Smarter AI - Managers + Staff(감독 스태프 상향)[발롱도르~]
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By. majesticeternity
https://community.sigames.com/topic/507021-fm20-smarter-ai-managers-staff/
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Documents\Sports Interactive\Football Manager 2020\editor data
새게임 시작
When selecting the database(before Advanced Setup), be sure to select the checkbox to enable this file.
Increased AI Staff and Manager attributes, better squad building, player management, rotation, etc.
AI will always have issues, just like real-life managers and staff. But this is an attempt to improve the AI at least slightly. Most importantly the poor squad building, rotation, player development and waste of youth that seems so prevalent.
2 Different Options - Pick Yours:
Option 1: Managers Only - staff who prefer to manage a club
Option 2: ALL types of Staff + Manager changes (over 400,000 changes)
NOTE: You can use only ONE at a time
Possibilities on How to Use Option 2:
Changing ALL types of staff means that any staff you can hire will be better overall. You can use that to make easier for yourself, or sign only poor staff(leaving the best for the AI clubs) and make things harder. Whatever you like. Using the Legendary Managers file is also a good way to increase difficulty of managers you come up against.
*Note: Poor ability staff haven't been changed much, there are far too many to edit, and there would be little effect anyways. Also, due to Potential Ability caps, the settings added in the editor will not always apply exactly*
Incremental Increase:
Current Ability
Potential Ability
Tactical Knowledge
Hardness of Training, varied settings for lower league and top league managers
Judging Player Ability
Judging Player Potential
Man Management
Motivating
ALL Coaching(except GK)
Working with Youngsters
Limits set + Incremental Increase:
Determination not less than 10
Discipline not less than 10
Versatility not less than 12
Will use Subs is between 14-20(higher for low leagues)
Will use young players in low priority cup matches is at least 12 for higher league and at MOST 5 for lower league
Will make early tactical changes is between 12-20
Will fit players into preferred tactic is less than 11
Physio is 1 (for non-physios)
Squad Rotation is 14-20
Motivation not less than 8
Determination not less than 7
Level of Discipline not less than 7
Tactical Knowledge not less than 7
Judging Player Data set to 1 (to prevent allocation of Current Ability on unused attributes, for non-analyst staff)
Judging Team Data set to 1 (to prevent allocation of Current Ability on unused attributes, for non-analyst staff)
Presenting Data set to 1 (to prevent allocation of Current Ability on unused attributes, for non-analyst staff)
Goalkeeping coaching set to 1 for NON-GK coaches (to prevent allocation of Current Ability on attributes that would be poor and useless. ex: manager's GK at 6, now 1.)
Other:
Added missing ethnicity, hair, skin info for 160 CA+ managers
Added preference to be Assistant Manager to 10 For 80-120 CA managers with 14+ tactical knowledge
Added preference to be HOYD to 10 For 80-120 CA managers with 15+ working with youngsters
Reduced ambition slightly (relative to CA/PA)
Formations:
Increased variation in formations for <180PA managers, to remove the dependency on using primarily 4-4-2, 4-2-3-1, and 4-1-4-1.
Tested for 10 seasons with 80 other data files.