better, and the corresponding Physical class rises a little less
Which one to choose? I don't know. You can choose by looking at the table. I gave up analyzing. You can see all the attributes and CA values for "how much grow" in each year in the table.
Then, noting , "Strategy" 15-23 I added a "Plan 4" in "year 5". This is what I would like to observe if we do not use "[Addtional Focus Quickness]",
then , the CA is less allocated to the physical class, to see if the technical and mental attributes may be balanced increase.
When looking at the excel table, you only need to observe 1-4 years on the line, the 5 year can be deleted to avoid affecting the viewing
The stuck growth of CA still exists in some cases, stuck and un-grow, This strange phenomenon, many players have given various solutions (such as contract renewal), it is still not clear what caused this