Social Introducing NZW Ultimate Team

I actually double checked. It looks like i did not fully implement this properly. (ARGGH).

RIght now it doesnt look like it checks which centre (3 or 4) is more likely to pass to player in say jersey 2. It takes the average of both players. So you may see in the match commentary that centres on either side are passing to the player on the opposite side. It is doing the same with the halfbacks and five eighth where they are simmed to be on either side currently and the average taken.

I will try to get this this resolved along with other tuning as we go along the season. I will inform when this is done.
Just noting that this WILL be resolved and implemented before the preseason trial.

Positions are as follows:
JerseyPositionField Location
1FullbackRoams behind the defensive line, covers the full width
2Right WingRight edge, out wide
3Right CentreRight edge, inside the winger
4Left CentreLeft edge, inside the winger
5Left WingLeft edge, out wide
6Five-eighth (Stand-off)Left side of the ruck
7HalfbackRight side of the ruck
8PropFront row, either side of hooker
9HookerMiddle, dummy half / plays the ruck
10PropFront row, either side of hooker
11Second RowLeft edge
12Second RowRight edge
13LockMiddle, roams behind the props
 
@tajhay sorry if i missed it mate. But are there any details on how the interchange system will work? I.E
if i have 4 props on the bench will it just rotate the props through the game, leaving the 2nd rowers and locks on all game?
Is there a way to manage who gets more minutes?
 
Last edited:
@tajhay sorry if i missed it mate. But are there any details on how the interchange system will work? I.E
if i have 4 props on the bench will it just rotate the props through the game, leaving the 2nd rowers and locks on all game?
Is there a way to manage who gets more minutes?
Players fatigue in the sim. Backline members not so much (usually play full game)but props certainly more than the rest of the pack. Interchanges start kicking in after 20th min mark with props likely to be interchanged first and staggered through to the end of the game. Players on bench do recover from fatigue at a rate per time spent on the pine. If you play a 4 prop bench, your second rowers, lock, hooker may start hating you as you are grinding them into the earth. In the simulated seasons i did, the best makeup would be something like 2 props, 1 lk/sr, 1 utility/back/hooker. I cant give you an exact answer right now but i suspect if you play 4 props, your props would also interchange your tired backrow or even hooker depending on how much workload they are carrying and the resulting fatigue.

Right now there is no way to dictate how much time a bench player plays but ill add that and a few other things as the season progresses.

Also note there is HIA. Players from memory dont move into diff positions to cater for that, it comes from your bench.

Ill give more detailed answer prob tomorrow as i am tweaking the match sim engine (which is about 90% of the code for this competition) to ensure it provides realistic results.

I would recommend everyone during the trials to look for oddities to report, the game url, the time and what happened and why it might be unrealistic so we rebalance prior to the season start.
 
Players fatigue in the sim. Backline members not so much (usually play full game)but props certainly more than the rest of the pack. Interchanges start kicking in after 20th min mark with props likely to be interchanged first and staggered through to the end of the game. Players on bench do recover from fatigue at a rate per time spent on the pine. If you play a 4 prop bench, your second rowers, lock, hooker may start hating you as you are grinding them into the earth. In the simulated seasons i did, the best makeup would be something like 2 props, 1 lk/sr, 1 utility/back/hooker. I cant give you an exact answer right now but i suspect if you play 4 props, your props would also interchange your tired backrow or even hooker depending on how much workload they are carrying and the resulting fatigue.

Right now there is no way to dictate how much time a bench player plays but ill add that and a few other things as the season progresses.

Also note there is HIA. Players from memory dont move into diff positions to cater for that, it comes from your bench.

Ill give more detailed answer prob tomorrow as i am tweaking the match sim engine (which is about 90% of the code for this competition) to ensure it provides realistic results.

I would recommend everyone during the trials to look for oddities to report, the game url, the time and what happened and why it might be unrealistic so we rebalance prior to the season start.
I just want to say this is a fantastic game with the depth, realism and work required!

Is there plans to take this beyond the forum long term? This is superior to the SuperCoach type games!
 
Does training just affect the next game only or a long term benefit accumulating across a season?
It accumulates through the season. Its more to do with morale/form/fitness than player attributes being changed.

Btw if you do see training/judiciary open just ignore it. I am making a host of changes discussed in past day and testing on some simulated games between kaiviti and dictators. Ignore judiciary charges and injuries resulting from it if you see it but should only impact mine and @Mr. Brownstone side. Itll be reverted.

These changes are:
- Position/side chaining of players and linkages in attack/defence.
- interchanges and HIA are position aware.
- podition based impacts on attack/defence and team/individual stats
-potentially some more alignments

Ill explain in more detail once i get it more aligned to nrl averages. Ill create a faq once aligned based on questions asked to help you guys plus teams in future seasons so please ask questions in this thread how x works. It helps me double check everything.
 
It’s completely different to SuperCoach. Great concept however!

I have a strong feeling Taj has modelled this game - at least to an extent - off the successful Football Manager games, which are a very in depth management SIM. I've played a lot of it over the years and definitely prefer this concept over the point scoring of SuperCoach. As Mr Brownstone points out, the concepts are completely different.

Best thing about this concept and what you obviously see here, is that because it is simmed rather than working off real life games, you can bring in any past players you like, which is very cool.
 
@tajhay is round 1 the first trial and do we do a training session before each game whether its a trial or proper season game?
Training right now starts when trials are completed but it should be when trials start. Dont do any training for now please ill revert it if its open. In future seasons it should be prior to trials. For this season lets stick to when trials are completed.
 
Training right now starts when trials are completed but it should be when trials start. Dont do any training for now please ill revert it if its open. In future seasons it should be prior to trials. For this season lets stick to when trials are completed.
looks like the training is open and my team i put in for trial one has been removed and now round 1 is closing in 1 day so not sure if you have removed the trials or the first trial is now round 1. previously it said trial 1 and trial 2 with round 1 agaisnt the same opposition starting for the season.
 
I have a strong feeling Taj has modelled this game - at least to an extent - off the successful Football Manager games, which are a very in depth management SIM. I've played a lot of it over the years and definitely prefer this concept over the point scoring of SuperCoach. As Mr Brownstone points out, the concepts are completely different.

Best thing about this concept and what you obviously see here, is that because it is simmed rather than working off real life games, you can bring in any past players you like, which is very cool.
I loved FM (havent played it in many years but definately lost many nights playing it).

Its actually a combination of that plus a sim rugby league comp i played called IIRL(and then OARL) over 15 or so years ago. It was really cool and the sim was developed by a really awesome dev called gek/gekster. So not taking credit for the idea, just refining it to bring it to 2026 era.
 
looks like the training is open and my team i put in for trial one has been removed and now round 1 is closing in 1 day so not sure if you have removed the trials or the first trial is now round 1. previously it said trial 1 and trial 2 with round 1 agaisnt the same opposition starting for the season.
Yeah ignore it. Your trials will all start on wednesday.
 
I just want to say this is a fantastic game with the depth, realism and work required!

Is there plans to take this beyond the forum long term? This is superior to the SuperCoach type games!
No plans to take it beyond this forum right now. It needs atleast a proper season or two to ensure everything works fine. In hindsight it was probably a bad idea to incorporate the game into the forum. For example i hate the navigation system for the game and its messy and not that user friendly because it is limited by the forum. But there are also areas where being part of the forum helps it. This season will mostly be about getting things right and refining areas for future seasons.

Yeah as others have said its very different concept to SC/NRLFantasy. Some people will prefer SC/NRLFantasy, some will prefer these kind of games. Its just different horses for courses.

The more input i can get from you guys during the course of the season, the better the game will be.
 
No plans to take it beyond this forum right now. It needs atleast a proper season or two to ensure everything works fine. In hindsight it was probably a bad idea to incorporate the game into the forum. For example i hate the navigation system for the game and its messy and not that user friendly because it is limited by the forum. But there are also areas where being part of the forum helps it. This season will mostly be about getting things right and refining areas for future seasons.

Yeah as others have said its very different concept to SC/NRLFantasy. Some people will prefer SC/NRLFantasy, some will prefer these kind of games. Its just different horses for courses.

The more input i can get from you guys during the course of the season, the better the game will be.
Feedback #1: training opened so I did a training session, a player picked up a minor injury. 0/10 scrap the whole game.
 
Feedback #1: training opened so I did a training session, a player picked up a minor injury. 0/10 scrap the whole game.
Feeback #2 - read posts i.e. ignore the training session for now. i have opened it up for my own testing. Training will start post preseason trials.

TLDR: Next time you do training before reading posts, you will get a major injury :P
 
Back
Top Bottom