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FM 2018 - Pre-Game and In-Game Editor


Mihai

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In-Game Editor

Last year we added the option to set transfer fees when moving a player between clubs via the In-Game Editor. For Football Manager 2018 we’ve added another layer to this feature by allowing more transfer clauses to be set when moving a player in this way. Clauses such as ‘Percentage of Next Sale’, ‘Buy Back Price’ and ‘Selling Team Wage Contribution’ have been added (amongst others), allowing the user to create more realistic transfers, similar to those that would be seen in the real world.

Also along these lines, new clauses can be added to loans set up via the In-Game Editor. For example, ‘Compulsory Purchase Fees’ can now be set after specific requirements have been met during the loan spell.

For the manager who wants to tactically shake-up their opponents, and how their league plays, there now exists the option to edit Staff preferred formations. Each AI manager’s Preferred’, ‘Secondary’, ‘Attacking’ and ‘Defensive’ preset formation can be changed via the In-Game Editor. Editing this will immediately impact which formations are chosen in match by the AI.

As well as editing formations set by staff, this version of the In-Game Editor gives the user another hand in tweaking attributes by including the ‘Recommended Current Ability’ field for the first time when editing staff.

Pre-Game Editor

In previous years it has not been possible to tell if an edit file has been used to create a new save game. In FM 2018’s Pre-Game Editor, hovering over the number of database changes on the Game Status screen reveals the names of any edit files used when creating the game.

Users wishing to utilise certain ‘Player Preferred Moves’ may be interested to learn that this year players can be searched for in the editor by PPM, allowing managers to filter for players who possess a specific PPM when searching the database. In a similar fashion, non-playing staff can be searched for via their ‘Non-Player Tendencies’.

Finally, when setting up new league or cup competitions via the Editor, managers can multi-select match times on fixture lists. This helps when editing competitions on the fly, as previously what should have been a simple change in the standard fixture time for a competition had to be effected by editing each individual match time.

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