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Improved AI Managers & Staff for FM19

An attempt to slightly improve the AI managers and staff to varying degrees, such as poor squad building, rotation and player development. 2 versions included.

By on Mar 03, 2019   10198 views   11 comments
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Downloads: 2345 / Size: 4.8 MB / Added: 2019-03-03
Football Manager 2019 Data Updates - Improved AI Managers & Staff for FM19
AI will always have issues, just like real-life managers and staff. But this is an attempt to improve (at least slightly) the AI; most importantly poor squad building, rotation, player development and the waste of youth that seems so prevalent.

AI is improved to varying degrees, so that each person still has individuality.

There are 2 Versions: Preferred Managers (staff who prefer to manage), or ALL types of staff(over 400,000 changes, which includes the Preferred Manager changes).
You can use ONE at a time: either to make things harder against just managers, or not sign any staff except those that retire and become "new" staff. Or make things easier and hire high quality staff to help you at your club. Whatever you like.

Note: Poor ability staff haven't been changed much, there are far too many to edit, and there would be little effect anyways.Also, due to Potential Ability caps, the settings added in the editor will not always apply exactly.

Download Options

Choose the desired version:

ALL Types of Staff
Preferred Managers Only

What does this include?

Incremental Increase:
Current Ability
Potential Ability
Tactical Knowledge
Hardness of Training, varied settings for lower league and top league managers
Judging Player Ability
Judging Player Potential
Man Management
Motivating
ALL Coaching(except GK)
Working with Youngsters

Limits set + Incremental Increase:
Determination not less than 10
Discipline not less than 10
Versatility not less than 12
Will use Subs is between 14-20(higher for low leagues)
Will use young players in low priority cup matches is at least 12 for higher league and at MOST 5 for lower league
Will make early tactical changes is between 12-20
Will fit players into preferred tactic is less than 11
Physio is 1 (for non-physios)
Squad Rotation is 14-20
Motivation not less than 8
Determination not less than 7
Level of Discipline not less than 7
Tactical Knowledge not less than 7
Judging Player Data set to 1 (to prevent allocation of Current Ability on unused attributes, for non-analyst staff)
Judging Team Data set to 1 (to prevent allocation of Current Ability on unused attributes, for non-analyst staff)
Presenting Data set to 1 (to prevent allocation of Current Ability on unused attributes, for non-analyst staff)
Goalkeeping coaching set to 1 for NON-GK coaches (to prevent allocation of Current Ability on attributes that would be poor and useless. ex: manager's GK at 6, now 1.)

Other changes:
Added missing ethnicity, hair, skin info for 160 CA+ managers
Added preference to be Assistant Manager to 10 For 80-120 CA managers with 14+ tactical knowledge
Added preference to be HOYD to 10 For 80-120 CA managers with 15+ working with youngsters
Reduced ambition slightly (relative to CA/PA)

Formations:
Increased variation in formations for <180PA managers, to remove the dependency on using primarily 4-4-2, 4-2-3-1, and 4-1-4-1.

Tested for 10 seasons with 80 other data files.

How to get improved AI managers & staff on FM 2019

Move the downloaded .fmf file to your editor data folder. By default this is located at:
/Documents/Sports Interactive/Football Manager 2019/editor data
If that folder doesn't exist, you need to create it yourself.

Start a new career game with this file enabled.

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Downloads: 2345 / Size: 4.8 MB / Added: 2019-03-03
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Discussion: Improved AI Managers & Staff for FM19

11 comments have been posted so far.

  • majesticeternity's avatar
    @DemonSoul: Yes, If you choose to sign the staff. If you use regen staff, or newly retired players, or send your players on coaching courses, it will be harder than usual. It's up to each player whether they want to make things easier or harder.
  • DemonSoul's avatar
    @majesticeternity, everyone being jose mourinhos doesn't make the job harder makes it easier lol

    I can build a super powered staff without even spending much on salary
  • majesticeternity's avatar
    @witchplease: The 2 versions are - ONLY managers have been improved. OR ALL staff has been improved.

    @Rattaz15: It will always depend on each save and how it's setup, but yes there is reduced "wasting top talent on loans".

    @jckc221013: the manager's attributes are so high, so that they will be better managers. That makes things harder for us.
  • jckc221013's avatar
    Why are the manager attributes so high
  • DemonSoul's avatar
    This is like hacking, all managers are so overpowered with this sweet jesus, everyone is mourinhos lol on stats, almost everyone has 20's lo
  • jckc221013's avatar
    i'm not understanding it as well so if i choose Preferred Managers will that then make the AI more better and use different tactics and all that

    i don't get this bit where is say's make things harder against manager does that me our self's as the manager's so it will be harder for us
  • Rattaz15's avatar
    Will the likes of Foden or Hudson-Odoi be played more instead of them being loaned out in January every time in my saves? Great concept!!!
  • witchplease's avatar
    I don't understand the explanation for both versions.

    Preferred Managers (staff who prefer to manage) : Means staff that can be managers ?
    ALL types of staff : All staff ?

    This is where it gets really confusing - "You can use ONE at a time: either to make things harder against just managers, or not sign any staff except those that retire and become "new" staff".
  • geeekyLEE's avatar
    a good idea.
  • LLovely's avatar
    Nice work! Hope it helps to make the game better
  • DAZS8's avatar
    Brilliant work great idea thanks a lot
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