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Old 04-10-2006, 03:29 PM   Has anybody else used FMM2 & MCFM and the attributes go down straight after? Post #1
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Default Has anybody else used FMM2 & MCFM and the attributes go down straight after?

I'm struggling with both real time editors as they both seem to be providing the same problem. In essence what i'm trying to do is take a youngster on a free transfer, edit his CA to about 120 and his PA to 160. That does not seem to cause any problems. The increase in CA raise most technical and some mental attributes to reflct this. The physical stats stay exactly the same and herein lies the issue...

If i change any one of the physical stats, within a couple of weeks, all the stats (apart from natural fitness) have decreased by about four points. Technical and most of the mental attributes go down as well! Very strange!

I have tried to test this issue a lot. I have gone on holiday to see if the stats then increase back to where they were but they only increase by 2 if i'm lucky. I've tried it with older players and the same thing happens. It seems to be that if i use either editor to change the attributes Wham! they all decrease again.

A class example is when a player makes improvements on the changes you have made and as soon as the Assitant Manager says they have been impresse by their progress, the player's stats decrease by 4 or 5 points.

It seems that if you do not change the physical stats but change the CA then there is not a problem, but i like players who can run and last a game lol. I'd like to know if anyone knows why this happens, of has a similar problem because in truth i cannot use the editors for what they're desinged for.

Any thoughts?
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Old 04-20-2006, 03:49 PM   Has anybody else used FMM2 & MCFM and the attributes go down straight after? Post #2
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It could have something to do with your training regime.
younger players tend to tire quickly & are prone to get injured if overtexed in fitness training.
also don't forget to check your selected coachs & facility levels.
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Old 04-21-2006, 11:30 AM   Has anybody else used FMM2 & MCFM and the attributes go down straight after? Post #3
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I found the source of the problem with FMM2, well at least i think i have. If youre tinkering with players stats you need to set their potential ability and current ability to the same, otherwise when they go into training most of the stats you edited will reset to 1.

Give it a try it worked on a few of the players i done it on.
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Old 04-21-2006, 06:27 PM   Has anybody else used FMM2 & MCFM and the attributes go down straight after? Post #4
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This happens to me aswell but i found a solution

If you change there current ability and potential ability to 500 instead of 200 which is apparentely the maximum number on FMM2 the stats dont drop.
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Old 04-24-2006, 05:36 AM   Has anybody else used FMM2 & MCFM and the attributes go down straight after? Post #5
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adjust the ca accordingly, or drop other stats, like injury proneness, dirtiness or - if they're an outfield player - their keeper stats
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Old 04-24-2006, 11:34 AM   Has anybody else used FMM2 & MCFM and the attributes go down straight after? Post #6
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Adjusting the PA or CA doesn't always work, and actually, isn't generally the cause, but more down to our own lack of knowledge of the formula/e SI use for calculating player stats.

The reason why both FMM and MCFM stat editing sometimes results in a sudden and unexpected drop (especially in FM 06) is because not all of the stats are stored and set as definite values and there's some creative work at play in the formula for calculating stats (which in terms of game memory, isn't 1-20, but the values in MCFM. We used to know this formula (and so could provide players with 1-20 stats because we could convert it), but it changed and so we had to give folks the -127-+127 method that exists now. The upshot is that it actually allows users to define player stats more closely than the 1-20 method as well (although the game generalises them and usually, anything over +110 for example, is treated as 20).

So... Because we (and I assume the maker of FMM) do not know the formula for calculating stats completely, I believe the game tries to compensate for such a dramatic change in the values by dropping them (often to values lower than their original).

At this moment, I'd like GK to confirm what I've just told you. Even though he's actually an EHM convert now, he knows a damned sight more about FM's innards than I.

I hope that explains the strange happenings in the stats and goes some way towards comforting users. At the end of the day, there are inherent risks in using such utilities as MCFM and FMM but the benefits outweigh the consequences usually.
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