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I think you misunderstand what happens. When the game is first created, the game takes the 0 value and then gets the players potential and current ability. From this, it then applies a value which is suited to the players current ability.
For example, a player with a high current ability, will have a high stat value.
Once the game is started, they are no longer random.
Those zero values become exactly like the player stats that were already pre-set. They move in accordance with training, injuries, age and all the rest.
12-02-2005, 12:43 PM
Random attributes - how long are they set for? Post #2
Say I edit some of the zeros in the editor and in doing so I inadvertently make them higher than the player's current ability, what will be the effect of this?
The game will bring the stats of the player down either gradually, or straight away at the start of the game if they're too disproportionate.
Bear in mind that even if you enter a stat value for a player, for example, Finishing = 15, there's no guarantee that the player will have 15 for finishing. The current ability of the player may push that value up or down slightly.
12-02-2005, 03:00 PM
Random attributes - how long are they set for? Post #6
No. Those negative value ranges are for players with no PA and CA specified. You would enter those values in instead of the the one that's there.
For example, if you wanted a good player (a player with a PA of say, 190) you'd enter -10 as the PA and CA.
If the PA and CA is already set (like in your case), then those ranges don't matter because the PA already has a value. All the game does is interpret the negative value as meaning an indeterminate CA or PA value and assigns one based on the value given.