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Championship Manager 5!!!

nifty

Registered User
I'm sure most people who enjoy mangaing games will have played championship manager. the last champ manager was a great sucess, the new 2d view of key moments was an excellent idea instaed of having to read wat happens.
Also the geamplay was quicker and graphically it looked much better.
Champ manager will be out on 22nd october i think i'm sure it will be better than the previous one. i have seen sum screenshots of champ man 5 and think it looks excellent.
What does everyone think about champ manager 5 or the previous version and the whole champ manager experince :)
 

Gunplay

Registered User
bbjaylive said:
i hope ur talkin about football manager 2005 cos thats the real champ man
Exactly, i'm about to play some more of that BETA Demo, right now. Before I go to sleep ;) .
 

nifty

Registered User
sorry lads but i;m on about the championship manager 5 not football manager 2005. i have played that beta demo but i prefer championship manager but i would like toh ear about the comparsion of that game wid champ man and also champ ma 5 :)
 

Gunplay

Registered User
nifty said:
sorry lads but i;m on about the championship manager 5 not football manager 2005. i have played that beta demo but i prefer championship manager but i would like toh ear about the comparsion of that game wid champ man and also champ ma 5 :)
What are you on ? Champ Man 5 is a totally different game, with just the name Championship Manager slapped infront of it. Football Manager 2005 is by SIGames the masters who have been pulling their finger out for more than a decade.

You stay with your fake game, I stay with the closest thing to real-life ;) .
 

nifty

Registered User
well thats my opinion and i know a lot of my mates who play champ man too. i just like it better thanx for your view. but i rather hear views about chmapionship manager 5 more :)
 

Gunplay

Registered User
nifty said:
well thats my opinion and i know a lot of my mates who play champ man too. i just like it better thanx for your view. but i rather hear views about chmapionship manager 5 more :)
Don't you dare, hit me with that I HAVE MY OWN OPINION treatment :rolleyes: .

It's common sense:


Football Manager 2005 = All the Championship Managers before 5.

Championship Manager 5 = Some totally different game, made by some nobodies.
 

ashmufc

Registered User
Well CM03/04 ---> FM 2005 so far, the change is not so big inisde, but layout is different. I still find it same to cm03/04. I hope it improves, but the AI in FM changed, but dofogy, hope this is fixed. Though you guys liek hate Eidos, I still hope the new CM5 will be really good, so will FM be good. I want both to be good, no rivalry, like FIFA nad PES. And gunplay, no arguements.
 

Scarface

The World Is Yours
But what Gunplay is saying is right, the new CM will basically be a completely new game, a new series. Sports Interactive who have made the CM Games for the past decade or so have taken everything that came with CM except the title, so Champ Manager 2005 isn't made by the same company who made all the other CM games.
Try out the FM05 beta demo and you'll see what everyone is trying to point out to you.

EDIT: Take a look at this >> http://forum.pesinsight.com/showthread.php?t=15136
 

nifty

Registered User
yeh thanx i had a look at that, 've played the beta demo but i still prefer champ manager 5 he he he :)
 

jMz

I beg your pardon?
I've just got CM03/04 for next to nothing and installed a patch to update it. Why do I need to buy another? Seems fine to me.... And from what I've heard FM5 will only be the same basic game with updates. I'll just keep my money and patch 03/04 when anything changes.
 

Gunplay

Registered User
jMz said:
I've just got CM03/04 for next to nothing and installed a patch to update it. Why do I need to buy another? Seems fine to me.... And from what I've heard FM5 will only be the same basic game with updates. I'll just keep my money and patch 03/04 when anything changes.
It's really up to you, whether your gonna spend your dosh on it. You don't have to, if your comfortable with your current one. Although I do recommend you purchase a copy if arsed, mainly because there are absolute bundles of new features added. And it isn't like previous CM were it has had a similar settings, it's a totally different layout now and 2D matches seem to have been improved and more smooth, now.
 

Gunplay

Registered User
O.k just a teenie weenie taste of the current changes and features for FM2005, 2D game wise ;) :


Match v315 changes

- Reduced gap between top and bottom teams ever so slightly due to excessive high scores
- Tuned and balanced player match ratings further
- Improved defensive positioning at lower levels
- Improved player perception of space when on ball in order to avoid so many defenders getting caught in possesion near their back line
- Tuned no of fouls
- Improved closing down AI and toned it down a bit generally as it was mental esp for centre backs
- Improved positioning at goal kicks, corners, and throws
- Tweaked marking at throws and open play
- Improved goalkeeper decision making on crosses
- Improved AI regarding players allowing the ball to run out of play in their favour
- Toned down winger side swapping
- Increased likelyhood of goalkeepers committing fouls
- Tweaked chances of players lobbing the keeper
- Further improved deflections and blocks
- Improved player decision making re going got loose balls
- Slowed down off the ball movement of players over short distances and when not involved in play around the ball
- Improved defensive player direction facing when holding position in formation
- Improved defensive AI regarding which player goes to the ball player - taking team blend into account so mistakes are more likely when one or both players are new
- Slight tweak to goal quality assessment for GOM/S award use
- Finally implemented Goalie distribution instructions in match AI
- Improved goalkeeper AI in terms of positioning and reactions
- Slight tweak on passing choice AI
- Improved indirect free kick pass AI further
- Made poor corners more likely to fall short than over run area
- Tweaked length of goal kicks
- More improvement to running with ball AI
- More tweaks on overall formation position on pitch in relation to attacking bias
- Blocked shots now included in shots count but not classified as on target
- Attempt to bias team style of play towards that of the relevent league in real life
- Reduced effect of acceleration, agility and balance attributes in match - this was contributing to some high scores especially in pre season against minnows.

- Fixed bug where a player might still be in his own goal net while play kicks off again
- Fixed bug where player receiving ball would occasionally forget to control the ball and let it go past him
- Fixed bug where 2nd half clock would start running while subs came on before kick off was taken
- Fixed bug where ball would appear to run "through" side netting and into goal
- Fixed bug where player would carry ball into own goal by mistake and corner would be given instead of a goal
- Fixed bug where only taker would be left back on some run of the mill freekicks
- Fixed bug where a player would occasionally pass having rounded the keeper when it was easier to score
- Fixed bug where human team playmaker and target man wasnt recognised. Oh dear.
- Fixed bug where AI team strikers would occasionally come back and defend on attacking throws
- Fixed a host of offside issues - including passive offsides being called ages after the initial pass...now its only called if the passive offside player touches the ball within 3-5 seconds rather than 10

- Added various new commentary lines

Match v314 changes

- Implemented passive offsides - ie where the flag only goes up if the player(s) goes on to touch the ball within 10 seconds
- Quicker whistle for blatant offsides
- If goal scored with last kick force kick off before final whistle as per IRL
- Cut down on injury time a little
- Cut down effect of morale

- Improved and increased chances of defensive blocks and deflections
- Tweaked player passing AI in terms of when to take a risk
- Tweaked player passing AI in terms of where to place the ball ahead of team mate
- Improved player AI as in when to clear ball and when to bring it under control
- Improved timing of shots when clean through as too many were from far out
- Tweaked AI re direction of clearances
- Improved choice of shot type
- Less stupidly inaccurate shots from players too good for that
- Big tuning to player closing down AI - when to do it, according to attributes etc
- Improved player dribbling direction and decision making AI
- Improved player covering for team mates AI
- Improved player letting ball run out AI
- Improved defensive interception judgement AI
- Improved defensive ariel challenges at set pieces a bit
- Tweaked goalie positioning for non one-on-one situations in open play
- Tweaked AI of "should defender go to the ball player or not" code

- Made certain players go "gung ho" in certain situations for human teams even if its not set
- Fixed bug where 2 players could be in same position at kick off
- Fixed bug where too many pls could be in the centre circle at kick off
- Improved general AI at indirect free kicks in the opposition area
- Tweaked player "spacial awareness" AI
- Improved goal kick positioning
- Stopped defence moving too far up pitch for attacking throw ins
- Fixed bug where certain formations would lack players making themselves available at throw ins
- Improved team shape in terms of depth and width
- Fixed occasionally dodgy keeper positioning on free kicks
- Reduced repetitive instances of long throws then floating header over bar
- Fixed very rare incidence of never taken free kick
- Reduced incidence of overly short goal kicks

- Improved marking at set pieces
- Fixed bug where certain human team players wouldnt follow marking instructions
- Improved default human team tactic instructions for throw ins
- Made players staying back at corners more likely to come to meet cleared ball
- Fixed bug where AI managers' teams used tight marking too often
- Tweaked AI decisions of when to man mark and when not to in and around the danger area

- Tweaked AI manager team depth settings
- Made AI managers more likely to sit back or replace key players when they have a big game around the corner
- Improved AI managers' decisions as to their team sitting back or pushing for goals in matches
- Increased effect of red cards on AI manager attacking mentality
- Improved team shape for AI managers where they have < 11 players on the field
- Improved AI managers' decisions as to how hard their team should tackle
- Improved AI managers' decisions as to how often to counter attack
- Fixed bug where a couple of preset formations were never used in match by AI managers even if chosen on the day
- Try and make stronger teams go more for "all out attack" if being frustrated by smaller teams

- Improved effect of team blend ( ie how long pls have been at the club and how many games they have pld etc )
- Simulated blend factor for "grey" players...this was low in v313 affecting their performance

- Slowed down player acceleration from a standing start
- Improved realism of players turning while moving
- Bumped up player speed a notch all round
 

jMz

I beg your pardon?
Is that all you got! I was expecting a detailed run down, seperated by bullets.
 

Gunplay

Registered User
jMz said:
Is that all you got! I was expecting a detailed run down, seperated by bullets.
Mate, that wasn't even a slice of the FM pie. I was just leaning towards the 2D matches side of things. I'm knackered right now. Will be back tomorrow with a THREAD FULL of new features.

See you later.
 
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