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Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 6:51 am
by sann0638
Yo,
I just updated the bit of the help file that talks about modifying your teams yourself. This could be very useful for those who like to test tournament rosters, even if you can't be bothered with playing in Box/Ranked or don't have time for a League.

http://fumbbl.com/help:Test+mode

Enjoy!

Mike

Re: Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 8:44 am
by snakees
Wow that's great.

Is there a way to create teams with no limit of money, add any skills on them and save them. Theses team can only be played on private match (no rank, no league, no exp, etc.).

We play an IRL league but some people live a bit far away and it's sometimes hard to plan IRL meeting to play league match. If it was possible to create a team when and how we want, we could play occasionally our matches on fumbbl instead IRL. This should be awesome if we could do that.

Am I understandable ? Do you think it's possible or it's too hard to realize ?

I think a lot of people could use this for their IRL league when they don't have a possibility to make appointements or don't have time.

Re: Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 8:52 am
by sann0638
You can't save it, but once you've done it a couple of times it's pretty quick. Good thought about using it for TT leagues - hadn't thought of that.

Re: Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 9:01 am
by snakees
But the fact is, if you can't reproduce the same team configuration (number of player, pop, reroll, etc)as in your real team, it can't be used to simulate a IRL match.

Will you consider that as a future dev, will it be hard to realize ?

Perhaps I should ask on FUMBBL forum if there is other people interested to have a IRL league match simulator.

Re: Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 9:23 am
by sann0638
Sorry, should have said yes you can reproduce the same team, just by giving yourself 2,000,000 in inducements and then buying stuff. But yes ideally a version when you can upload a team would be ideal. Long way off though I'm guessing!

Re: Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 9:44 am
by snakees
sann0638 wrote:Sorry, should have said yes you can reproduce the same team, just by giving yourself 2,000,000 in inducements and then buying stuff. But yes ideally a version when you can upload a team would be ideal. Long way off though I'm guessing!
I didn't saw that command, sorry. When do you have to enter the command /option freeInducementCash 1000000 ? Because it didn't work for me. (I tried before joining the second team and after but nether way seems to work for me)

Ok there is still the popularity, cheerleader and assistant coach that can't be parameter.

I know this was not the purpose initaly but think of it when you have time. And a GUI to modify team and store it should be a real time sparing for IRL simulation. Because if it's a 1'800'000 team it will take 20 min to set it correctly (no time saving). The fact is if you enable the copy/paste in command line, we could write a script in a text file and then copy/paste it.

Re: Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 9:49 am
by sann0638
It's before accepting the game with either team. Works for me! Yes, FF, CL and AC can't be added, you're right, that's one of the downsides. And I did look into copying and pasting, but you can't paste more than one line unfortunately.

NB I'm not the programmer, I just like writing helpfiles... ;)

Re: Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 10:03 am
by snakees
Wow, I should realy spend more time to try it sorry.

But still without a GUI to modify freely any value of a team, add/remove players and store it, it can't be used for IRL league match simulation.

Re: Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 10:09 am
by sann0638
Well, it could, in that you can start with one of the rookie teams that is planned to exist with full positionals, then work from there. The only thing that would be missing is the FF/AC/CL. But it would be quite a lot of hassle. Lots easier for tournament teams as they only have a few skills and don't usually have much FF/AC/CL.

Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 10:14 am
by Shteve0
Pretty sure you can do what you want to do on cyanide, snakee

Re: Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 11:33 am
by dode74
You can do it on Cyanide, but you can only play the matches on local hotseat or direct-IP, or against the AI(!).

Re: Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 11:41 am
by snakees
dode74 wrote:You can do it on Cyanide, but you can only play the matches on local hotseat or direct-IP, or against the AI(!).
We are only 2 or 3 members playing on cyanide. And to be honest, I prefers FUMBBL by far.

Our league season is 25 matchs per person and only perhaps 2 or 3 games will be played on fumbbl the rest are in real life. And when we can't play it's because of travel duration or the impossibility to leave home for a game. In this case, if it take 30 min to set up team each time, this is not realy interesting. But again, I know it's not the initial purpose, I just make a suggestion of improvement.

Re: Using Fumbbl to test rosters

Posted: Wed Jul 31, 2013 12:04 pm
by dode74
Fair enough. FUMBBL is the far better representation anyway. If it's for TT-simulation purposes then Cyanide is not fit for purpose.

Re: Using Fumbbl to test rosters

Posted: Thu Aug 01, 2013 3:19 pm
by koadah
BOTOCS seems less hassle than pasting changes line by line.

Re: Using Fumbbl to test rosters

Posted: Fri Aug 02, 2013 9:38 am
by Darkson
Play-by-email.
You can set the rosters out however you like, and if you're both online at the same time (as you'd have to be for FUMBLL) play a full game in under 3 hours, at least once you know your way around the tool.