Wishlist
Moderators: JoeMontana, Benjamin
Thanks!
It's a good thing I asked, since my ideas were obviously quite different
The game engine is currently designed to display short notifications of what is happening in a play as it is executed, and only keep track of critical events, such as accumulated statistics and scoring.
I'll see what I can do by using what is already displayed in the scoreboard. I would rather not have to plunge deeply into the play-event-generation code, since I think I need to know a lot about Football to fully understand it.
/Björn
It's a good thing I asked, since my ideas were obviously quite different
The game engine is currently designed to display short notifications of what is happening in a play as it is executed, and only keep track of critical events, such as accumulated statistics and scoring.
I'll see what I can do by using what is already displayed in the scoreboard. I would rather not have to plunge deeply into the play-event-generation code, since I think I need to know a lot about Football to fully understand it.
/Björn
Wishlist Additions
I guess my list of additions for UFL would include:
-greater roster flexibility
-improved scheduling (I have had teams end the season with six consecutive road games)
-greater flexibility in play-calling so that if you want to run a Pass Heavy offense, you can select the computer to call 50% short passes, 35% medium, and 15% deep passes.
-greater roster flexibility
-improved scheduling (I have had teams end the season with six consecutive road games)
-greater flexibility in play-calling so that if you want to run a Pass Heavy offense, you can select the computer to call 50% short passes, 35% medium, and 15% deep passes.
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- Location: United Kingdom
At the start of every match there is a dialog box which gives the option to have human v human, human controlling either of the teams, and computer v computer, which is the default. You won't be able to "watch" it as such, as it sims so quickly, but if you're using v2.3 you can print the log file of the matchup and read through it.
Scotty
Scotty
Re: UFL 3.0 Wishlist *Updated 8-14-06*
This may be a bit much but here are some thoughts
1. Timeouts listed on the main play screen
2. Accumulated stats displayed on the main play screen. Not great details, just the basics.
1. Timeouts listed on the main play screen
2. Accumulated stats displayed on the main play screen. Not great details, just the basics.
Re: UFL 3.0 Wishlist *Updated 8-14-06*
I like those ideas!armyofone wrote:This may be a bit much but here are some thoughts
1. Timeouts listed on the main play screen
2. Accumulated stats displayed on the main play screen. Not great details, just the basics.
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Re: UFL 3.0 Wishlist
What I found myself wishing for so far:
Free agent transactions organized by team (or sortable by team)
More active hand in drafting and signing free agents
Getting the roughing the kicker penalty thing straightened out (three times in one half? )
Mid-season free agent signing (to replace injured player)
And do rookie stats increase/veteran player stats decrease? If not, that would be fun.
EDIT: Oh, and "off-line" computer simming. I know I can have the computer run the week's games, but I can't do anything else when that's running - I unchecked "stay on top," but every time the sim switches to a new game, it pops up on top - makes working on anything nearly impossible.
Free agent transactions organized by team (or sortable by team)
More active hand in drafting and signing free agents
Getting the roughing the kicker penalty thing straightened out (three times in one half? )
Mid-season free agent signing (to replace injured player)
And do rookie stats increase/veteran player stats decrease? If not, that would be fun.
EDIT: Oh, and "off-line" computer simming. I know I can have the computer run the week's games, but I can't do anything else when that's running - I unchecked "stay on top," but every time the sim switches to a new game, it pops up on top - makes working on anything nearly impossible.
Re: UFL 3.0 Wishlist
Thank you for your ideas! I really like #1. Every off-season I have to scour the transaction list to see if I lost any key players.Dantalion64 wrote:What I found myself wishing for so far:
Free agent transactions organized by team (or sortable by team)
More active hand in drafting and signing free agents
Getting the roughing the kicker penalty thing straightened out (three times in one half? )
Mid-season free agent signing (to replace injured player)
And do rookie stats increase/veteran player stats decrease? If not, that would be fun.
EDIT: Oh, and "off-line" computer simming. I know I can have the computer run the week's games, but I can't do anything else when that's running - I unchecked "stay on top," but every time the sim switches to a new game, it pops up on top - makes working on anything nearly impossible.
In answer to your question: yes, player ratings do change through the years. Young players can become star veterans or fade into obscurity and be forced into early retirement. Older players can improve with age or see their ratings decrease as they head towards retirement.
A built-in simulation feature would certainly be optimal. As it works now, the Auto Sim program sends commands to the UFL windows to advance it through the games. Your active application loses its focus when UFL reaches the next game because the UFL windows must be active to receive all of the commands needed to start the next game. The Stay On Top option only pins the Auto Sim window on top of all other windows so that simulation progress can be monitored.
Re: UFL 3.0 Wishlist
Blocked extra points that are returnable for two points.