游侠NETSHOW论坛

标题: 官方论坛关于2009的一些简单问答 [打印本页]

作者: Nicktom32    时间: 2008-8-5 21:45:38     标题: 官方论坛关于2009的一些简单问答

原贴:
http://community.sigames.com/showthread.php?t=35040

水平有限   哪位好心人有能力的翻一下。。感激不尽

You Asked SI Answered
--------------------------------------------------------------------------------
Before I start, I must stress that the answers are pretty brief due to the limited time Paul had available with him busy working on FML and FM09. But he has offered to do a more detailed Q&A once FM09 is out of the way.

Also remember these are the question you asked, not me, Rash or wwfan

----------------------------------------------------

1) Is the "gets crowd going" a useful preferred move ? I have never seen anything on the pitch.

Not used yet.

"Wind up opponents" is this the same as low sportsmanship ?

Not used yet.


Please explain what the free role option is good for. I cant see a difference on player movement when this option is on(if he got 1 or 20 it doesn't matter).

Its simply a tendency to look for space.


What is the difference between hard, mixed and easy tackling, is it linked to player aggression ? I mean when a player is set to tackle easy but he got 20 aggression - will he then back up and just follow the opponent ?


More likely to make a tackle or foul.


2) I'd love to know how to get strikers to sit on the shoulder of the oppos def.

Do you have them set to manmark tight or not, and does closing down have anything to do with how tight they get to their man or where the ball is on the pitch before the closing down comes into play.


It wont affect them marking people, just how close they mark them.


3) A question regarding the weather and the effect it has on match results.

I set up my tactic's passing,tempo and to some extent closing down based on the weather conditions on match day could you tell me how much positive/negative impact this has on the result if you get it correct or incorrect i.e. +5%/10% when getting it correct or -5%/10% when getting it wrong e.g. high tempo/closing down in very hot conditions.


Its just impossible to quantify. But does have an effect.


4) One thing I'd like to know is regarding determination and training.

Does the 'Determination' attribute in any way affect a players development.

So lets say, for example, I had 2 players both with a CA of 100 and a PA of 150. Player A has a determination attribute of 20 and Player B has a determination attribute of 10 but all other attributes and hidden attributes are the same (not likely, I know).

So my question is, given the same training, coaches etc. would Player A with the higher determination develop faster than Player B?
I'm wondering this partly to clarify determination in my own mind. I can see how this attribute would affect a player in a match, but I can't help think of this attribute as being different than all the other 'visible' attributes in that it could affect a players performance off the pitch. In my mind a very determined player would apply themselves more in training and strive more to be the best they can be (or is this covered by the hidden attribute 'Professionalism'?).

Am I reading too much into the determination attribute? Is it in fact only used when processing matches? Or should I continue to do what I do currently and take particular interest in youngsters who have high determination?


It’s a good attribute to have and will give them the edge in terms of progression.


5) What would be really great to know (if possible) is what scale the engine uses to do its calculations. Does it use the 1-20 scale we see in the game or the 1-100 scale? Or something else?

The reason I ask is that I am trying to work out optimum training schedules (you've seen the other thread) and I need to know if I should stop training as soon as a player gets a point increase (which means he is sitting on a milestone) or if I can get a few more points on the 1-100 scale. I would only allow him to put more points on the 1-100 scale if they were used in the engine.

Hope I've made that clear enough.


All increments are useful, a player with 98 vs a player with 97 should perform ever so slightly better over time. But its micro improvements obviously.


6) What exactly does mentality affect? Is it purely the positioning of the player, or also how much he looks to attack/defend as the case may be, or both, or something else?


It’s the ambition to attack, in terms of getting forward and trying to make chances as opposed to playing safe.


7) You say you've tweaked things so that players progress in their physical attributes much less than before. does this therefore mean that strength and aerobic training is less important and so it would be better to notch up the other categories?


There are some attributes we consider “natural” and so less receptive to training. I prefer to let people draw their own conclusions as its fairly much based on common knowledge/opinion.



8) If you want to play attacking football and score lots of goals is it more advantageous to use direct passing/quick tempo or short passing/slow tempo?

Assume you have a forward with good jumping and heading and all you players can pass the ball very well - assume a Man City quality side.

So yeah if you want to have a high scoring team what is the most ideal passing to use?


Its never black and white. You need to experiment patiently and see what works best.


9) Why cant we see more details of what tactics/strategies the AI is using? And is there any plans afoot to allow us to see and understand the AI systems?


AI isn’t that smart. I wish it could be smarter and prolong the challenge element in the game. They basically follow the attributes,, but I would like to improve it.


10) Regarding 'Opposition Instructions' how much do they override your 'normal' tactical settings if any? And who does it affect?

Eg

Closing Down Always on Wingers.

Who does this apply to on my team? Full Backs? Wingers, CMs, everybody?

Do these instructions have a numerical value. Relating to the above example - My FB has closing down of say 4, but OppInstr are set to CD always. Does this change my CD setting of 4 to say 12?

Tight marking - again like like above example who is determined to be doing the tight marking, and does it perform the same function as ticking the tight marking option in the regular tactics?


Opp instructions override and assume a max value when dealing with the player in question.


11) My question: what, in terms of the match engine, changes when you play home/away/neutral - is it the effectiveness of the home team, or the tactics the CPU employs?

As in, does your team automatically get a "boost" playing in front of your own fans even without tactical change, and does the CPU change their playing methods when playing home/away? And how does neutral come into affect?


Crowds affect players in different ways, as in real life. Just try to think as if it is real life!


12) How can we tell players to play closer together in width?
I am not talking about team width, I am talking about two specific players playing closer together, while the rest of the team is more or less unaffected. If this is not possible right now, are you thinking of introducing it in the near future?


Maybe later.


13) I have tried and failed to understand what is the difference between the three tutoring options. They all seem to be doing exactly the same thing, namely shifting the youngster's hidden mental attributes (Ambition, Professionalism etc. + Determination) towards the tutor's respective attributes. Also, PPMs may be passed on with all three options. Is there any difference between the three options?


One for Ed Lambert


14) Why can't I have a farrow and a barrow on the same player? One which tells the player what to do when we have the ball and one which instructs hims when we lose the ball?



Farrows and barrows are obsolete from FML/FM2009 onwards.
作者: Nicktom32    时间: 2008-8-5 21:48:19

我还以为遇到神了  那么快翻出来。。。
。。。。。。楼上用地什么破软件阿。。。
作者: 职业杀手高    时间: 2008-8-5 21:49:05

翻译器 出来的东西

xxxxxxxxxxxxxxxxxx
作者: 游戏¢堕落    时间: 2008-8-5 21:49:41

2楼那个都不是人话啊.


作者: Tottiseiya    时间: 2008-8-5 21:51:33

这个让冰箱有空翻译翻译
作者: athrun1109    时间: 2008-8-5 21:54:10

哪个星球回来的大哥........
作者: Nicktom32    时间: 2008-8-5 21:56:19

这软件真是牛逼阿  。。。。

我把它当笑话看的。。。

太好笑了

“谁,这是否适用于对我的团队?充分支持?右翼分子,细胞质雄性不育,大家呢? ”
作者: lying506    时间: 2008-8-5 22:00:59

看来09还是继续叫FM嘛。。。。。。。。之前那个SM纯属造谣。。。。
作者: 紫电苍炎    时间: 2008-8-5 22:03:06

神人翻译。。。

只能说很好很强大。。。。。
作者: michael10    时间: 2008-8-5 22:03:46

被   2#的 翻译   雷到了   

作者: netsea    时间: 2008-8-5 22:08:15

机器翻译得很搞笑……不过看不懂,还是等下翻译达人出现吧
作者: 路西法    时间: 2008-8-5 22:10:41

直接用在线翻译看看先了,                      .
作者: kshsage    时间: 2008-8-5 22:11:21

看不出09加了什么新的东西
404040
作者: 去日留痕    时间: 2008-8-5 22:13:54

看到那句  你问硅回答 我就直接傻眼了……[伤心啊]
作者: 涅磐重生    时间: 2008-8-5 22:19:11

同上。
召唤达达
作者: housercat    时间: 2008-8-5 22:29:19

同上  那是相当彪悍啊....
作者: 小落落    时间: 2008-8-5 22:30:35

好吧  我承认我被2楼的翻译彻底击溃了
作者: 去日留痕    时间: 2008-8-5 22:33:28

大致看了一下,貌似没有什么有建设性的问答……
不是打官腔就是老生常谈[伤心啊]
作者: g25025    时间: 2008-8-5 22:35:57

2L用得GOOGLE翻译
我刚才试了
神奇的火星足球语
作者: 操刀主罚    时间: 2008-8-5 22:38:21

期待啊~~~
8个月没玩FM了~
赶快出来
作者: andyth0729    时间: 2008-8-5 22:47:13

当才看LZ叫人翻译时,就知道会出现机器翻译,但没想到2楼那么快
作者: yes1116    时间: 2008-8-5 22:56:40

其实什么都没回答。。
所以没有翻译的必要。。

唯一值得说得:get crowds going和wind up the opponents是做摆设的
作者: qianliuliu    时间: 2008-8-5 23:02:02

不用急的,该出来的总归会出来,已经不远了.
作者: 紦洛亞    时间: 2008-8-5 23:02:47

笑死我了!!! 。。。 太好玩了~~ 哈哈哈哈  在线翻译果然强悍。。。
作者: 长生诀    时间: 2008-8-6 08:05:05

看明白了,只是对于FM属性级气象或者训练之类的调整而已,继续FM以往的模式,也没实质创新,引擎好像调整了
作者: 帝陨    时间: 2008-8-6 08:14:50

难道你们都没有注意到最重要的一个信息?
最后一条,指明,fm09里面貌似没有拉线了。换了一个新的方式。
作者: yume2199    时间: 2008-8-6 08:15:27

你问硅回答可以解释为————————你问鬼回答。。。。。。。。。。。
作者: 去日留痕    时间: 2008-8-6 08:30:12     标题: 回复 #28 帝陨 的帖子

这个看到了,不过观望中,谁知道SI 弄个什么东西出来
因为以前CM里面是箭头、进攻站位、防守站位三套系统同时工作的,结果现在简化为箭头了,谁知道他是不是重新把老东西捡回来~~~~~
作者: 涅磐重生    时间: 2008-8-6 08:32:54     标题: 回复 #30 去日留痕 的帖子

还有这样的?
那是不是阵型全442就行了,具体的全由箭头搞定?
作者: 帝陨    时间: 2008-8-6 08:34:33

原帖由 去日留痕 于 2008-8-6 08:30 发表
这个看到了,不过观望中,谁知道SI 弄个什么东西出来
因为以前CM里面是箭头、进攻站位、防守站位三套系统同时工作的,结果现在简化为箭头了,谁知道他是不是重新把老东西捡回来~~~~~ ...

其实我一直都觉得箭头不好,我一直都希望fm能和fifa一样5*5的站位
作者: 去日留痕    时间: 2008-8-6 08:51:35     标题: 回复 #31 涅磐重生 的帖子

也不是啦,就是不像现在这样只能在限定的格子之间拉线,可以自由摆位
比如九号半,就可以在进攻的时候摆在ST旁边靠后一些,而防守的时候放在ST之后AMC之前
现在的箭头系统无法实现进攻时两个前锋稍微前后错开的设置

5x5的设定因为我没有玩过FIFAM,不好评价……
作者: yinloneboy    时间: 2008-8-6 08:55:08

彻底被2L雷到了 FM09估计不会有太激烈变化。。。。。。。。。。。。。。。。
作者: yj8828    时间: 2008-8-6 09:00:49

来了篇中文的,越看越不对味,通过软件英译中能搞搞笑也不错。
作者: 土豆抓狂    时间: 2008-8-6 09:17:32

2L暂时成为亮点...
雷人不眨眼啊......
作者: korekiyo    时间: 2008-8-6 09:27:32

2楼的机器人翻译太强悍了
作者: 去日留痕    时间: 2008-8-6 09:35:05     标题: 回复 #37 chinayrz 的帖子

哈哈,我倒是觉得那时候的设置很有意思~~~~~~~~~
作者: M_J_King    时间: 2008-8-6 09:42:46

11我的问题是关于比赛引擎是如何变化的,当你主场客场或者中立场地。只对主队有作用还是只对电脑战术起作用?是否不需要战术改变主场队员自动在球迷激励下奋力拼搏?主场或者客场电脑会用不同战术吗?中立场地又是怎么样?
回答是:观众会影响球员发挥就象真实生活里一样,你当它是真实滴就OK拉。
作者: squaresw    时间: 2008-8-6 09:56:33

不错………………………………………………
作者: M_J_King    时间: 2008-8-6 10:16:59

4。我想知道的是关于决心和训练的。属性决心是怎么影响球员发展的?简单的说,我有2个CA100,PA150其他属性相同就决心一个20一个10(我也知道不大可能)我的问题是,一样的训练内容一样的教练,等等...20决心的会比决心10的成材快吗?我阐明下自己的想法,关于决心。我了解了决心会在比赛时影响球员发挥,但是和其它可见的属性一起在何等程度上影响球员发挥?我以为决心高,那么训练中就更出色,也更能成材。(这和属性”职业化“重叠吗?)我太关注决心鸟,或者它只是比赛时有点作用?我是否要继续只对高决心滴小牛产生兴趣呢?
回答是:决心不错,会给小牛们的成材带来优势。(MD,说了和没说一样,怎么个优势啥都不说)
作者: Peace达达    时间: 2008-8-6 13:55:16

完整的中文版在此:http://game.ali213.net/viewthrea ... &extra=page%3D6




欢迎光临 游侠NETSHOW论坛 (https://game.ali213.net/) Powered by Discuz! X2