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Premiership Coach 2011

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I think it was the 2012 lists, or even possibly the 2013 lists that Adelaide won 5 premierships in 7 years including 4 in a row while Essendon won the other 2, I believe it was mainly those two who played in the grand final. Many of the players are rated highly and do so good.

I've noticed that with most lists, certain teams always look better than they do on paper (Adelaide) while others always struggle despite their apparent strengths (Fremantle, North)
 
I've noticed that with most lists, certain teams always look better than they do on paper (Adelaide) while others always struggle despite their apparent strengths (Fremantle, North)

Its just the way the game works. Gets annoying sometimes, I hate how Priddis is rated 90+ and he always averages 17-20 disposals per game with 35+ opponent possessions per game.
 
Not sure if it happens for anyone else, but my Ruckman always has a really low morale, despite the fact he has been averaging 8.0 for the season, my tall forwards are low but that is because they arent kicking goals, any idea on how to raise the morale for the ruckman?​
 
I've noticed that with most lists, certain teams always look better than they do on paper (Adelaide) while others always struggle despite their apparent strengths (Fremantle, North)


We had a few issues in getting the game balance right for both simulated and matchplay games - unlike 'stationary' sports like Cricket, Tennis or Baseball - AFL has far more variables than other sports. Unlike Soccer (low scoring) or Basketball (5 a side) the effect of a single individual can be (and is) greatly reduced in comparison with the overall team.

For example we had KPP players averaging 6 touches, 4 shots on goal under simulation - changed one simulation factor (IIRC a modification of KPD running off their opponent) and the next simulation it jumped to 24, 0 shots on goal.

In terms of structure, the match-day simulation essentially had 19 different programs (one was the ball itself) following 18 different sets of instructions, with 18 different limitations in maximum, average, and standard deviation output.

whilst I never saw the internals, it was immediately obvious how one change had sweeping issues accross the field. Certain types of players were just 'bad matchups' despite appearing to be relatively evenly matched - others found illogical matchups which just worked.

TBH, we never had the testing resources/feedback loop I wanted to get the ratings how they should be - in such a fluid environment any adjustment to match or simulation engine had massive ramifications on the eventual statistical output.

Given time and resources I think there was massive potential, but the cost base involved in development and testing is such that it will never be able to be a profitable enterprise deserving of the time and skill level required by the programmer.
 

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Not sure if it happens for anyone else, but my Ruckman always has a really low morale, despite the fact he has been averaging 8.0 for the season, my tall forwards are low but that is because they arent kicking goals, any idea on how to raise the morale for the ruckman?​

Morale had a double-feedback-loop - not necessarily relating to player ratings. if the ruckman was expected to do well and didn't reach those expectations (even an 8.0!) then his morale would drop. Lots of things affected morale, obvious things like winning and performance, also the way the player interacted with teammates, etc.

Also a negative hit was far stronger, and longer lasting than a positive adjustment.

IIRC there was issues with the home ruck dominating games almost regardless of talent - as the ruck contests were truly neutral, the Home-Ground-Advantage had too high an effect on this one area.
 
Its just the way the game works. Gets annoying sometimes, I hate how Priddis is rated 90+ and he always averages 17-20 disposals per game with 35+ opponent possessions per game.

The ratings you are talking about (presuming you mean "inside midfielder", "small forward", etc) are the basis of an accumulation of players statistics and have no direct influence on the game engine.

They were used to provide a 'cleaner' experience for the user. You could have two players with identical ratings have distinctly different attributes and in-game abilities, for example a 90-rated forward pocket with minimal ratngs elsewhere, might perform far worse than the 75-rated forward pocket, who was also 48 key forward and 60 outside midfielder. (Of course they could be a 90-rated inside-outside superstar, but lack the endurance to play that position).
 
Morale had a double-feedback-loop - not necessarily relating to player ratings. if the ruckman was expected to do well and didn't reach those expectations (even an 8.0!) then his morale would drop. Lots of things affected morale, obvious things like winning and performance, also the way the player interacted with teammates, etc.

Also a negative hit was far stronger, and longer lasting than a positive adjustment.

IIRC there was issues with the home ruck dominating games almost regardless of talent - as the ruck contests were truly neutral, the Home-Ground-Advantage had too high an effect on this one area.


I have lost only two games for the year and he has 1% morale any idea how to get this up? Do I tell him I have faith in his ability. Praise him etc?
 
does any one have a bug on prem coach were your high possiesion winner 30+ every game gets a realy bad rating? if so is there a way of fixing it

I have noticed if your small defender is set to run off they will get a lot of touches but can get bad ratings. I think if they turn it over a lot or the opposition kicks goals it hurts them a lot
 

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A question why did the guy who made premiership coach turn off the email verification thing so people can't play the game. The site is still up which costs money, or at least put up a way to get past the email verification.
 
A question why did the guy who made premiership coach turn off the email verification thing so people can't play the game. The site is still up which costs money, or at least put up a way to get past the email verification.


IIRC it was in part due to EB games offering trade-ins, then reselling games. Adam had no way of automatically telling when a licence was re-used, and people were not uninstalling before returning the game. So he either had to authorise all copies (free pirating!), or turn the server off and complete all registrations via a manual process, requiring proof (ie receipt of purchase)
 
IIRC it was in part due to EB games offering trade-ins, then reselling games. Adam had no way of automatically telling when a licence was re-used, and people were not uninstalling before returning the game. So he either had to authorise all copies (free pirating!), or turn the server off and complete all registrations via a manual process, requiring proof (ie receipt of purchase)
There is a Manual registration !!! Didn't know that, does make sense.
 
IIRC it was in part due to EB games offering trade-ins, then reselling games. Adam had no way of automatically telling when a licence was re-used, and people were not uninstalling before returning the game. So he either had to authorise all copies (free pirating!), or turn the server off and complete all registrations via a manual process, requiring proof (ie receipt of purchase)

Are you sure about this? I know Ad hasn't been active on this forums and on his site/twitter that much, I remember that the forums went down with the activation system aswell. I also remember seeing somewhere that Ad or someone who worked with him said the hosts put down the system.

Its actually quite a mystery of what actually happened. I understand your reason for why it went down, but the forums went down aswell so I'm thinking the the game homepage is on a different host to the forums and activation site and the host shut down the forums/activation page.
 
Are you sure about this? I know Ad hasn't been active on this forums and on his site/twitter that much, I remember that the forums went down with the activation system aswell. I also remember seeing somewhere that Ad or someone who worked with him said the hosts put down the system.

Its actually quite a mystery of what actually happened. I understand your reason for why it went down, but the forums went down aswell so I'm thinking the the game homepage is on a different host to the forums and activation site and the host shut down the forums/activation page.


This info is by now a couple of years old, but I remember one lot was hosted on the graphic artist's page - we had all the alpha and beta testing based there. The public forums came later - I would think that the forums/registration server/etc were all hosted together, with the original site/development stuff elsewhere - a remnant of the original development team.
 

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Old laptop died and took my copy of PC2011 with it unfortunately. I didn't save my code either so that sucks.
 
My Full Forward always kicks all the goals. He will be kicking over 10 a game and no one else will get higher than 1. Is there anyway to stop this? If it is to do with tactics can someone please tell me their tactics so that i can stop this from happening?
 
Main reason why I try to avoid playing the games and just sim them.

Agreed. Matthew Wright for Adelaide when playing kicks on average 7 goals as a crumbing forward and you can have a 100-120 goal season as a small forward. Simming he gets around 1-2 a game and on average a 25-30 goal forward
 

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Premiership Coach 2011

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