Closed jleonard2099 closed 1 year ago
Per Philip Lupi:
The original game in schedule mode uses the games played vs team games and creates a random percentage number for each player. I think it also maxes out at 12 to be active. For example a team plays 30 games. A player that played 29 will be disabled a small percentage of the time. But a player playing only 2 guys will not play much.
Added a printout of "bench warmers" to the box score files generated by autoplay. This prints out the list of all players in "Disabled" status based on assignment at the beginning of the game.
Once I completed 20 sim'd games, I checked the boxscores and noticed that 1 or 2 players for each team have a small amount of game time, but are on the list of disabled players.
This tells me somewhere in the logic, the game is choosing to use those players (subsitutions, etc.) based on some factor (contribution %, fatigue of other players). Whatever element this is, needs to take disabled players into account.
Double-checked that Pro BB is not affected by this bug
Used some logging to trace this back to occuring during the computer substitutions. Found where I had incorrectly transcribed a logic check from original source for assigning players into the new rotation.
Once fixing that logic, disabled players are being excluded from the rotation again.
This fix will be available in the next push and for sure a huge part of the next release.
From the test procedures provided me by Phil L., it appears for a game that the first 6 players are being disabled regardless of any choices made during the game.
The test scenarios executed are as follows:
Play Game 1
Play Game 2
Boxscores from games back up this theory by showing the first 6 players with all 0's.