Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There is an option to freeze stats if you are trying to create a OP/gamebreaking player.
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.
but i didnt edit any of their stats, only contract dates,