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S63 PT #5: Source Code
#76

Prompt 2

Yes FHM does really weird stuff, especially because the league thought it would be a great idea to have a minimum goal average per game so it induces really wild swings in the sim engine. Team loses 10-0, then gets a win over a team that beats them 99% of the time by 1 goal in a 2-1 game and the lesser goalie has a 70-save night. Pretty typical, you even have an expression called getting "FHMed" - if that doesn't explain anything what does? I think honestly we should re-do the entire TPE scale as the league has the equivalent of McDavids on every roster, and it forces the engine to do weird stuff in order to make the game run properly. This makes it really weird, sets inflated expectations for people and their statistics, and makes it so that depth players no longer have a role on the team. You're either a superstar or nothing.



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#77

Prompt 2

I'll actually go with the prompt about the game itself since it's something I'm keener on. So, I actually have had some history of playing OOTP games in the past, since an ancient one of theirs went on freeware back in the day, I promptly snatched that up and it was one of the first PC games of mine that I can think of as a "legit" purchase and I stress this isn't a knock on the developers of FHM since they obviously had less time to properly introduce everything that OOTP has but I gotta say that even at the seventh iteration (haven't purchased the eighth because it shouldn't run on my machine anyway but I'll probably acquire it as a birthday gift later and test it out on a weaker machine before I upgrade) but the game feels rather buggy in certain areas and I feel some of that is by design.

As a person who's keen on customizing several things, having my own custom teams and custom leagues, I'd complain about how difficult it is for the game to properly read every object and actually incorporate them into the save on their own. I constantly have to do a change on my saved game, go back to the start screen, move a custom jersey file into the save's folder, then come back so it's loaded accurately. OOTP already has an import system that works very well and I feel they should implement something similar.

Another complaint that I must make and that I imagine has not been fixed by OOTP 8 either would be the Brazilian name set. As a native, I'd like to note that while this is very funny:

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I'd really appreciate having some normal names. Football Manager did it, surely FHM could do it too.

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#78
(This post was last modified: 02-15-2022, 05:10 PM by Rankle.)

Prompt 2

Honestly I think FHM does a lot of things right but one of the things that it really irks me is the way that really good teams and really bad teams will have a huge shot disparity between them. I dont recall the last time I saw 60 shots to 20 or in an actual hockey game, and for that matter a majority of the "bad" teams would likely get outscored like 10-1 if the shots were really 60-20. That's one of the big immersion breakers for me in terms of the sim and it's something that I would like to see addressed if possible. I think more even games are desirable by all and I know increasing parity has been a big goal of the league especially in recent history, so this may be an issue that will get resolved in the near future. It's also possible that this doesn't happen as much anymore but I'm also pretty sure BAP outshot NEW like 79-30 yesterday so.

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#79

PROMPT 2

I think there are a lot of things that FHM depicts well and it is by far a more realistic engine than STHS. It does a good job of having variations in shot totals in games between the same teams to add that kind of momentum aspect real life hockey has, where sometimes teams will randomly be more motivated for a game and rack up shots as a result. I think the part where FHM kind of struggles as an engine for us is that it is just really is not built for a sim engine, at least not one with an update scale like we use now. If you look at NHL databases, there is not such a massive difference between the top and lower tier players like we see in the SHL, so results between teams vary a lot more. We see a lot of predictable results because I don't think FHM is intended for having such big gaps between players.

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#80

Prompt 1

I am not what we in the bizz call subtle. i am not a good secret keeper. So before long the entire Edmonton Blizzard locker room would know I have this power. I sense people above me would advise me not to abuse this power. And naturally I would listen to them by immediately becoming drunk with power. However I never actually liked messing around in FHM. So there is a good chance I actually just make my team worse than bots would. I try to make Ham worse and they somehow get better. Its all a recipe for disaster. After I have changed things up over and over until nothing makes sense to me anymore I will probably just delete it all. I can be the savior that frees us all from the grip of the SHL. Or I’m at least the one that moves us to HFM8. Not sure if its better but its an 8 instead of a 7 so it sounds better.

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#81

Prompt 2- I'm going with prompt 2 because I play FHM way too much. One thing I've grown to like in FHM (That doesn't apply to this league at all) is the ratings based on stats feature. This allows most players to progress and digress normally but if the sim engine decides to screw a player royally one season their ratings will reflect it. This is fun but could also use improvement. I've noticed this system favors defensively responsible players over more offensive geared players. It's cool to see players exceed their potential after really good seasons but weird when a player like Trent Frederick has a 20-point season and goes from a three-star potential to three and a half. (Recent Example). Now with that out of the way I'll talk about something that needs improvement. The trade system in FHM has been bad for years. I love the shop player feature but other than that it needs some serious work. I feel like an addition of an interest gauge is needed because it's very frustrating not knowing if the other team is close to agreement or not.
#82

Prompt 1

If I have access to freely make changes to FHM, I think I would do whatever needs to be changed to influence other teams to take more penalties. Whatever team I am on at the time or if I'm a general manager it would just be infuriating for other teams to face against. We would become a PP specialist team in no time and have a amazing four on five numbers.

The other thing I could possibly do would have the power to be able to drop the skill level of the opposing teams. Players hard earned TPE wouldn't matter at all as they face against each other in completely wild matches where everyone is like Bambi on the ice or when they face against us that have boosted skill levels and they get absolutely bodied. I might go for one straight year with zero losses but I would mix it up as to not become too suspicious if I'm trying to get away with this.

Down with bot GMs! Make FHM free so we can all get an opportunity!

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#83

Code:
PROMPT 2- Or maybe you squash the devil on your shoulder and leave the game untouched, ushering in a new SHL era of AI GMs.

Written Task:  FHM does its best at depicting the game of hockey through a program. What do you think it does right? What do you think it does wrong? Have you seen anything in the game that you would NEVER see in real hockey, or vice versa? Is there anything that you would like to see added to the game, or added to the way the SHL uses the game? (150+ words).


I like the idea of complete randomness over a game of people with their own agendas. However, we all know that the computer sim will often send out some wacky things. Probably the most ludicrous thing is the shot totals and differentials. We have all seen teams outshoot their opponents in real life and still lose, but in this league, it seems like it happens all the time. We have reverted to calling it getting FHMed, when you outshoot your opponent 55-10 and lose 2-1.

The reason I bring that up, is that I could see things like this happening on a larger scale. Players randomly getting traded for scraps. The best teams’ players getting put on the fourth line for no reason. I could see the best team losing to a team of IAs because of mismanagement. Cue the room is burning emoji and ‘everything is fine’.

All in all, chaos is fun…and I am an agent of chaos. Great movie!!



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#84

PROMPT 2- Or maybe you squash the devil on your shoulder and leave the game untouched, ushering in a new SHL era of AI GMs.

Written Task: FHM does its best at depicting the game of hockey through a program. What do you think it does right? What do you think it does wrong? Have you seen anything in the game that you would NEVER see in real hockey, or vice versa? Is there anything that you would like to see added to the game, or added to the way the SHL uses the game? (150+ words).



A couple of beefs I have with FHM:

1. The powerplay always goes with PP1 unit to begin regardless of whether they are fatigued or not, and pays them for a solid 75% or more of PP time. PP2 is basically an afterthought, no matter how you want the ice time to be allocated. I wish it would consider which line has more energy to begin the PP or allot the time on ice according to the strats which are set!

2. Goalies should get assists sometimes. Or even penalties. Let's have a goalie fight! Or even make their attributes matter! Right now it seems goalie is the worst position to play because nothing you do seems to make a difference, and low TPE goalies don't hinder good teams.

3. Tactics which counter other tactics should actually work. It's very frustrating sometimes that what seems logical doesn't work, and all that matters is total team TPE. If you have a high TPE team you can run the most idiot tactics ever and still win most of your games.

4. Not really FHM related but a league issue, which is that players should be put in the roles that they want to build towards, not just have everyone build to a meta and put into the sim in whatever role the GM feels like doing. If a player wants to be a sniper, they should be played as a sniper, if they want to be a grinder, play them as a grinder! And perhaps have certain roles have minimum r maximum stats, kind of like the old archetypes we used to use in STHS.

5. My player should score more goals than everyone else, it's only fair.

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#85

Prompt 1: When I had discovered a hack in FHM that allows me too edit and influence all decisions of all AI GMs in the SHL it was time to wreak havoc on the league and go after the top teams in the east that always seem to be on top with the Hamilton Steelhawks and Buffalo Stampede. I was able to go in and set their lines, edit their strategies, scratch players, etc to make sure they would no longer be the top teams in the SHL. I made sure to scratch all their best players and set their tactics to all out aggressive forecheck and all out pressure so that they would leave their goalies stranded with no sort of defensive play at all. This allowed other teams to blow them up offensively in the sim and beat them. In addition, having their best players scratched and not knowing who or why this was happening led to some unhappy superstars wanting out of the team shaking up the league player talent wise as well.

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#86

There's a sneaky approach and a not so sneaky approach to this, lets say you go into the file and edit your teams players so they all have 20s in every stat, okay great but it'll be noticed basically right away, even if we don't have real gms, someone would see that. I think if you were trying to be sneaky about it you would edit the hidden attributes for your team as well as edit the coach for your team to be OP. I doubt anyone looks at the coach all that much or the hidden attributes for that matter. You could also do the opposite to the other teams, give them bad coaches and bad hidden ratings and it should work out for your team. That is until someone notices and all hell breaks loose on a witch hunt trying to find out the person who is doing it. Tbh if it was me and I really wanted to mess with things I would give the advantage to a team other than mine, maybe someone I'd expect to meet later in the playoffs and expect that someone would find the problem and punish that team.

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#87

171 words

Evgeni Petrov in charge of anything that has power related to it has no way of going well. He has no sense of what is morally right and wrong so the chaos will be fantastic to watch. The first thing that would be done is fighting would be cranked to the absolute max. Every player would get the max fighting rating out of the gate and the sim tendencies would be cranked to 11. The Turd Furgeson award would never be the same with so many players getting majors like it was nothing. The next thing is goalies are allowed to be put in the shootout, because quite frankly it’s garbage that they can’t. With goalies getting the chance to shoot pucks just like the forwards can they can prove their value to the league that much more. The final thing is if you score a goal on Evgeni in any sim, your player gets renamed to something silly like “Poopy McButt” until you send him a handwritten letter of apology.

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#88

Prompt 1:
I know absolutely nothing about FHM, and I do not plan on learning it anytime soon (I am a lazy boy). Therefore I wouldn’t actually tweak anything that complicated. Except for the fact the GMs only play with goons. No danglers or whatever the fuck else there are, only goons. It doesn’t matter who scores the most points anymore. Whoever has the most fight wins is the real winner. Gone are the days of high scorers and dazzling danglers. In are the days of the 6’9 300 lbs defender who has 3 minutes ice time, and 25 penalty minutes. I’d also force every GM to cut players if they refused to adapt to the goon lifestyle. My new catchphrase that I am very smart and clever and just made up is “get goon or get gone”
Long live the goons. May all the non-goons perish in the hellscape that will come.

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#89

The trick to doing this, especially during playoffs, is to not make any game seem simmed too much in your favor. Therefore, I'd look at finding games that are relatively close and allow my team to win, or win in Overtime. Moose himself would not actually become a better player, because they would be really obvious, but instead, it would just be a little bit of tweaking to allow my team to try and have the advantage, without being the overwhelming victors. Since I don't know anything about hockey or how FHM works, I don't know what this means for the lines, or who wouldn't be allowed to play, as I don't know what that does. Instead I'm going to pretend to imagine that I could just tell the game to allow Nevada to win by one goal, maybe two. Let it stay close and let Nevada lose one game here or there in the series so that it ultimately seems legitimate, but they come out on top.

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#90

Prompt 2

I've actually had this idea that we could remove the FHM side of things entirely: make GMs actually do tasks that a GM in a "real world" hockey team (whatever that is) would do: scouting, drafting, trading, budgeting, and letting the coaching like dressing/scratching, lines and tactics to the IA coaches, removing the need for GMs to spend infinite hours into sim testing. Obviously that can't work, because the IA is dumb as hell and we will end up with lines filled with Shadows and Crease-Clearing Defensemen.

It all doesn't matter because FHM does crazy stuff all the time anyways, like this one time when I was still playing in the J for the Colorado Raptors where we outshot another team who shall remain nameless by 57 shots (the actual shot totals were 60-3) and yet we were on the edge of our seats up until the very end because it ended up 1-0, luckily we won because that would have been utterly ridiculous.

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