coach mode

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21summers
Posts: 4
Joined: Mon May 19, 2008 2:06 am

coach mode

Post by 21summers »

I am a newbie when it comes to Maximum football. I would like to just play on coach mode. I have already created a few custom teams and I wanted to test how the game plays. Since I had not edited the teams rosters yet the game came up with amount needed in this case US pro. I noticed in playing the game that the running backs can't make any yardage and quarterbacks tend to throw ball nowhere near a receiver. Is this in the players number values for the sake of attributes or something else? I have already updated my video driver thinking that the game play might be slow. Currently running Intel Core2 6300@1.86GHz, DirectX 9.0c and a Radeon X1600 video card with 512 MB of memory. [&:]
21summers
Posts: 4
Joined: Mon May 19, 2008 2:06 am

RE: coach mode

Post by 21summers »

BTW, this was a quick game I did. Also I am running XP which shouldn't make any difference. Maybe it's in the teams' profile. I just used the existing ones found in 2.0 with the latest patch update.
Marauders
Posts: 4428
Joined: Thu Mar 17, 2005 5:37 pm
Location: Minnesota

RE: coach mode

Post by Marauders »

Welcome to the Maximum Football community!
 
I noticed in playing the game that the running backs can't make any yardage and quarterbacks tend to throw ball nowhere near a receiver. Is this in the players number values for the sake of attributes or something else?
 
Your machine looks fine.
 
I am unsure why your results are not so good.  Sometimes it's just a bad team going up against a better team.
 
Which playbooks are you using?
 
 
 
therhino
Posts: 844
Joined: Tue Feb 12, 2008 2:57 am

RE: coach mode

Post by therhino »

Are you using a custom league or a default? Have you set the depth charts? If you are using a custom league what are the players numbers? If you see 56 at running back you havn't set your charts correctly. I don't play coach mode often, but the QB is normally pretty accurate. I hope this helps.
TheRhino
21summers
Posts: 4
Joined: Mon May 19, 2008 2:06 am

RE: coach mode

Post by 21summers »

hey rhino, I think you hit it right on the nail. Never noticed a particular screen before under team edit. I definitely need to do the depth chart. Somehow though when I went to do a quick game I guess due to the team profile it created 50+ players. I will have to cut a lot of players. Seemingly won't let me change my team profile right now until a season is about to begin. Is this dependent upon the playbook used? For this team I picked the 11-Pro-1B 34def.pbk What in the world are CL, SB, BL under positions? Sorry guys, I really have some growing pains here. I'm going to have quite a few teams associated with this custom league so maybe I'll try getting them more down pat first before I do anymore gaming. Luckily there's people like yourself and Marauders to help us new people to the community. BTW, how comes there is no 43 defense package in the game itself? All I see is 34 and 42. Thanks again guys for your time and effort.[&o]
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garysorrell
Posts: 2176
Joined: Sat Jan 29, 2005 7:47 pm

RE: coach mode

Post by garysorrell »

Welcome 21summers

Team profiles can only be changed on human controlled teams. To change a AI controlled team you would have to set it to human, change it, then set it back.
You can't set a teams profile if the season status is 0, which is a league that hasnt started season 1 yet. Once a season has started, you can change or adjust profiles.

SB is a slotback, a CFL thing mainly. Like a WR or TE....offensive player, pass catcher.
BL is a blocker, he blocks on kick returns.
CL(or CM)? CM is a cover man, he is on the kick team and covers kicks.

Once a draft is run, or if you dont draft and just let the computer fill rosters, all teams will get a ton of players, quite a few extras. AI teams will cut down their roster to the legal limit after training camp has been run. Human owned teams must do it themselves. So, if a team is human owned, you will have to cut players till you get to the limit. The 5 inactive player spots do NOT count towards the roster size. So if your league uses 53 man rosters, these 53 players are active and can play. You get 5 more spots for inactive players, that can be activated before a game to replace an injured player or a guy who stinks.

Just remember that you must always consider 2 things when making roster moves
1.)If you sign a player or activate a player, you will have to be sure that your team is at the proper size. If you use 45 man rosters and activate a QB or sign a QB, you are now at 46. Gotta inactivate or cut a QB to go back to 45.

2.)Always be sure that the team profile is followed. If your profile calls for 4 RBs, that means 4 active RBs. (Remember, the 5 man inactive slots dont count towards this either. So you could have 2 more RBs inactive. they dont count towards the 4. The 4 in the team profile are active.)


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21summers
Posts: 4
Joined: Mon May 19, 2008 2:06 am

RE: coach mode

Post by 21summers »

Thanks Gary, that makes a little more sense to me now. There's just so much to do and yet I keep going off in different directions never finishing what I started. I'm not a programmer but I guess I do like to see how the game works first and foremost. [:)]
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garysorrell
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Joined: Sat Jan 29, 2005 7:47 pm

RE: coach mode

Post by garysorrell »

Well, join a bunch of other guys in the 'Started a project but didnt finish it' brigade. [8D]

I cant tell you how many things related to this game I have started, and then jumped at a 'better' idea.

Its all fairly simple once you understand that the Team Profile is the bible for your team. Your active roster has to mesh, position by position, with the profile numbers. And also remember that the order the positions are listed is how they would be taken in a draft. At least for an AI team. Human teams would only use this if the human isnt picking in the draft.
Marauders
Posts: 4428
Joined: Thu Mar 17, 2005 5:37 pm
Location: Minnesota

RE: coach mode

Post by Marauders »

there is no 43 defense package in the game itself? All I see is 34 and 42. Thanks again guys for your time and effort.
 
Many of the playbooks were designed for the college game in mind.
 
The Fun and Gun has 43 based plays.
 
Note that the draft profile area of the team profile can be changed by human controlled teams to change the team profile numbers.  Changing a position in the draft profile will change the number of players for the team profile as a whole.  Also note that the first instance of a position in the draft profile will affects how the team with sort the roster if one has the game autofill it.
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