Patch 1.39 problems

This forum is for feedback on the public beta updates. This is not for feedback on official updates. All reports based on a public beta version should go here.

Moderator: David Winter

nmleague
Posts: 2361
Joined: Sat Jan 14, 2006 5:04 am

RE: Patch 1.39 problems

Post by nmleague »

cbelva thanks for that last explanation that helps answer some questions. I will try to start doing some limited profiles for the playbooks that I have done.
User avatar
cbelva
Posts: 2217
Joined: Sat Mar 26, 2005 8:11 pm
Location: Nevada USA

RE: Patch 1.39 problems

Post by cbelva »

I have spent a limited time with the playbook and profiles. I like what I see so far. However, I am waiting on two problems to be addressed. Frist, you cannot delete a play from a playbook without deleting it from the harddrive all together. It asked if you want to or not, but when you select "no" it still deletes it. The second thing is the "same as" option on the profiles are not working. Once that is fixed, you should be able to set up a profile with plays and then edit it and save it as a new group with plays already selected. You can then edit the plays in the group. The way it is now, you have to create each group and add all the plays to the group one at a time. There have been several times I needed several play groups in a profile to have similar plays. It would have been real easy to make one profile group and then save it as a new group and then add/subtract the few plays which would be different.

Once David fixes these two problems, it will be a lot easier--and quicker.
Charles Belva
On Target Simulations LLC
User avatar
Deltadog
Posts: 389
Joined: Mon Feb 27, 2006 4:05 pm

RE: Patch 1.39 problems

Post by Deltadog »

Am I missing something? Is there any way that anyone has found to set up a differant profile for the 1st and 2nd half?

For example the offensive team has the ball on their own 20 yard line, 4th and a10 with 40 seconds left to play in the game and they trail by 2 points. Obviously they do not want to punt the ball away and in doing so give up all hope of winning the game. The obvious play to call would be a long pass since since they
likely have no timeouts left and this will be the games last play since there appears to be no other way to stop the clock in fbmax. Because of this a pass long enough to get just a first down would not serve any purpose. (In coaching mode none of this matters for the human run team, but assume we are talking about the cpu team or either team in cpu vs cpu mode0

While the trailing team would want to do this at the end of the game, it would not be a good move at the end of the 1st half. As I see it any profile set that would arrange such a circumstance would apply to both halves, Unless I have missed something?
Deltadog
User avatar
cbelva
Posts: 2217
Joined: Sat Mar 26, 2005 8:11 pm
Location: Nevada USA

RE: Patch 1.39 problems

Post by cbelva »

Deltadog, I think you are correct. The profiles don't differentiate from the two halves.
Charles Belva
On Target Simulations LLC
nmleague
Posts: 2361
Joined: Sat Jan 14, 2006 5:04 am

Kickoff problem

Post by nmleague »

This is sometihng I dont recall seeing before. One team kicked off toward the right sideline, the ball hit on about the 10 and bounced to about the 3yard line, about 2 yards from the sideline. The KR made no attempt to go to the ball, it sat on the ground untill the kicking team picked it up and ran into the endzone. It seems the "field kick" logic would have the KR track the ball as soon as it is kicked and move in the direction of the kick. It seemed that like the KR had a radius set, that when the ball entered the radius he moved toward it, if outside the radius, nothing.
Post Reply

Return to “Public Beta Forum”