Football Manager 2017

Football Manager 2017

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6REN May 22, 2017 @ 8:27am
editing player makes all their stats go down?
i used an editor and i edited his contract expiry date and there was like a red arrow on nearly all of the stats
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Showing 1-4 of 4 comments
Gauvain May 22, 2017 @ 4:25pm 
They can never have more than 200 i believe (if you set current/potential ability to 200).

There is an option to freeze stats if you are trying to create a OP/gamebreaking player. :RubyScarf:
General Jedai™ May 22, 2017 @ 6:01pm 
Originally posted by Gauvain:
They can never have more than 200 i believe (if you set current/potential ability to 200).

There is an option to freeze stats if you are trying to create a OP/gamebreaking player. :RubyScarf:
False .
The value for Potential Ability and Current Ability in Football Manager and past Championship Manager games is stored as a 16 bit signed integer, thus the maximum possible value for PA and CA is 32,767 (2^16 /2 -1 = 32,767). Although FMRTE 10 allows you to input 999 max, by using a general memory editor (such as ArtMoney or Cheat Engine) or even a Hex editor to edit save game files, you can input up to 32,767 (7FFF). This is also true with older Championship Manager games. However since player attributes are limited to 20, a player could max out his stats by the time he gets to ~260-280 CA points. So it makes no difference to a players stats whether they have say 300 CA or 30,000 CA.



The player technical, mental, physical, goalkeeping and a few other attributes in FM (such as left foot/right foot, consistency etc) are stored as an 8 bit signed integer (range of values is -128 to 127). Although strangely it appears the displayed attribute value (1-20) is not the same as the value that is stored in memory to represent it, with instead the minimum value of -128 representing a '1' and the maximum value of 127 representing '20'. Unfortunately this makes it impossible to have true super players with like '50' for Finishing or '120' for Pace and so on without being some sort of programming genius and re-jigging the entire player database and executable to handle the attribute values as 16 bit signed integers (range of values -32,768 to 32,767). The hidden personal stats like Ambition are the exception, as the displayed value is same as the value stored in memory to represent that value, so you can have up to 127 for all of them.
Gauvain May 22, 2017 @ 6:21pm 
Originally posted by General Jedai™:
Originally posted by Gauvain:
They can never have more than 200 i believe (if you set current/potential ability to 200).

There is an option to freeze stats if you are trying to create a OP/gamebreaking player. :RubyScarf:
False .
The value for Potential Ability and Current Ability in Football Manager and past Championship Manager games is stored as a 16 bit signed integer, thus the maximum possible value for PA and CA is 32,767 (2^16 /2 -1 = 32,767). Although FMRTE 10 allows you to input 999 max, by using a general memory editor (such as ArtMoney or Cheat Engine) or even a Hex editor to edit save game files, you can input up to 32,767 (7FFF). This is also true with older Championship Manager games. However since player attributes are limited to 20, a player could max out his stats by the time he gets to ~260-280 CA points. So it makes no difference to a players stats whether they have say 300 CA or 30,000 CA.



The player technical, mental, physical, goalkeeping and a few other attributes in FM (such as left foot/right foot, consistency etc) are stored as an 8 bit signed integer (range of values is -128 to 127). Although strangely it appears the displayed attribute value (1-20) is not the same as the value that is stored in memory to represent it, with instead the minimum value of -128 representing a '1' and the maximum value of 127 representing '20'. Unfortunately this makes it impossible to have true super players with like '50' for Finishing or '120' for Pace and so on without being some sort of programming genius and re-jigging the entire player database and executable to handle the attribute values as 16 bit signed integers (range of values -32,768 to 32,767). The hidden personal stats like Ambition are the exception, as the displayed value is same as the value stored in memory to represent that value, so you can have up to 127 for all of them.


Enlightening, Thanks.
6REN May 23, 2017 @ 1:54am 
Originally posted by Gauvain:
They can never have more than 200 i believe (if you set current/potential ability to 200).

There is an option to freeze stats if you are trying to create a OP/gamebreaking player. :RubyScarf:


Originally posted by General Jedai™:
Originally posted by Gauvain:
They can never have more than 200 i believe (if you set current/potential ability to 200).

There is an option to freeze stats if you are trying to create a OP/gamebreaking player. :RubyScarf:
False .
The value for Potential Ability and Current Ability in Football Manager and past Championship Manager games is stored as a 16 bit signed integer, thus the maximum possible value for PA and CA is 32,767 (2^16 /2 -1 = 32,767). Although FMRTE 10 allows you to input 999 max, by using a general memory editor (such as ArtMoney or Cheat Engine) or even a Hex editor to edit save game files, you can input up to 32,767 (7FFF). This is also true with older Championship Manager games. However since player attributes are limited to 20, a player could max out his stats by the time he gets to ~260-280 CA points. So it makes no difference to a players stats whether they have say 300 CA or 30,000 CA.



The player technical, mental, physical, goalkeeping and a few other attributes in FM (such as left foot/right foot, consistency etc) are stored as an 8 bit signed integer (range of values is -128 to 127). Although strangely it appears the displayed attribute value (1-20) is not the same as the value that is stored in memory to represent it, with instead the minimum value of -128 representing a '1' and the maximum value of 127 representing '20'. Unfortunately this makes it impossible to have true super players with like '50' for Finishing or '120' for Pace and so on without being some sort of programming genius and re-jigging the entire player database and executable to handle the attribute values as 16 bit signed integers (range of values -32,768 to 32,767). The hidden personal stats like Ambition are the exception, as the displayed value is same as the value stored in memory to represent that value, so you can have up to 127 for all of them.

but i didnt edit any of their stats, only contract dates,
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Date Posted: May 22, 2017 @ 8:27am
Posts: 4