These are some interesting ideas. Or maybe also an option to quickly simulate and fast-forward the game until your team is back on offense. I'll add these ideas to the backlog of future features and give them more thought.
WhiskeyField
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Development went through a bit of a lull since the last update but I promise it hasn't been abandoned! In fact, you can expect an update soon. I'm wrapping up a new feature now which, spoiler alert, is introducing school rivalries along with a few minor improvements in various places. I don't know when exactly, but hopefully I can get a new build published in the next week or so. Stay tuned!
This is definitely on the backlog. Thanks for being patient! The game is still actively being worked on and I'm just a one man team, so it's always a tradeoff between adding new features versus spending time on new marketing material. My last couple of updates have introduced new things to the game, causing some videos I had started to quickly became out of date. Anyways, as mentioned, I hope to get to it soon! Community contributions are also very welcome.
Ok, after some investigation I was able to find a nasty bug that was introduced in build 21-10 that might have been indirectly causing the issue you were seeing. I uploaded a new version with a bug fix in place (OldSchoolFootballCoach_Win64_2110_1.zip). Feel free to give it a try and see if it fixes your problem! This build should be totally backwards compatible with your saves from 21-10. You can migrate those saves to the new version by copying over the "Data" folder.
The bug I found was that when you select a team and play a game, any football play not in your team's playbook would disappear from the game. This means that plays that should have been available to the other team were no longer there. Closing the game and reloading it would bring the plays back in most cases, but that would only be a temporary work around. But to make matters worse, if you created a custom play in the play designer and saved it, missing plays could disappear for good. Thanks for helping me spot this problem.
I think this might have been the root cause of the issue you were seeing. I'm speculating that you were trying to play against a team with a very different playbook than your team, and so a lot of their plays would become unavailable due to the above bug. The other team's coach might have therefore been trying to call plays that didn't exist anymore and gotten stuck not knowing how to proceed. Also, if you had generated custom teams after plays had already disappeared then the new teams might have ended up with a pretty small playbook to begin with.
Hopefully all of that made sense. Feel free to let me know if this latest build doesn't fix your problem. I'll take another stab at it if needed. Thanks again.
Update: Do you mind sharing what resolution you are playing the game at? The latest build of the game (21-06) has a UI Scaling option which can make all of the UI elements in the game 1.5x or 2x bigger. Adjusting the UI scale might be enough to solve your issue. If interested, you can read the latest development log for more details. If this doesn't work for you, for example if your resolution is too low to use the UI scale option effectively, feel free to let me know and I can look into other ways to solve this.
Thanks for purchasing the game and supporting my development! It seems I'm not handing high resolution displays very well. I could maybe solve this by giving the ability to adjust the size of UI elements in the game options. Though, I'll have to think about how to handle the combination of large UI elements on a small resolution. In that case I might wind up buttons, dialogs, and other widgets not fitting on the screen properly. I'll see what I can come up with for an upcoming build. Thanks for reporting this issue!
Update: A new build of the game (21-05) has been uploaded. Feel free to check it out and see if your issue has been fixed. Among other things, this build fixes some bugs and improves error handling around new league and team creation. Check out my latest Development Log for more details if interested. Thanks again for reporting this issue!
I'm not sure, but I'll look into it as soon as I can. Thanks for the report. Do you remember the other options you set when trying to make the league? For example, how many teams did you select to create? I might have a testing gap with certain combinations of options. I'll look into it.
I do want to caution against creating a large number of teams to fill 20 conferences, though. At this stage in the game's early access development you might run into large wait times in not only creating all of those teams, but it will also take a while to simulate games between all of those teams each week in career mode. I've been making a lot of optimizations in these areas lately, but more complex optimization techniques are going to be needed to support 20+ conferences with 100+ teams with reasonable wait times. The default league that ships with the game has around 50 teams, which is close to what I think is the current sweet spot depending on the specs of your computer.