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This brings up the Exhibition Game Dialog that lets you choose the home and away team for the game, and specify whether each team is controlled by a human or computer manager: My most recent test of this feature produced an amazing game between the 1985 Bears (15-1) and the 2007 Patriots (16-0):
The most common way to enjoy Football Mogul is to take control of one team and try to build it into a dynasty. This is the most fun when this task is challenging but not too challenge. This is why Football Mogul was created with a simple 4-level difficulty system: You can start on 'Fan' level the first time you play. When that gets too easy, you can change the difficulty level in the Options Dialog, or you can start a new game on a higher difficulty level. There are lots of ways to may the game more difficult. The best option would be to create computer opponents that are smarter than you, but that's not an easy task. So I implemented these difficulty levels by adjusting multiple aspects of the game: Simulation Higher difficulty levels reduce the performance of your players and increase the performance of your opponents. The adjustment is only about 3%, but it's enough to make it harder to build a championship team. Finances Higher difficulty levels decrease your team's revenue. This doesn't matter much in General Manager Mode, but it is one way that the difficulty level affects the game. Trades Computer GMs demand lopsided trades, sometimes to the point of absurdity. For example you might put a #1 draft pick on the Trading Block and the best offer you get in return is a 2nd round pick in next year's draft. Contracts Players demand a higher salary from your team than from other teams. This includes both free agents and players seeking contract extensions. The problem with this system is that you, the game player, might not enjoy the different ways the difficulty level is implemented. Maybe you don't mind overly greedy players, but you don't want the computer to actually cheat during game play. Or you hate that the computer teams insult you when you offer perfectly reasonable trades. For Football Mogul 25, I've split the 'Difficulty' rating into each of it's individual components. You can now use the Options Dialog to set how the game tweaks each of the aspects listed above.
This year's version of Football Mogul adds improved statistical projections for the 2024 season for more than 1,400 individual players. (In the past, I relied primarily on career stats through the previous season to calculate ratings for the 2024 rosters.) The end result is a more accurate simulation at the player level and team level. I'm attaching below the results from 100 simulated seasons. (This output comes from Football Mogul's Single Season Simulator.) The 'Won' and 'Lost' columns show the average number of wins and losses per season and the 'Scored' and 'Allowed' columns show the average number of points scored and allowed per game. The remaining columns show the number of times that the team finished with this result out of 100 simulations. For example, the Patriots finished in last place in their division in 76 out of 100 simulations. Excel files attached below:
I'm currently working on adding blocked field goals to Football Mogul, so I'm calculating the rate at which they should occur. From watching football, it seems that longer field goal attempts are blocked at a higher rate than shorter field goals. This makes logical sense, with longer field goals requiring a flatter trajectory than "chip shots" and extra points. So, I used Stathead's Field Goal Finder to look at all attempts over a 10-year span (2010-2019). |
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