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 Post subject: FOF v6.2 Update (We
PostPosted: Sun Oct 05, 2008 11:38 am 
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Cleveland Flats
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[quoteb5af9fa]
* Added new 2008 player file.
* Tweaks for the end-half play-calling logic. This is by no means a fix for every issue ever discussed. That is a project best left for a completely new version of the game. The idea here is just to get a little better without causing damage.
* Correct reversal of use of aggressive run and run expectations on defense on situations screen.
* Fix improper yards to go after a defensive penalty on a sack play near goal line.
* Address problems with rare crashes or hanging in Solevision and simulation engine, particularly in multi-player when position restrictions are most relaxed. Note that this will force a few more transactions than in the past.
* Remove limited sound usage from game. Silence is golden.
* Correct issue where lost cap room is sometimes credited to the wrong team in mid-season, multi-player only, after a transaction.
* Tweak to display of "results hidden" lines in simulation window.
* Minor recalculation of extra revenue due to luxury and suite sales.
* Removal of five-yard face mask penalty, increase frequency of 15-yard penalty.
* Correct year of transaction when a trade is made before free agency.
* Initial player popularity algorithm changed, so that participants viewing the raw data file aren't given any definite information about player potentials prior to the draft.[/quoteb5af9fa]

Link

I'll install sometime before Week 1, unless anyone has an objection.

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Last edited by TLK on Tue Oct 07, 2008 6:58 am, edited 1 time in total.

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 Post subject:
PostPosted: Sun Oct 05, 2008 2:19 pm 
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Looks and sounds like an improvement that does not have any bad side effects, I am all for it.


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 Post subject:
PostPosted: Sun Oct 05, 2008 5:29 pm 
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Alaska Kodiaks
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patched


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 Post subject:
PostPosted: Mon Oct 06, 2008 12:00 am 
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We all have to install it right?

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 Post subject:
PostPosted: Mon Oct 06, 2008 4:16 am 
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Cleveland Flats
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It appears that there is a possible issue with minsal contracts with the new version.

You can read about it here (starting at post #44).. I'm going to hold off on the upgrade and give everyone a chance to read up on this. Week 1 will be run using version 6.1.

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The Cleveland Flats Ring of Honor:
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 Post subject:
PostPosted: Mon Oct 06, 2008 5:47 am 
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Didn't Jim say he already replaced the download and fixed the issue?

Edit: OK, I guess you're talking about a different issue.

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PostPosted: Mon Oct 06, 2008 7:01 am 
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As far as the contract/cap issue in the new patch - I think it makes the most sense to patch the game because the end of game/half stuff is so crucial. I think we should be super lenient about any cap issues this year, and basically allow teams to be over the cap if it happens as a result of the patch since no one could've prepared for this. We don't have too many teams with limited cap space, but Fargo could definitely have issues.


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 Post subject:
PostPosted: Mon Oct 06, 2008 7:39 am 
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Yeah, exactly what issue is it you're talking about because he writes in FOFC that he has fixed the salary issue.

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 Post subject:
PostPosted: Mon Oct 06, 2008 8:02 am 
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[quotee9544e3="Hodde"]Yeah, exactly what issue is it you're talking about because he writes in FOFC that he has fixed the salary issue.[/quotee9544e3]

There are two issues. The first was a bug with min sal contract requests - they could be too low. That was fixed. The second issue is that the contract amounts for certain players have changed - this results in teams cap values changing. Teams could be below the cap before the patch and over after.

I agree with timmynausea - just patch and just be lenient in the short term. Everyone was under the cap before the patch.

I also already patched my version. ;)

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 Post subject:
PostPosted: Mon Oct 06, 2008 10:11 am 
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The minimum salary logic has changed, so teams who have a lot of veterans accepting the minimum will be hit hardest. It looks like Fargo is the only one who is over because of this change, and I agree that we should give out a lot of slack this season.

The end of half logic stuff makes this patch a must, if you ask me; the only discussion is when. I'm all for the bandaid approach - rip it off, listen to the screaming, etc, etc.

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 Post subject:
PostPosted: Mon Oct 06, 2008 12:14 pm 
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Cleveland Flats
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Does anybody know when the game starts penalizing draft picks?

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 Post subject:
PostPosted: Mon Oct 06, 2008 12:41 pm 
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[quote0a373d8="Masked"][quote0a373d8="Hodde"]Yeah, exactly what issue is it you're talking about because he writes in FOFC that he has fixed the salary issue.[/quote0a373d8]

There are two issues. The first was a bug with min sal contract requests - they could be too low. That was fixed. The second issue is that the contract amounts for certain players have changed - this results in teams cap values changing. Teams could be below the cap before the patch and over after.

I agree with timmynausea - just patch and just be lenient in the short term. Everyone was under the cap before the patch.

I also already patched my version. ;)[/quote0a373d8]

Well allright. It sucks with the second issue you're talking about there. But sure, patch it. The end of half thing really makes it alot better and makes us able to run a decent hurried up offense.

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 Post subject:
PostPosted: Mon Oct 06, 2008 12:44 pm 
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But wait until midweek or week 2 for the upgrade so everyone is ready :D

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 Post subject:
PostPosted: Mon Oct 06, 2008 1:24 pm 
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Detroit Vampires
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I did my export using 6.1a fwiw.


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 Post subject:
PostPosted: Mon Oct 06, 2008 1:27 pm 
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from what i understand, it doesn't matter what version we upload from since the only version that matters is what the commish has.

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 Post subject:
PostPosted: Mon Oct 06, 2008 1:32 pm 
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[quote16ffaab="TLK"]Does anybody know when the game starts penalizing draft picks?[/quote16ffaab]

From what I could dig up, it doesn't sound like the game does much to you in multi-player. From the help files:

"You have more freedom to make offers that violate the salary cap in the multi-player game. However, moves will still be denied that violate the cap. Remember to order your moves carefully, often releasing players before trying to sign others, so that you're less likely to violate the cap with a specific move."

I know that if you are over in single player the game can abuse you, but I think Jim opted to let MP leagues handle their own cap violations. I've asked about this in the patch thread on FoF Central.

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<b><a href="http://despair.com/stup24x30pri.html" target="_blank">Stupidity</a></b> - Quitters never win, winners never quit, but those who never win and never quit are idiots.


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 Post subject:
PostPosted: Mon Oct 06, 2008 1:39 pm 
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Cleveland Flats
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I think the best way to handle it is to run the Week 1 & 2 sims under 6.1. If everything appears to be fine with the patch, I'll install it after the Week 2 sim for Week 3 and beyond.

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 Post subject:
PostPosted: Mon Oct 06, 2008 1:45 pm 
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This from Ben E Lou on FoF Central:

[quote977b5f7]I'm fairly sure that pick penalties only happen if you're over the cap at the end of FA1:12.[/quote977b5f7]

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<b><a href="http://www.despair.com/teamwork.html" target="_blank">Teamwork</a></b> - A few harmless flakes working together can unleash an avalanche of destruction.
<b><a href="http://despair.com/stup24x30pri.html" target="_blank">Stupidity</a></b> - Quitters never win, winners never quit, but those who never win and never quit are idiots.


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 Post subject:
PostPosted: Mon Oct 06, 2008 2:39 pm 
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I say we patch it.. I love the end of the game logic being patched, this could have a big impact on the first two weeks.

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 Post subject:
PostPosted: Mon Oct 06, 2008 4:14 pm 
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I played with the patched version with this week. The only difference I noticed was that veteran contracts for 5-7 year players were about 300K more.


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 Post subject: Re: FOF v6.2 Update
PostPosted: Thu Jan 15, 2009 7:10 pm 
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Las Vegas Rounders
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[quotec8981f4="TLK"][quotec8981f4]
* Added new 2008 player file.
* Tweaks for the end-half play-calling logic. This is by no means a fix for every issue ever discussed. That is a project best left for a completely new version of the game. The idea here is just to get a little better without causing damage.
* [bc8981f4]Correct reversal of use of aggressive run and run expectations on defense on situations screen[/bc8981f4].
* Fix improper yards to go after a defensive penalty on a sack play near goal line.
* Address problems with rare crashes or hanging in Solevision and simulation engine, particularly in multi-player when position restrictions are most relaxed. Note that this will force a few more transactions than in the past.
* Remove limited sound usage from game. Silence is golden.
* Correct issue where lost cap room is sometimes credited to the wrong team in mid-season, multi-player only, after a transaction.
* Tweak to display of "results hidden" lines in simulation window.
* Minor recalculation of extra revenue due to luxury and suite sales.
* Removal of five-yard face mask penalty, increase frequency of 15-yard penalty.
* Correct year of transaction when a trade is made before free agency.
* Initial player popularity algorithm changed, so that participants viewing the raw data file aren't given any definite information about player potentials prior to the draft.[/quotec8981f4]

Link

I'll install sometime before Week 1, unless anyone has an objection.[/quotec8981f4]

I was looking for files so I could install FOF on a new PC. I saw this and realized why my run defense probably wasn't the best in 2018. I was still reversing my settings for agg. run/run defense.

Oops.

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 Post subject:
PostPosted: Fri Jan 16, 2009 9:40 am 
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Detroit Vampires
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Not that it mattered much or anything...

maybe you should continue doing that if you want to defend your CFL title...


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 Post subject:
PostPosted: Fri Jan 16, 2009 12:58 pm 
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[quoted8c3e63="fantastic flying froggies"]Not that it mattered much or anything...

maybe you should continue doing that if you want to defend your CFL title...[/quoted8c3e63]

Or maybe I'll stop and win those 2 games that cost me a division title. I probably could have been a favorite if I let the AI run the team.

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