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Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Fri Mar 29, 2019 2:47 pm
by phiebe
overall the new update works fine to me..

Added Infinite Transfer Budget to Options section = nice
Added Infinite Wage Budget to Options section = nice
Added Free Shopping to Options section = nice
Added Super Team to Options section = crazy team !

Image

and of course,, "on match" feature very helpful.

thank you tdg6661

btw,, for "super team".. can you stuck to 80-90% ?
because if 69%, in the last 15-20 menit,, our team's defense has dropped dramatically. so, it's easy to concede..

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Fri Mar 29, 2019 7:46 pm
by hei28ssk
supermen is partially broken
only one player gts boosted for me

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sat Mar 30, 2019 2:36 am
by tdg6661
phiebe wrote:
Fri Mar 29, 2019 2:47 pm
overall the new update works fine to me..

Added Infinite Transfer Budget to Options section = nice
Added Infinite Wage Budget to Options section = nice
Added Free Shopping to Options section = nice
Added Super Team to Options section = crazy team !

Image

and of course,, "on match" feature very helpful.

thank you tdg6661

btw,, for "super team".. can you stuck to 80-90% ?
because if 69%, in the last 15-20 menit,, our team's defense has dropped dramatically. so, it's easy to concede..
Haha, nice result!
Btw, I have the same problem, I'm testing some value to get the best one.

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sat Mar 30, 2019 2:39 am
by tdg6661
hei28ssk wrote:
Fri Mar 29, 2019 7:46 pm
supermen is partially broken
only one player gts boosted for me
I got it. I've tested on my other save and didn't work.
Well let's see if I can fix that.

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sat Mar 30, 2019 6:05 am
by gorsan
if you want little boost to team and no effect seen on game , fitness shall be 12749, that way is best, otherwise players want insane money for contracts

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sat Mar 30, 2019 9:58 am
by phiebe
tdg6661 wrote:
Sat Mar 30, 2019 2:36 am
phiebe wrote:
Fri Mar 29, 2019 2:47 pm
overall the new update works fine to me..

Added Infinite Transfer Budget to Options section = nice
Added Infinite Wage Budget to Options section = nice
Added Free Shopping to Options section = nice
Added Super Team to Options section = crazy team !

Image

and of course,, "on match" feature very helpful.

thank you tdg6661

btw,, for "super team".. can you stuck to 80-90% ?
because if 69%, in the last 15-20 menit,, our team's defense has dropped dramatically. so, it's easy to concede..
Haha, nice result!
Btw, I have the same problem, I'm testing some value to get the best one.
got it bro ! :D

and i have a little problem when used "super team"., beside the overall condition..
my player who was use "super team".,, not called by their nation..
and i think you forgot something to fix, "allow squad registration anytime" for UEFA.
:D :D

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sat Mar 30, 2019 10:01 am
by phiebe
gorsan wrote:
Sat Mar 30, 2019 6:05 am
if you want little boost to team and no effect seen on game , fitness shall be 12749, that way is best, otherwise players want insane money for contracts
how about value "jadedness" ??

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sat Mar 30, 2019 10:54 am
by gorsan
i heard jadedness 0 is best

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sat Mar 30, 2019 1:04 pm
by phiebe
TDG6661,

is this true ?
i try to change this value to "12749",
Image

and then, "super team" change to "normal team".., but, their condition freezing at 100%. :D
useful for someone who wants to use this feature to reduce or maybe disable injury risk.. but maybe i'm wrong..
hope you can modify for the next update.

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sat Mar 30, 2019 4:15 pm
by tdg6661
phiebe wrote:
Sat Mar 30, 2019 1:04 pm
TDG6661,

is this true ?
i try to change this value to "12749",
Image

and then, "super team" change to "normal team".., but, their condition freezing at 100%. :D
useful for someone who wants to use this feature to reduce or maybe disable injury risk.. but maybe i'm wrong..
hope you can modify for the next update.
Yeah, that's good.

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sat Mar 30, 2019 6:46 pm
by hei28ssk
nah 15000 is the best value they become 100% at minute 80

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sun Mar 31, 2019 9:51 am
by Spidey
Hi,

Thank you for the good table.

I want to ask you a specific question, could you please explain the Super Team Script in detail ? I want to edit it to make all team healed only not boosted. Just Condition and Fitness at %100 are ok for me.

I think on your script;

This should be the morale, I think I can delete this row to remove it:
"mov [rcx+000001AB],#20"

These should be The Condition and Fitness, I think I should change these to "10000" to reach %100 in the game:
"mov [rcx+0000014C],#32500
mov [rcx+00000150],#32500"

For the rest of the script could you please explain so I can remove the other boosts?

Best Regards...

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[ENABLE]
aobscanmodule(FM_SPR,fm.exe,0F B7 81 50 01 00 00)
alloc(FM_SPR_MEM,$1000,FM_SPR)

label(FM_SPR_COD)
label(FM_SPR_RET)
label(FM_SPR_OPT)

FM_SPR_MEM:
mov [rcx+000001AB],#20
mov [rcx+0000014C],#32500
mov [rcx+00000150],#32500

FM_SPR_COD:
db 0F B7 81 50 01 00 00
jmp FM_SPR_RET

FM_SPR_OPT:
dd #10000

FM_SPR:
jmp FM_SPR_MEM
db 90 90
FM_SPR_RET:

registersymbol(FM_SPR)
registersymbol(FM_SPR_OPT)

[DISABLE]
FM_SPR:
db 0F B7 81 50 01 00 00

unregistersymbol(FM_SPR)
unregistersymbol(FM_SPR_OPT)
dealloc(FM_SPR_MEM)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sun Mar 31, 2019 3:31 pm
by hei28ssk
Spidey wrote:
Sun Mar 31, 2019 9:51 am
Hi,

Thank you for the good table.

I want to ask you a specific question, could you please explain the Super Team Script in detail ? I want to edit it to make all team healed only not boosted. Just Condition and Fitness at %100 are ok for me.

I think on your script;

This should be the morale, I think I can delete this row to remove it:
"mov [rcx+000001AB],#20"

These should be The Condition and Fitness, I think I should change these to "10000" to reach %100 in the game:
"mov [rcx+0000014C],#32500
mov [rcx+00000150],#32500"

For the rest of the script could you please explain so I can remove the other boosts?

Best Regards...

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[ENABLE]
aobscanmodule(FM_SPR,fm.exe,0F B7 81 50 01 00 00)
alloc(FM_SPR_MEM,$1000,FM_SPR)

label(FM_SPR_COD)
label(FM_SPR_RET)
label(FM_SPR_OPT)

FM_SPR_MEM:
mov [rcx+000001AB],#20
mov [rcx+0000014C],#32500
mov [rcx+00000150],#32500

FM_SPR_COD:
db 0F B7 81 50 01 00 00
jmp FM_SPR_RET

FM_SPR_OPT:
dd #10000

FM_SPR:
jmp FM_SPR_MEM
db 90 90
FM_SPR_RET:

registersymbol(FM_SPR)
registersymbol(FM_SPR_OPT)

[DISABLE]
FM_SPR:
db 0F B7 81 50 01 00 00

unregistersymbol(FM_SPR)
unregistersymbol(FM_SPR_OPT)
dealloc(FM_SPR_MEM)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
that's it
no other boosts

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sun Mar 31, 2019 3:33 pm
by gorsan
hei28ssk wrote:
Sat Mar 30, 2019 6:46 pm
nah 15000 is the best value they become 100% at minute 80
if you do it 15000 game mechanics show player tired and unhappy.

Re: Football Manager 2019 | 19.1.1 | 4.1 | 27-Mar-2019

Posted: Sun Mar 31, 2019 4:16 pm
by tdg6661
Spidey wrote:
Sun Mar 31, 2019 9:51 am
Hi,

Thank you for the good table.

I want to ask you a specific question, could you please explain the Super Team Script in detail ? I want to edit it to make all team healed only not boosted. Just Condition and Fitness at %100 are ok for me.

I think on your script;

This should be the morale, I think I can delete this row to remove it:
"mov [rcx+000001AB],#20"

These should be The Condition and Fitness, I think I should change these to "10000" to reach %100 in the game:
"mov [rcx+0000014C],#32500
mov [rcx+00000150],#32500"

For the rest of the script could you please explain so I can remove the other boosts?

Best Regards...

Code: Select all

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[ENABLE]
aobscanmodule(FM_SPR,fm.exe,0F B7 81 50 01 00 00)
alloc(FM_SPR_MEM,$1000,FM_SPR)

label(FM_SPR_COD)
label(FM_SPR_RET)
label(FM_SPR_OPT)

FM_SPR_MEM:
  mov [rcx+000001AB],#20
  mov [rcx+0000014C],#32500
  mov [rcx+00000150],#32500

FM_SPR_COD:
  db 0F B7 81 50 01 00 00
  jmp FM_SPR_RET

FM_SPR_OPT:
  dd #10000

FM_SPR:
  jmp FM_SPR_MEM
  db 90 90
FM_SPR_RET:

registersymbol(FM_SPR)
registersymbol(FM_SPR_OPT)

[DISABLE]
FM_SPR:
  db 0F B7 81 50 01 00 00

unregistersymbol(FM_SPR)
unregistersymbol(FM_SPR_OPT)
dealloc(FM_SPR_MEM)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
You did it right.