really ? I 'm waiting in suspense about this
Unfortunately I also played my games tonight but I 'll have it on my mind.
In one game, a player I subbed,wasn't pleasant about that.
He got injured few minutes ago
lol
Καλώς ήρθατε στο Ελληνικό φόρουμ
http://forum.topeleven.com/%CE%93%CE...%B4%CE%B1.html
Sorry my friend but I don't think that this is possible. Don't misunderstand me, I love playing this game but it's far from being flawless and being explainable.I'm actually getting very close to being able to explain a LOT of this game.
A (?) part is random. Same in comments - but I 'm willing to help you, so I post a double corner save (after a free kick) I had today.
Aerial domination
Great game from Hadji
He played 5' min, lost the ball and was complaining to the referee - lol
Ortiz should get a second yellow card earlier than 65' min - but I love this comment
Καλώς ήρθατε στο Ελληνικό φόρουμ
http://forum.topeleven.com/%CE%93%CE...%B4%CE%B1.html
Thanks.
From the evidence I have collected I can conclude the double corner glitch is FIXED. Not partially, or toned down, it's actually gone.
As for explaining the game, I am not saying it's flawless only that events can be explained.
For example I created a program years ago which almost certainly uses the same structure as Top Eleven.
Instead of playing soccer, it had players run an obstacle course. I used variables at different points to control the action. This is how games of this type work. You use control variables to send you to different parts of the program, or reset it back to zero.
Example in my program, as long as my control variable was equal to 1, the program continued to run, and would continue the course. If a player fell or ran out of time, pass would be set to 0 and it would kick it out and reset the program to the selection screen.
During the run, different events could happen, such as commentary.
It was all % based, and I had a success cap of 99.75%. In other words. .25% of the time even the strongest player would fail the easiest part of the course, or 1 out of 400 attempts. A success cap is mandatory for these kinds of programs in order to avoid predictability and to make it more interesting. This is why your 8 star striker with 1 on 1 ability misses his counter when 1 on 1 vs the 1 star goalie sometimes.
For Top Eleven, it calculates who does something, possibly based on possession, with a cap at 80%, and starts the Event Tree cycle which I mentioned in the OP.
While I couldn't tell you specifically what numbers go into which equations without seeing the code, this is almost certainly the way it worked. My program also had things like weather and form programmed in, it's really easy to do. In fact form took me like 6 lines of code to write and I could even do it for each specific rating on each player. Maybe his arm was a little sore so his strength was down, but he could still run just as fast.
So yeah... T11 isn't that complex in the grand scheme of things.
I don't think the commentary has a direct correlation to the match events.
Expressed above is my own opinion. ☻ Your results may vary.
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The way you do it is the events are decided, then it selects from a list of commentary consistent with that event. It's also easy to program something like that to show highlights.
Match Event 1 happens
Event results stored in variables
If found interesting, go to a subroutine which turns it into commentary, if not, continue on to Match event 2.
The only hard part would be setting the trigger to what is "interesting."
Notice how often stats change without any commentary?
This would logically explain this:
Match event 1 happens
MC got the ball, shoots get deflected out for corner
ST passes it in, Foul on the other ST
This is boring, next...
a few minutes pass on the game clock, your Corners, fouls and shots increase by 1. Would be really easy to code too.
If instead the game triggers that this was a highlight, it then "reads" the variables stored in the arrays (multi dimensional storages of data), in English.
Once this cycle completes, it resets to zero and runs the next event, looking for the next highlight to display.
I hadn't noticed the free kicks being an inverse of fouls against but I did see the FK's had gone up to a realistic looking level rather than only counting those in a threatening position.
I am not sure how I feel about the change. While it was stupid to see 1-2 FK's in a game with 15 fouls I don't like that it made it more difficult to track the effectiveness of my FK specialist(s).
If they were going to make this change they should have added a category for FK's from dangerous area??
Has anyone else seen their CK's become less effective the past 2 seasons or is it just me? I have a LW/LAM with over 100 career assists in going on 4 seasons but his first 2 seasons he was getting 35-40 and now its been cut in half the past 2 seasons. The talent around him hasn't gotten any worse, There hasn't been a massive drop in goals scored in general although the past week or so my offense has slumped worse than any point in 5 seasons.
I just seem to be getting more goals from open play and less from set pieces without any real change in tactics, talent vs opp talent ratio, etc.
The last week since these few changes started popping up has me very worried though. I was on pace to shatter my single season goal record and now I won't come very close unless I avg 7 per game the rest of the way. I have been shutout twice in this span when that hadn't happened a single time since season 2. (almost 3 full seasons).
There has been an across the board drop in form like I have never seen. I went from having just over half my players getting 8/9 every game to getting 2-3 and 1-2 6's where there had been maybe one 6 every 2-3 games.
I defended a double corner today and it allowed my defender to head it out of danger.
Case closed as far as I'm concerned.
Had it today i scored from it!
Had two double corners against me recently, 2 goals!
soooo
Last edited by Gabez Teh; 05-25-2015 at 06:10 PM.