Yeah, that's the problem.Well 63 crashed for me on my first game, so definitely agree with you on that!
The game crashs on 63.
How do you find the IA ?
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature currently requires accessing the site using the built-in Safari browser.
Yeah, that's the problem.Well 63 crashed for me on my first game, so definitely agree with you on that!
I vaguely recall something about that, do you know why that approach was stopped? A limitation with the game?
To make a team database we'd need to be able to do the following:
I think I'll look to make a fairly simple first version which is a database for "Other Leagues B" which has 5 teams.
- Import the players (no problem)
- Import the club details - names, colours etc (this can be done in the PES Fan Editor so should be able to be adapted)
- Import the club tactics (tactics can be edited in the PES Fan Editor so should be able to be adapted)
- Import the club logo (can use the emblem slots on the OF)
- Update kitserver config for faces, boots, kits, stadiums etc (updating the config shouldn't be a problem, but not sure if it requires the game to be restarted, will have to test this. From memory I believe kits can be updated on the fly)
Also have to take into consideration the player ID. Maybe made a list of IDs that covers 32 players for 5 teams and have a rule that a group of 32 must belong to a certain team, or be unregistered.
Yes PES 2010 have a very fast tempo
Yeah, that's the problem.
The game crashs on 63.
How do you find the IA ?
I guess depending on the size of league(s) you were running you could have any number of 'spare' 32 player team slots after that in the file. Would it be easier also to use the low end ID's for your league and then start at higher up for imported clubs? Perhaps at 2/3000? I think it's something like 4200 odd before you get into the ML and shop stuff (although the classic teams are lower down the ID aren't they?) Although I guess that doesn't matter as it won't be a ML being run so it's not as if it's going to crash anything in exhibition mode.
Formations would be a real bonus - I think they are in the team export in the 13 editor if that would help you with more info at all being as things seem similar through the years. Although I suppose only if the code is available and I have no idea if it is.
Off the top of my head I don't think kitserver does update without a restart, I'm sure I've tried that before after forgetting to add a kit. Could be wrong though.
What might be worth having as well is something along the lines that I started adding when you added the neck/chest/arms etc to the CSV. I was using a simple formula (using height/weight) to get numbers for that (and also not using anything above 1 either to get rid of all the meathead looking players!) to get a player looking at least somewhat near they would for their height/weight. If that was within the tool that would also help for youth players and indeed any players made.
No, same on Windows 7I wonder if it always crashed or if its a Windows 10 issue, from what I can see this mod was released about 8 years ago.
I'm almost certain it does load the kits live though. I remember years ago when making kits I would add them to kitserver, start a match to see how they looked, make some changes then restart the match and the new kit was there. If that is right then worse case is the tool would just replace the kit in kitserver with the new team's kit.
Yeah stuff like this will be essential I think. We also need formulas to say a centre back is more likely to be taller and so on. I think you mentioned before about player roles, the higher stats should be focused on the most important attributes for that role (but also allowing a generated full back to potentially have a hammer of a shot), so we need to come up with something for that. Football Manager has a pretty comprehensive list of roles so that could be a good start point.
I've already started on a basic attributes generator which makes use of that overall calculation that was posted earlier. Basically I tell the generator to keep going until the generated stats mean the player has an overall within an acceptable range of the target overall. I also added some stuff like saying if it is a striker, an the overall is set at 80, keep going until the shot accuracy, response etc attributes are at a high enough value. My last attempt took 7823 runs to come up with acceptable stats but that meant just a couple of seconds in real time. It's not very smart yet, but it's a start.
Also need to decide on how to assign special abilities too.. whether that should be before the stats are made and influence certain stats on the abilities or the other way around... We're going to need a substantial amount of formulas, not just for stats also to try and get realistic appearances based on stuff like nationality also. A lot of Maths coming up...
As the overall calculation takes into account stuff like shot accuracy and technique, that isn't usually a problem. But most other stats aren't good enough such as mentality and shot power. We probably need to adjust the base value of some if not all stats based on the target overall rating of the player being generated.
Yeah there are more than enough ID slots it's just a case of being careful I think. Don't want to accidentally overwrite a player from another team in the base OF. Also need to handle what to do when a team you import has say 25 players, and the team it is replacing only has 5. Need to unregister 5 players without those 5 players keeping their details and going into free agents.
Just throwing this idea out there as it just came to me. What if instead of the overall calculation there was a range for each position? So shot accuracy for say a full back would have a big range, something like 30-80 perhaps, allowing for the chance of having a decent shot but more likely to not have. Where as a striker may have 60-90 and so on. Again those are just quick rough ranges but you get my drift. Likewise for each stat. Those that are most important for each position have smaller ranges, so the striker would have 60-90 for shot accuracy but his DEF stat could be 10-60 for example.
Just thinking about this.
Would the idea be...
At the start of the season you have your base OF with all the players beginning stats (or if it's a future season then whatever changes have occurred plus new youth players and free agents)
Each fixture a new OF is generated with the weekly amendments such as stamina changes, form changes, players left out for suspensions, injuries and so on
and repeat through the season.
Then interspersed with that may be cup competitions that will have these extra teams in.
Is that the basic order? If so, then I would think we could set aside a portion of the option file teams to be blank and used for extra teams.
I don't know what sort of size leagues would be run, if it was a manager league there would be a lot of players left over that were not being used, so plenty of room for extra teams, plus these teams could be written over at any time as and when required, so probably not that many teams would be needed in any one set of fixtures.
If it was something a single person was doing such as #71's idea they might want to have a few leagues, such as a whole English, Italian or whatever nations league set up. But even with a 100 teams of full squads that's 3200 players, say another 500 for free agents/youth that still leaves over 500 ID's available or about 16 teams in one export without touching the league set up. And as those teams will only be used on those occasions they can presumably just be replaced as and when by any extra team.
Will the player ID be used by the software to keep track of everything, is that the plan?
Talking of ID's, retirement is another thing that would have to be worked out. This is so reminiscent of our original plans for the Youth League. I'd worked out a whole retirement thing based on age, how many games they'd played that season and that leading to a percentage chance of them retiring at the end of the season.
Yeah probably the best way to go. I suppose we also need to take into account some players will have multiple positions too. I'll upload a first version soon and will keep it all modular and configurable so it can be played around with easily. I think as well as player roles it would be good to have the option to specify, or the pc randomly pick the type of player, such as a striker who relies on pace or one who relies on being in the right place at the right time. Although I guess if this stats generator does get smarter, it should do that itself... I suppose we need to link certain attributes, a player with top speed of 90 for example shouldn't how an acceleration of say 30... Another can of worms though, aybe this is why Konami never put in newly generated players. 😅
First of all I will look to sort a tool that can swap out teams in the OF, independent from the season simulation tool or whatever we end up calling it.
But yeah that is my general idea, here I don't think the PES player IDs matter so much because the weekly (probably better to say match day actually) OF should only be used for that round of games, not as a general OF.
Each player will have a unique ID in the database used for the session (essentially a save game). After a game is played on PES 6 the scorers, player ratings etc will be mapped to each player by their squad number.
This is only my rough thinking though, haven't really though enough about the mechanics yet, but if we can get it to a point where we're able to release some rough versions then sooner rather than later we'll be able smooth out the logic and add in some more complex stuff.
Yep very true about retirement, don't want players going on until pension age. 😅 Maybe the growth type could be linked to this, as in a late peak player would be less likely to retire early. Super long term we probably need additional stats outside of PES to help with this too.
For the early version we'll have to start with small leagues but I think one long term goal should be to allow big leagues (24+) as this is a big limitation of the game at the moment. As long as it stays configurable (a big part for me, I want to make these tools work well but I am not the best on working out stats, formulas for stats manipulation), and leagues can be created with various rules (how many rounds played, whether there are play-offs etc) then its really up to the player. Basically kind of like how you can make almost any league you like on Football Manager.
Yeah probably the best way to go. I suppose we also need to take into account some players will have multiple positions too. I'll upload a first version soon and will keep it all modular and configurable so it can be played around with easily. I think as well as player roles it would be good to have the option to specify, or the pc randomly pick the type of player, such as a striker who relies on pace or one who relies on being in the right place at the right time. Although I guess if this stats generator does get smarter, it should do that itself... I suppose we need to link certain attributes, a player with top speed of 90 for example shouldn't how an acceleration of say 30... Another can of worms though, aybe this is why Konami never put in newly generated players. 😅
First of all I will look to sort a tool that can swap out teams in the OF, independent from the season simulation tool or whatever we end up calling it.
But yeah that is my general idea, here I don't think the PES player IDs matter so much because the weekly (probably better to say match day actually) OF should only be used for that round of games, not as a general OF.
Each player will have a unique ID in the database used for the session (essentially a save game). After a game is played on PES 6 the scorers, player ratings etc will be mapped to each player by their squad number.
This is only my rough thinking though, haven't really though enough about the mechanics yet, but if we can get it to a point where we're able to release some rough versions then sooner rather than later we'll be able smooth out the logic and add in some more complex stuff.
Yep very true about retirement, don't want players going on until pension age. 😅 Maybe the growth type could be linked to this, as in a late peak player would be less likely to retire early. Super long term we probably need additional stats outside of PES to help with this too.
For the early version we'll have to start with small leagues but I think one long term goal should be to allow big leagues (24+) as this is a big limitation of the game at the moment. As long as it stays configurable (a big part for me, I want to make these tools work well but I am not the best on working out stats, formulas for stats manipulation), and leagues can be created with various rules (how many rounds played, whether there are play-offs etc) then its really up to the player. Basically kind of like how you can make almost any league you like on Football Manager.
I always thought acceleration is a tricky one because even slow players can get up to speed quickly, they just aren't very fast. I've never really considered it before but I guess height plays a part because if you relate it to sprinting generally the bigger guys take a few more strides to get into full speed. Age too of course, if you take Messi now, he's not as quick as he was in his prime but his acceleration is still probably what it was more or less. Anyway as you say we can't have a 30 for a 90 top speed
With the Youth League the plan was to also keep note of total injury time with a long term figure being used that if reached would signal a career ending injury (say a total of 30 weeks injured over their career). With retirement it would also be nice to factor in how many games they played that season. If they are say 34 but playing regularly they'd probably play on where as had they barely played a minute they'd likely retire.
Definitely agree with the 24+ that is so frustrating having to leave out 4 teams when playing the English leagues.
Totally agree with the configurable idea, people will have their own ideas as to stats, stamina depletion, rules as you say, everything really. Having as many variables as possible to be user configured would be ideal - maybe even have a global edit option at the end for those who want low speed all round , or low agility etc although of course that can easily be done in the editor itself.
Just had a thought (this can of worms is getting rather big!) what if you were to have multiple leagues as a kind of mini FM world. Perhaps you want all the big European leagues, or all the British leagues running down to the National League, Scots Lge 2 etc, what if that was all possible within the tool and it would churn out 2 or more OF's for each match day as there were more than number of teams, allowing for lots and lots of teams. After all as long as an entire Division is on the same OF the league can be played/simulated within the game, it doesn't really matter if there are 2 or more OF's that you'll need to use.
So PES 2008 on PS2 still used the classic PS2 PES engine, It's actually a far superior version of PES 6 actually, The PS2 team still devoted their efforts to making the best PS2 football sim year after year until PES 2014 while the rest of Konami and the world had moved on 2 console generations.OK, but how is the PC version different from the PS2 one in terms of gameplay? (I know the graphics are more advanced, which is understandable).
It was EURO 2008 - I'll post it here for gameplay reference@MafiaMurderBag didn't you post a world cup on this thread using PES2008 on the PC?
Yeah i understand, PES 2008 isn't to everyone's tastes, I actually didn't mind it, Sure it's not my favourite but it's really not categorically bad like history would have you believe either.@geeeeee Yes I think he did because it inspired me to give it another try, but try as I might I just couldn't get into it. Where as I tried 13 after he'd said about it and I am loving it.
Why stop at the National League? If I can't start in the St Piran East Division, is there honestly any point in doing this? 😀
Yeah i understand, PES 2008 isn't to everyone's tastes, I actually didn't mind it, Sure it's not my favourite but it's really not categorically bad like history would have you believe either.
PES 2009 is certainly a more polished version of this game and fixed the main issues such as ball speed and defenders hyper running out of position like headless chickens which was something that frustrated me during my Euro play-through more than anything. However goal keepers are ridiculously impressive and intelligent and on a personal note i quite enjoyed the art style of the game too
What level is that, 10 or so? Wouldn't that be great though!
Yeah that's fair enough, I think it was the disappointment after 3 to 6 to suddenly seem such a dramatic change. I remember not liking the player models, they seemed rigid. Had it been a more gradual move perhaps it would have been seen in a better light years on.
I did have 2009 (no idea where the disc is though it's completely disappeared!) and remember enjoying BAL in that. Really enjoying 2013 though at the moment.
A minimum of 10 seasons of gameplay to get promoted to the top flight
The thing with PES 2009 is that it's similar to 2008 in a lot ways but it's a massive breath of fresh air compared to 2008. A lot of quality of life changes that actually made me a bit resentful i had just played 31 matches on PES 2008 without the improvements 2009 had to offer.I did have 2009 (no idea where the disc is though it's completely disappeared!) and remember enjoying BAL in that. Really enjoying 2013 though at the moment.
Thanks man, Been enjoying yours too. Doing tournament videos really do feel like a recording a football diary.Thanks for the explanation, now I see the point. By the way, great videos those.
Perhaps you've already come across this, but a guy recreated a functional version of CM/FM in excel. Never tried it so no idea how well it works, but might be worth pulling apart his work to find out some ideas for managing a league and simulating results efficiently.
https://forum.thegamecreators.com/thread/205281
Edit: Obviously this is way down the road, but thought it might be useful. I guess it would be best to keep the external simulation quite lightweight, but I like the idea of implementing stats that aren't used in PES.
I know that Championship Manager had a big game player stat, which could be an interesting one, affecting form in derby/6 pointer games. My god you've opened a can of worms!
Just had a thought (this can of worms is getting rather big!) what if you were to have multiple leagues as a kind of mini FM world. Perhaps you want all the big European leagues, or all the British leagues running down to the National League, Scots Lge 2 etc, what if that was all possible within the tool and it would churn out 2 or more OF's for each match day as there were more than number of teams, allowing for lots and lots of teams. After all as long as an entire Division is on the same OF the league can be played/simulated within the game, it doesn't really matter if there are 2 or more OF's that you'll need to use.