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Subject: ultimate manager

2012-04-11 03:01:55
ah. can do. gee...wonder if i can afford that... (roflol)
2012-04-12 16:04:33
OK. I'm stumped on something. Where do you find the training increase info? Just had mu first training session...but I have no idea who trained well and who didn't...
2012-04-12 17:22:12
click on training, then "trained skills"

feedback will be on pops only, good talent is about 2 to 3 sessions per pop for reasonably young players with reasonably low skill.

players train generally much faster there than here, a lot more instant gratification, well if you consider a week and a half "instant". :)

the default display on the trained skills page is a little inconvenient for judging talent once you get more than a page of sessions but you can use the search filter in the dropdown on the right to limit the results by a single player, very useful.

2012-04-12 21:39:53
cool. so, the little box with a number in it is the amount of training he got?

and...wow...got two trainer offers....and...wow...
#1: 2 - 19's, 1- 18, and 2 -15's salary: 31,830
#2: 4 - 15's, 1 - 16 salary: 14,752

I think I'm firing the guy I have and hiring these two...
2012-04-13 17:55:28
I wouldn't hire #2, the first one is pretty good though. I'd get the first one and fire everybody else, then you'll still get 2 offers each week and can maybe get a second really nice one. Hopefully #1 has skills that will suit some sort of training scheme.

The trainers you get will only ever have 3 abilities over 15. So the best you can hope for is 3 20s and the rest 15.
2012-04-13 23:01:29
I don't know. One has what the other lacks out of these two guys. Here's the breakdown:

GK=13; Head=12;Tech=13;Tackle=19;Pace=19;PM=15;Stk=15;Pass=18 Salary: $31,830
GK=15;Head=15;Tech=15;Tackle=12;Pace=16;PM=15;Stk=13;Pass=13 Salary $14752
2012-04-14 18:15:56
Unfortunately you can only use one at a time for each session, and the top guy has some nice useful skills, especially pace that everybody needs. I'd get him and just train those 3 skills until another coach comes along with 19+ in complementary skills.

It's better not to get married to a guy whose top skills are in the 15 range, the better coaches come to often.
2012-04-15 18:18:59
Good to know. Thanks for the heads up.

New question (only because i didn't see it in here anywhere). Got my first youth proposals today. I see a skills rating (or whatever they called it) of...say...12.4. But, I don't know what that means. How do you figure out which ones are worth keeping and which ones to reject? And, if you keep one that later turns out to be junk...is there a penalty for dismissing them?
2012-04-15 22:02:32
No, no penalty to get rid of them.

The 12.4 is just a sum of all his current skills, not worth bothering too much about in the big picture.

There's a weekly fee for each junior one you keep but it's real small.

They train each week in the two skills you select from the player page.

Each session they will either train .1, .2 or .3 of a pop. Obviously you want as many .3s as possible, the more you get the more talented he is. There will be a record on the player page, you just need to mouse over the box and it will tell you what they trained.

I usually fire anybody who trains at .1 in any skill, and I'll get rid of anybody who goes more than 3 or 4 sessions of .2 straight without any .3s.

The trick is this: each player will have three skills that he will train in fastest. These correspond to the 3 main skills of one of the positions. For defenders it's pace, tackle and head, for strikers it's pace, tech and shooting, and so on. You can see what they are by looking at the top three skills listed for your senior players.

It's not always going to be the position the youth comes into the school as. In fact that's more or less meaningless as far as figuring out what he's best at training.

So the strategy is to figure out his 3 best skills asap and then figure out how talented he is.

But you can still get a feel for how good he is even if you haven't found the 3 best skills to train, if he's training .1 in anything then he's not going to be much better in his main skills. Not in my experience anyway.

Note that this training system does not translate to senior players, they train all skills equally. But they will train with the senior team at the same rate of talent as they did with their best skills in the junior, adjusted by age and level of the skill of course.

2012-04-15 23:53:01
so basically, train for a few weeks to see where they pop, what their position should be, and dump the ones that won't train. makes sense. easier and better to work out there than here in some ways. I also like the way UM sets up the skill page for each player showing his primaries on one group, his secondaries in another.

but, when it comes to you prospects, i don't have a clue as to what to keep and what to reject on the front end. for example, i got three guys proposed today (11.8, 12.4, and 14.1). what minimum skill total should you hang on to ? Or is there one? Also, is there a maximum of youth you can have in school at any given time?

(I miss an English discussion forum like this over there...)
(edited)
2012-04-16 18:28:12
Age is the most important consideration imo, I don't pay much attention to overall ability, it's secondary to age by a mile, but until you have a full complement of 12 youths I would just accept them all and see if they're talented.

When you have 12 you can get more ruthless, by that point you should have a handle on the system.
2012-04-18 05:11:34
Everyone spends 18 weeks in the ys, so they will basically be 1yr older than that original age when done training. Since your squad is empty, you can be more lax on keeping people around to start out, til you fill up that 12 player max in the school.

I've got 3 national scouts to pump out USA kids for the better of our NT later on :) you guys should switch too. I'm still gettin decently talented kids
2012-04-18 22:39:46
Really? I meant to ask you about that. I can probably afford to switch now.
2012-04-19 01:05:54
Good to know. I'll probably switch after I fill up and have a pipeline of guys coming out. I think the build up is more important right now.
2012-04-21 19:39:01
So...youth training. From earlier remarks, I get the idea that 0.1 per training session means they are really bad at learning that skill. But, how many training sessions should you monitor before you change skills, assuming they train decent at whatever you are doing now?
2012-04-21 20:12:11
once your squad is full and you have to make choices you will see. youll have 3 guys waiting to get in, but all 12 spots full, gotta choose if some guy isnt young enough or talented enough to want to keep over testing out a new one.

for now if your squad isnt full, i wouldnt get rid of anybody unless its completely obvious they suck