mioo
Conference
- 26 October 2022
Thanks a lot! Will start with FM 2014 and see how it goes.For FM 2012 and FM 2013, you need a VM to run it, otherwise you will crash mid season. FM 2008 doesn't give me any issues neither does FM 2014.
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Thanks a lot! Will start with FM 2014 and see how it goes.For FM 2012 and FM 2013, you need a VM to run it, otherwise you will crash mid season. FM 2008 doesn't give me any issues neither does FM 2014.
Apologies if not allowed, but tonight I'll be going live and testing out the game as well as my plugin suite, feel free to check it out here;
I'll be watching!Cheers ChrisBassyBoy, you are a legend across the world and a hero in my eyes - you can pretty much do whatever you like here.I'll be watching!

Read the article in full. I am really looking forward to playing this. I can't wait to experiment with the Tactical Effectiveness feature and for the obvious playthrough!Eurogamer preview plus interviews with the FM27 "Head of Design" and "Senior Features Manager":
Eurogamer: With a cracking new tactical feature and dedicated UI "strike team", Football Manager 27 is a huge step back towards FM's best form
I asked Mustermann - who I've mentioned before - if he might start skinning again now that FM27 seems to officially support it.
His skin for FM24 turned player profiles etc. into realistic scout reports that made team-building feel like real-life, and I'm really struggling to find other FMs realistic now. I loved it so much that I don't know whether to just go back to 24 (even though it had started to feel stale and predictable).
This is what it looked like:
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You used a "team DNA" circle to select five things you deemed essential for your tactics - e.g. passing, first-touch, decision-making, teamwork, work rate - and once you'd scouted a player, you could see if they would fit your mould or not (bottom-right of first screenshot).
Then you'd use the stats circle to judge whether their career stats show a player who would be an upgrade from your current setup (second screenshot).
Compare all of this to just looking at e.g. "passing 17" and it makes the default game experience seem silly, in my opinion.
Unfortunately, it's extremely unlikely...
I have my fingers crossed that a skinner somewhere can design something similar - or (I hate to say it, but I'm desperate) that maybe AI can help - but it feels a bit hopeless right now.
(If you haven't experienced the above, I really really really recommend trying it - it increases difficulty too, and makes everything feel so much harder-earnt.)
EDIT: He's confirmed that you can "fake" an attributeless skin by making the attribute font colour and background colour identical, but the experience is still lacking all of his extra touches, and attributes appear on other screens throughout the game.
The match has not been re-written from the ground up (this would probably take another 10+ years to get right!) and the core simulation is independent from Unity and can be run without it; where the integration comes is the visualisations and animations etc.

The blessing and the curse of living in the modern age is that, if you don't like something, you can probably find a mod for it - such as this match render mod (which I've posted further up the page):The match engine though - The highlights..
They can't be serious..
The animation looks like something from Football Manager on the spectrum the movement of the players how they kick and pass the ball, the goalkeepers saving the ball by diving forward - This has really made me laugh and not in a good way.
It is really painful to watch - The sounds are really bad too and my god does it need a MOD or 99 to fix the constant drumming.
No idea what you're talking abo-The animation looks like something from Football Manager on the spectrum the movement of the players how they kick and pass the ball, the goalkeepers saving the ball by diving forward - This has really made me laugh and not in a good way.