Premiership Coach

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Here's some screenshots of the averages for tall forwards & defenders using the new stat viewer that I created yesterday. In terms of possessions, it's pretty close to the 2024 statistics so I'll most likely leave it as it is.

The new stat viewer has filters position by determining the highest rated position of each player. Unfortunately this can cause issues with players with similar ratings in different positions such as Andrew Walker in the TD section despite playing his games as mixture of back pocket/flank.

Tall defenders:
View attachment 2148296

Tall forwards:
View attachment 2148292

The below is what I still have to do in terms of the sim engine before I move on to looking at other features of the game.
  1. Redistribute tackles, rebounds and inside 50s - At the moment, defenders are getting more tackles compared to forwards, but according to the actual 2024 season stats, it should be the other way around. I also need to look into inside 50s to get a reasonable split between mid/forward/defender.
  2. Add randomness to each match - For example, rather than each match having ~710 possessions per game, I'd like matches to have a low and high range but still allow for a season average of 710. Same goes for all other statistics.
I should also point out that I have neglected actually playing matches, although I will take a look at this if I get closer to releasing a version to the public. A number of the changes I have made to the sim engine also affect playing matches, but I am yet to test this.
Keen to see what you can do with an update Brother, I've recently started 2025 rosters. Just waiting for draft to be over then I'll try get some help from the community with ratings.
 
Also started the year 2000 roster for some fun, which then I create Rookie drafts with the best player from that year or convert a few old rosters into rookie rosters etc.
 

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Keen to see what you can do with an update Brother, I've recently started 2025 rosters. Just waiting for draft to be over then I'll try get some help from the community with ratings.

I have noticed that there was some code that Ad had created that was referencing links to the AFL Tables website. I haven’t looked into it further but it may have something to do with helping to create new lists. Will update once I have a look into it after im done with the sim.

Bloody brilliant work uncustom, keep it up! I would pay full price for a fully fledged sequel tbh

Any release to the public of my modded game will be free. PC2011 is free to the public and I wouldn’t even be able to do what I’m doing without the work of Ad and those who helped with the original version. The main reason why I started this project was because I wanted something that I could personally play and I had the spare time, but I know there is still a small community around who would love to play an updated version.
 
I have noticed that there was some code that Ad had created that was referencing links to the AFL Tables website. I haven’t looked into it further but it may have something to do with helping to create new lists. Will update once I have a look into it after im done with the sim.



Any release to the public of my modded game will be free. PC2011 is free to the public and I wouldn’t even be able to do what I’m doing without the work of Ad and those who helped with the original version. The main reason why I started this project was because I wanted something that I could personally play and I had the spare time, but I know there is still a small community around who would love to play an updated version.
Count me in. Happy to help where I can
 
It's been awhile since my last post on this thread so I figured I'd give everyone an update on my progress in updating the game. After my last post, I continued to work on the sim engine and a couple of other smaller changes throughout the whole of November but haven't done any development since then as I had briefly lost interest in AFL games during the end of last year. With my interest slowly picking up again, I would like to resume development, however I am fairly busy until April so any development will remain limited until closer to April.

Most of my time in November was spent on updating the sim engine so that it was producing stats similar to the actual 2024 season. Most of the stats are close enough, although there is still some work to be done on goals & contested possessions that remains unfinished but will be the first thing I work on. I was hoping to implement randomness for each match, so that each match is not always ~710 possessions a game (possibly based on the weather on the day of the match), but this requires further work that I don't think is worth it at this stage.

One of the things people may have noticed with the sim engine in PC2011 (and also my updated version) is that AI teams & Assistant Select button always follows the same set up (e.g. best tall forward is picked at CHF, 2nd ruck in RFP, best mid in Centre etc). I have slightly shuffled this around in my version, which also includes removing the sub and instead having a 4th interchange player (No plans to include a 23rd player as a sub at this stage). I still need to add more flexibility for the user in team selection, particularly in terms of being able to decide on selecting a 2nd ruck or not, but for the most part, I am happy with where it is at for now.

Below is a list of what I want to look at next and will need to be done before I can consider any release:
  • Finalise sim engine - Fix goal kicking & contested possessions. There is more I would like to do in terms of reworking the sim engine, but this would be after any initial release.
  • Fix drafting & player development - This is a major issue in the partially developed PC2012 code. At the moment, the majority of players appearing in the drafts are mature aged KPP/Rucks with ratings in the 80s. I have a feeling this could be something to do with Grenville updating the non AFL/regional leagues to use the same sim engine as the AFL league.
  • Fix Brownlow/All Australian/Awards/Ratings stat - I'd like to reduce the amount of Rucks and KPF winning Brownlow/MVP which we saw in PC2011. While I haven't looked into the code yet, I have a feeling that the player that should be awarded 3 Brownlow votes is getting 1 vote, and the player who should be getting 1 vote is being awarded 3 votes, which may explain why we keep seeing Rucks win the Brownlow often.
  • Update the calendar year to 2025 - This will also include changes to the fixture and adding a 23rd game among other things that have changed in the AFL from 2011 to 2025. Keep in mind that this won't include free agency or future draft pick trading as these would take too much time to develop and I want to focus on fixing other things first.
  • Fix a number of small bugs - There are a number of small bugs in the game of which a number of these would be due to the transition from PC2011 and PC2012.
As I always like to try include sneak peaks in my posts, here is several screenshots of a season I have simmed using the 2022 lists + GWS players being the first 40 players drafted in 2012. These should show how close the ladder is based on my reworked sim engine (maybe a little too close, but a fair bit of this can be attributed due to the 2018/2022 lists having players be lower rated, and within a similar range of each other), and season stats/best individual matches sorted by possessions.

1739082088241.png

1739082124408.png

1739081992682.png

1739082016906.png

1739082035348.png
 
One of the things people may have noticed with the sim engine in PC2011 (and also my updated version) is that AI teams & Assistant Select button always follows the same set up (e.g. best tall forward is picked at CHF, 2nd ruck in RFP, best mid in Centre etc). I have slightly shuffled this around in my version, which also includes removing the sub and instead having a 4th interchange player (No plans to include a 23rd player as a sub at this stage). I still need to add more flexibility for the user in team selection, particularly in terms of being able to decide on selecting a 2nd ruck or not, but for the most part, I am happy with where it is at for now.

As a player the most frustrating part was the assistant player select.

What I wished came with the startard game was that there customiser general rule sliders and player specific toggles, that influence the assistant coach logic. Especially if the player can choose which to engage or not

Sliders
Rating vs Potential
Young vs Age
Position specifc rating vs versatile ratings
Minimum fitness to select
Maximum age

Toggles
Being able to force (if uninjured) the including of specific players In the 22
Being able to force (if uninjured) the including of specific players into a specific position
Being able to exclude a player from being selected in the 22

Like the 2nd ruck, selecting a 3rd KPF or not
select a 3rd KPD or not. (This could have some future connectivity with a revised team tactics)
 
As a player the most frustrating part was the assistant player select.

What I wished came with the startard game was that there customiser general rule sliders and player specific toggles, that influence the assistant coach logic. Especially if the player can choose which to engage or not

Sliders
Rating vs Potential
Young vs Age
Position specifc rating vs versatile ratings
Minimum fitness to select
Maximum age

Toggles
Being able to force (if uninjured) the including of specific players In the 22
Being able to force (if uninjured) the including of specific players into a specific position
Being able to exclude a player from being selected in the 22

Like the 2nd ruck, selecting a 3rd KPF or not
select a 3rd KPD or not. (This could have some future connectivity with a revised team tactics)
This could be something that I take a look at improving later on. The issue at the moment is that the user's flexibility in team selection is somewhat limited due to the AI teams having a fixed team selection and the stats of each player being dependant on their position on the field. I'd need to figure out a way to also have the AI teams team selection be determined based on the set up of their roster.

The reason for this is that each match being simmed is treated as a series of about 710 contests between two opposing players (one for each possession in the match). In PC2011 it was always the higher rated player who wins these contests with the lower rated player receiving a minimum amount of possessions (hence why you see better midfielders with 40 possessions and the midfield opponent with 10 possessions, or alternatively a CHF with 24 possessions and a CHB with 2 possessions).

I've changed the above behaviour so that the higher rated player no longer wins the contest 100% of the time, but instead has a chance to win the contest based on the difference in ratings between the two opposing players. Why this is important to the discussion is if you were to place a younger lower-rated midfielder in Centre position, they would be matched up against the best midfielder in the opposing team (often rated high 80s-low 90s) and you would see the following stats produced.

PC2011 - 10 possessions for the lower-rated midfielder, 41 possessions for the higher rated midfielder.
My version - 10-25+ possessions for the lower-rated midfielder, 20-40+ possessions for the higher-rated midfielder.

To show a couple of examples from my version, here is the stats of GWS's best mid with the lists I was using (keeping in mind GWS was filled with a bunch of low-rated young players in the list I am using). Stephen Coniglio averaging 21 possessions (and 31 opponent possessions) playing Centre in every game. Michael Talia playing CHB and averaging 12.4 possessions and 7 marks a game. (I've deliberately made CHB/FB more dominant than CHF/FF to reverse out most of the dominance from PC2011, even if the defender is much lower rated than the forward).

1739086313943.png

1739086382525.png
 
This could be something that I take a look at improving later on. The issue at the moment is that the user's flexibility in team selection is somewhat limited due to the AI teams having a fixed team selection and the stats of each player being dependant on their position on the field. I'd need to figure out a way to also have the AI teams team selection be determined based on the set up of their roster.

The reason for this is that each match being simmed is treated as a series of about 710 contests between two opposing players (one for each possession in the match). In PC2011 it was always the higher rated player who wins these contests with the lower rated player receiving a minimum amount of possessions (hence why you see better midfielders with 40 possessions and the midfield opponent with 10 possessions, or alternatively a CHF with 24 possessions and a CHB with 2 possessions).

I've changed the above behaviour so that the higher rated player no longer wins the contest 100% of the time, but instead has a chance to win the contest based on the difference in ratings between the two opposing players. Why this is important to the discussion is if you were to place a younger lower-rated midfielder in Centre position, they would be matched up against the best midfielder in the opposing team (often rated high 80s-low 90s) and you would see the following stats produced.

PC2011 - 10 possessions for the lower-rated midfielder, 41 possessions for the higher rated midfielder.
My version - 10-25+ possessions for the lower-rated midfielder, 20-40+ possessions for the higher-rated midfielder.

To show a couple of examples from my version, here is the stats of GWS's best mid with the lists I was using (keeping in mind GWS was filled with a bunch of low-rated young players in the list I am using). Stephen Coniglio averaging 21 possessions (and 31 opponent possessions) playing Centre in every game. Michael Talia playing CHB and averaging 12.4 possessions and 7 marks a game. (I've deliberately made CHB/FB more dominant than CHF/FF to reverse out most of the dominance from PC2011, even if the defender is much lower rated than the forward).

View attachment 2222510

View attachment 2222511

I assume we are taking about sim

So players are locked in 1 on 1s for the full game? with no fluidity. How are players on the bench treated. (In the base game I always found that stacking the bench with balance IM OM with TF tended to get high posessions even if there ratings were in the late 68s early 70s for the mid, 50 for TF.) In a real game unless a player is specificly insturcted to go head to head or tag a specific player, match ups swap between players, almost grab the nearest player in the vicinty of where you're supposed to be within the structutre.

How do position roles from the tactics screen affect, player position output? things like inside out balance, 3rd man up etc
 
I assume we are taking about sim

So players are locked in 1 on 1s for the full game? with no fluidity. How are players on the bench treated. (In the base game I always found that stacking the bench with balance IM OM with TF tended to get high posessions even if there ratings were in the late 68s early 70s for the mid, 50 for TF.) In a real game unless a player is specificly insturcted to go head to head or tag a specific player, match ups swap between players, almost grab the nearest player in the vicinty of where you're supposed to be within the structutre.

How do position roles from the tactics screen affect, player position output? things like inside out balance, 3rd man up etc
Yes this is regarding sim only. I haven't had a chance to look at the code for actually playing games and don't plan to until later.

Players are essentially locked into 1 on 1s for the entire game, so CHF is always matched against CHB, LW against RW etc. The interchange (referred to as INT1 through to INT4) is essentially treated as 4 extra positions on the ground rather than having them swap with any one of the 18 positions on the field.

For the purposes of the AI teams/Assistant Select, I have treated the four interchange positions as below:

INT1 - 2nd Ruck
INT2 - 6th best mid (with best SF rating of all leftover mids)
INT3 - Best tagger
INT4 - 7th best mid (with best SB rating of all leftover mids)

You aren't locked into choosing a player whose position matches with the above, but the AI teams will. If you choose to put a reasonably rated midfielder in INT1, they will be matched up against the opponents 2nd ruck. Depending on the type of contest, the midfielder would be more likely to win the contests that they are rated higher (e.g. possibly clearances and tackling depending on the opposition 2nd ruck's ratings) while the ruck would be more likely to win ruck & marking contests as midfielders tend to be lower rated in these.

Regardless of what type of player you pick, The stats will be reflective of the above, so while you can put a reasonably rated midfielder in INT1, they will only get 10-15 possessions and not much else. This isn't much of an issue for the other 3 interchange positions as you can pretty much put any player and they will get an average amount of positions (although KPP/Rucks might get more possessions but I will have to test this more).

My plan is to update the code for the interchange so that it checks for the players highest rating and produces stats reflective of that position. For example, not including a 2nd ruck in INT1 will result in the remainder of hitouts not taken by the main ruck to be assigned to whoever has the highest ruck rating on the field, or putting a 3rd TF on the interchange that could get 10 possessions 2 goals rather than midfielder-like stats such as 20 possessions no goals).

I am yet to look at the code for Tactics, but I recall Ad mentioning that they only apply if you play games and not sim them.
 
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Hi everyone

I’m really curious to find out if anyone has still been playing footy Fanatic fx in 2025! I have still been playing this game for many years and I still love it! Was hoping to find some people that still enjoy the game so many years on

Also what are some differences between footy fanatic fx and premiership coach for those that have played both?

Thanks heaps in advance!
 

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