Yeahhhhh! Last skill that was not yet implemented, 'Leap' has been developed! In the list of actions available, there is now the 'Leap' button:
This is not an 'action' like Pass or Blitz, but it was convenient to put the button there.
The button is available only if a player with skill 'Leap' is selected, if he has not yet used it this turn and if it remains at least 2 moves. Then you see the possible leap location (in magenta):
A right click on the square and the leap is done (at the cost of 2 moves)!
Another way to use the skill (the simplest one!) is just to let the path finding algorithm find when leap is needed. Example:
If your mouse is on the square '67' (67 is in reality the probability to reach this square, and yes print screen is removing the mouse icon 👎), you see as usual the yellow path and in magenta the leap destination. So the 'Slann' player will move two squares, then leap then move again if leap was successful! Notice algorithm doesn't suggest to do 2 dodges instead of the leap, because the probability of success is lower. If probability of dodge is equal to the probability of leap, then dodge is selected - because it's interesting to keep the leap for later!
Examples:
If selected player wants to go one square right, leap is suggested (to avoid to dodge in a square where 2 opposites players have a tackle area)
However, on the upper square, it is better to dodge (square is yellow = classical move and here with dodge)!
In this last example, dodge is done although leap has the same probability (because player has skill 'Very Long Legs'). But if user really wants to leap, he still can do it - by pressing the 'Leap' button.
And what about the AI? This is cool: as the path finding algorithm is already used by the AI for each move, nothing has to be done! For every action AI will take 'Leap' possibility into account: for moving, for moving then pass, for moving then foul, for blitz and so on!
This implementation and many other fixes will be available in v0.5. - coming soo... euh no, not any idea of when it will be available, I still have some tasks to finish 💀!
Bot Bowl IV is the fourth AI competition in Blood Bowl and happened (virtually) at the IEEE Conference of Games 2022 - see this link for more information.
Don't have yet time to look in details at the results. And let's be honest, number of playing games during the competition is wayyyyy to low to be significant enough to see which AI/Bot is the better, but anyway the win for this year is for Drefsante_AI!
Only 'Human' team versus 'Human' team games. A competition with all teams would be better for my AI as it's taking all skills into account which is probably not the case of other bots. Except 'Leap' which has been implemented only in v.0.5 - article about this will come soon.
Thanks to Niels Justesen for the tournament and to all those that have implemented the 'Bot Bowl' interface which is quite nice.
Last available version of Dresante_AI is still the v.0.4 - see this article.
New version 0.4 available here - add comment if cannot be downloaded.
See this article to know how to install it. Practically, just unzip and type in a command prompt: java -jar bloodbowl-0.4.jar. Should be easy 😀
! Only bloodbowl-0.4.jar file is needed, all other files are used only for 'Bot Bowl' interface - see below.
To summarize: to be honest, I didn't work a lot on this project this year, and most of differences with 0.3 have been implemented end of last year and are mainly bug corrections. Notice that Skill'Throw Team-Mate' (and all related skills) has been implemented (see details). Skill 'Bombardier' is also implemented - but AI will not yet used it. But if you throw bomb on an AI he will perfectly deal it. See this video:
Rules are still LRB6 rules, and only missing skill is 'Leap'!
Version contains also some fine UI improvements - like lots of tool tips about rules have been added.
And last minute dev (which means with lots of bugs and badly tested 😋), when creating a new tournament you can now load some (or all) teams of a previous tournament:
- Select old tournament you have saved;
- Click on Load Teams. This will add new teams and you can remove some of them, and eventually change coach (from AI to Human for example):
To those teams, you can still add new random team(s) or team of your choice. This will allow you to create different leagues, divisions, promoting teams to higher division, etc! Just save each tournament with meaningful name.
'Bot Bowl' AI is also available
A python interface has been developed to be able to use Drefsante_AI in Bot Bowl: see this project to know more about 'Bot Bowl'.
You simply need bloodbowl-0.4.jar and the python files drefsante_bot.py and drefsante_bot.cfg.
JAVA jdk-11 must be installed on the machine and system PATH must contain full path to:
- [...]/jdk/bin
- [...]/jdk/bin/server
Configuration file 'drefsante_bot.cfg' must be edited with parameters:
temporaryFolder = path to an existing folder where files can be created/deleted
jarPathName = path to the .jar file
See njustesen project to know how to use a bot. Practically you will have to import drefsante_bot, and name of the bot is 'Drefsante_AI_v.0.4'.
This version will participate to the Bot Bowl IV competition! Notice this version is much slower and all skills are not yet working.
Print screen of 'drefsante_ai' about to score against 'scripted' version of Bot Bowl - although team has been seriously injured!
Final change log:
Version 0.4
Still requires Java 11.
Rules Implementation
- Add skill 'Throw Team-Mate';
- Add skill 'Right Stuff';
- Add skill 'Always Hungry';
- Add skill 'Bombardier';
Bug correction
- Correct bug at kick-off where it was possible to give ball to a player with No-Hands skill if ball went out of pitch;
- Correct bad implementation of 'Really Stupid' skill;
- Correct bug for 'PassBlock' when used by AI;
- Bug where AI can have more than 16 players and didn't fire any player;
- Can happen that after failed blood lust, it is not asked to select a victim to bite - for example after block against player with 'Foul Appearance' skill;
- Was not possible to use 'Bribe' coming from 'Get the Ref' kick-off table;
- Bug when more than 16 players in one team (due to Necromancer who uses 'Raise the Dead');
- One bounce was missing when launching ball on an empty square (if pass was accurate);
- If a player was 'stunned' and suffered a 'knock-down' result (foul action for example), 'stunned' status was lost;
- Correct a bad error message if a collapsed player was set on pitch at kick-off;
- We can now use several bribes (if we have several) successively if first attempt(s) is (are) failing;
- 'Follow' Move is now done before setting defender knock down;
- When an injury was removed (apothecary or regeneration), player was still missing next match;
- Correct rare crash when ball&chain player on the pitch;
- Was not possible to rise up player with root activated;
- Take root roll could be done although player had root activated;
- Injured player with 'Secret Weapon' was not missing next game and injury was never removed;
- For Injury roll > 51, there were some errors in the injury obtained;
- Regeneration after Decay was not always healing both injuries;
- It was possible to use Igor on 'Star player';
- Players of the receiving team that were stunned during kickoff event (pitch invasion, blitz, etc) were not switched to prone with move done
(so these players were missing 2 turns instead of one);
- Now if a player wants to stand up with MA lower than 3, a roll of 4 is needed;
- During Blizzard it was possible to do pass longer than SHORT;
AI improvements
- AI can use all new skills implemented in the version, except 'Bombardier' he will not yet used. But if he receives a bomb, he will throw it;
- Minor changes in skill selection;
- Improvements in move of player that will assist a block/blitz;
- Add new possible starting roster for 'Chaos', 'Chaos Dwarf', 'Elf', 'Goblin', 'Halfling', 'High Elf', 'Human', 'Khemri', 'Lizardman', 'Necromantic', 'Norse', 'Nurgle', 'Ogre', 'Orc', 'Skaven', 'Undead', 'Vampire', 'Wood Elf';
- Ball carrier was sometimes going back too fast if he cannot score before end of game (not good because it makes pass/hand-off in order to score more difficult);
- AI was still sometimes moving on a ball when not explicitly wished;
- Correct big error in probability to move where number of tackles at destination was not taken into account;
UI improvements
- Some checks are done before to create new tournament (like no team with same name, etc);
- Nothing was visible in the interface if a player uses 'DivingTackle';
- Apothecary icon is now not visible if he has been used during game;
- New information is available for each team (Team Value, FAME, inducements, etc.);
- Team logo is visible only if team can re-roll this turn;
- Add lots of tool tips (notably for skills);
- In player information window, skill is strikethrough if skill cannot be used anymore for the player;
- Status 'Collapsed From Heat' is now visible in the player information panel;
- Ball&chain: after first move, blue block dices were not visible;
- Icon visible when a player is victim of 'Foul Action';
- 'Move' value of a player with 'root' activated is now equal to 0 (so we see ;
- When creating new tournament, it is now possible to load teams from previous saved tournaments;
- Correct some problems when renaming a team;
- Pass issue: problem of display of players that can intercept;
In v.0.4, Skill 'Throw Team-Mate' (and 'Right Stuff' and 'Always Hungry') has been implemented.
User Interface Implementation
This section explains how user can use the skill - for other existing rules see first release article.
1) Select (left click) the player with 'Throw Team-Mate' and click on the 'Pass' button
As usual, safe moving squares are displayed in green and risky in red.
2) Then move player next a player with 'Right Stuff' skill (right click on square to move).
Eligible players to be thrown are highlighted in blue - you still can move if you do not want to throw one of these players.
3) Select player to throw (left click).
Then you see all squares where players can be thrown:
4) Select square to throw (right click) and hope for the best! 🙏
Which is unlikely to happen 😁
AI Implementation
AI will use the skill for 2 different reasons:
- avoid opposite player to score - defensive use;
- try to score - offensive use.
Defensive use
Context: next team is about to score. No wizard remains, and there is no available player to blitz the ball carrier. Only way to stop ball carrier is to throw team-mate! Best would be to fall on him, but if thrown player can be moved to simply force a block/blitz or dodge, it's better than nothing!
How the AI uses skill in this case?
- It checks if opposite player can score in one turn without 'going for it';
- If yes different probabilities are calculated:
1) For each possible thrower (player with 'Throw Team-Mate), it checks if he can throw a 'right stuff' player next him on the ball carrier. If yes, we record the probability of success - PthrowPlayer.
We take into account:
- probability to activate player - PActivation (for 'Bone-Head' skill for example);
- probability to success 'Always Hungry' Roll (if relevant) - PAlwayshungry;
- probability to not fumble player - PFumble (tackle zones are taken into account);
Here we do not take into account probability of success landing - but it will be done in Offensive Use section. So probability to throw player is (for each pair Thrower/thrown player):
PThrow = PActivation * PAlwaysHungry * PFumble
2) Same calculation but taking into account that 'thrower' can move before to throw team-mate - all possible move probabilities are already known/calculated by the AI. We check all neighbor squares of thrower as it can impact probability (probability to move there and probability to throw player) due to possible tackling zones;
P = PMoveThrower * PThrow
Best probability between 1) and 2) is selected - to be precise, best probability of all the possible combinations.
Notice that between 2 equal probabilities, the priority is to throw a player that has not yet moved: if landing is successful he will be able to bother ball carrier.
3) If previous points are not possible (because 'right stuff' player is too far from ball carrier), same calculation is done but taking into account that 'right stuff' player will first move - to enter into a square where he can be thrown on ball carrier. Final probability is then:
P = PMoveThrown * PMoveThrower * PThrow
The thrown player will not be able to move after landing, so chances of success are low 😋
In the context of a League/Tournament, AI should not use this skill for defensive skill. Because potential gain (avoiding to receive a touchdown) probability is too low in comparison of probably to get a player injuried/dead!
Nevertheless because it's funny when it works, AI will use the skill for defensive skill 😁
Offensive use
This is the most useful use of the skill, but let's be honest: it rarely changes the result of a game!
Actually, before each movement, AI calculates probability to score when he has the ball. It can be done:
- with a simple move;
- with a hand-off move then a move;
- with a pass move then a move;
- with a hand-off move then a pass move then a move;
- with a pass move then a hand-off move then a move;
All these probabilities were already calculated before this implementation. They take into account all possible player skills (dodge, pass, tackle, sure feet, sprint, hail mary pass, etc), and all possible combinations to keep at the end the highest one.
With this throw Team-mate skill, new probabilities have to be assessed:
- throw ball carrier (if he has not yet moved) then move ball carrier;
- move thrower then throw ball carrier player then move ball carrier;
- hand-off the ball to a player then throw him (with, again, eventually a move of the thrower), then move ball carrier;
Probability to throw a ball carrier that has already moved is not calculated - this has really too low change of success.
Practically, the attempt to score a touch down is done only if value is higher than a fixed value, or if it's the last turn of the half. From a probability point of view, we can see that throw team-mate will be used only if there is no other solution...
To score a touch down, this time it is necessary to assess probability to land and then probably to reach the TD, which is not guaranteed with the 3 'bounces'!
Probability to land 'on feet' (PLand) is not very precise as we are not sure of how many tackle zones we will have - well we can calculate the exact probability, but this is not needed and it has not been calculated.
What is important is to know if it will land (after bounces) 3 squares closer to the touch down, 2, 1, at same row as destination chosen by thrower, 1 square further, 2 or 3. It's important because player can land to a square where he's too far to touch down. Also to know if he will need to use 1, 2 or eventually 3 'going for it'. This probability to reach TD can be calculated as followed:
- P3 is the probability that the ball bounces at the end on a square (pitch column) which is 3 squares closest to TD that initial destination;
- PmoveToTd+3 is the probability that if a player starts at this column, he will reach the TD. This takes into account player move value and number of 'going for it' needed (and skills like 'Sprint', 'Sure Feet', etc.), but we do suppose we will have no dodge. It's too complicated to assess the right probability, and this is not necessary. Notice this probability can be null.
- etc for other P;
Notice for 'Offensive Use' destination chosen is always far enough of the border - thrown player will never goes out of pitch. At equal probability, AI chooses also a destination where number of opposite players is low.
In the most complex case where player hand-off the ball to a player that will be thrown (with also a move of the thrower!), the probability to score is then:
Notice also that setup is modified for receiving Team if it's the last turn and if there are players to use the skill. If ball goes out of the pitch and must be given to a player, it will also be given to the 'good' player - player with 'Right Stuff' next a player with 'Throw Team-Mate'. This is visible in Part 3 of the video - ball has bounced out of pitch and ball has been given to the right player.
New version 0.3 available here - add comment if cannot be downloaded.
To summarize: bug corrections + added some missing skills. At UI level, 'gif' are now working and lots of players have new icons when they gain one level! Ogre example:
(Reminder: I'm not author of all these icons, most are coming from other projects like SkiJunkie, AIBowl or Fumbll - to be honest I do not remember what is coming from where, I have downloaded them a loooong time ago)
Previous save should still be compatible. See change log below for the full list of changes.
In the 'not yet implement' side, are still missing:
- Skill 'Bombardier';
- Skill 'Throw Team-Mate' (and all related skills);
- Skill 'Leap';
Also it's is still not yet possible to select inducements before a game - but AI can, and can now use Wizard! UI for tournament/team creation has unfortunately not yet been improved.
Rules are still LRB6 rules - yes I'm some years in late 😀
Next release will (I hope) contain all the rules. After that this will highly increase time available for developing the AI itself, which has still a too low level in my opinion. Idea is also to be able to create some leagues with divisions instead of simple tournament.
A FFAI version (see https://github.com/njustesen/ffai) exists but is not yet enough tested and consequently is not released. You can see a video of v.0.3 versus v.0.2 using FFAI framework:
Some behaviors are strange and probably due to bug when interfacing Drefsante AI and FFAI - see for example last turn of red team at first half where player starts a Pass action (in order to score), picks-up the ball... and then does not do the pass! On the other hand some new AI features are visible (like Ball carrier can now stay several turns next Touchdown area without scoring if not threatened and if team is not loosing). But some strange player moves are also visible, it remains tough work! 💪
Just for fun, 100 matches have been played between 2 last releases (Human vs Human) with a result of 40 Wins (for new release), 26 Draws and 34 Losses. 100 is not significant, but trend is that AI level has not been increased a lot in this release. In comparison my last 20 games against Drefsante AI v.0.3: 20 Wins and 2 goals received 😕
Still some work needed before reaching human level !
Notice result versus FFAI scripted bot is good on last 100 matches (Human vs Human): 89 Wins, 9 Draws, 2 Loses.
Final change log:
Version 0.3
Requires now Java 11.
Rules Implementation
- Add skill 'Kick';
- Add skill 'Piling On';
- Add skill 'Hail Mary Pass';
- Add skill 'Blood Lust';
- Add skill 'Diving Catch';
- Add skill 'Kick-Off Return';
- Add skill 'Animosity';
- Add skill 'Multiple Block';
- Add skill 'Dump-Off';
- Add skill 'Pass Block';
- Add Wizard (for AI only);
Bug correction
- 'Diving Catch' skill was sometimes used as if it was skill 'Diving Tackle';
- Was not possible to correctly use 'Hypnotic gaz';
- Correct bug where ball can bounce too many times;
- Correct bug where failed block against player with skill 'Block' was not ending the team's turn;
- Correct bug where not relevant player (prone, bone-head, etc) could catch the ball from accurate pass;
- Correct bug where Stunned player (after pitch invasion) can keep the ball;
- Correct bug to avoid that player picks up the ball if ball is in the air (at quick snap of blitz event for example);
- Correct bug at kick-off if player selected to get the ball (if ball goes out of pitch) is stunned ('Pitch invasion') or Ko ('throw rock'): the ball was disappeared;
- Correct bug where kick-off set-up and kicking events were played twice at the start of second half if previous turn ended with a Touchdown;
- Skill 'Pro' was not correctly implemented;
- With 'Jump up' skill it was possible to block while stunned. Now it's only possible if knock down;
- Was not possible to use re-roll when failing Jump Up on block;
AI improvements
- Avoid not needed catcher move;
- Improve move to bother ball carrier;
- Improve 'follow' behavior;
- Correction in pass probabilities - fumbble was not taken into account;
- Correction in pass probabilities: probability of moving of the thrower was not correctly taken into account;
- Correction in HandOff probability;
- Improve global defensive position;
- Improve Block/Blitz behavior;
- Correct bug where AI wanted to always move before to pass ball;
- Now AI is not moving on a ball if not explicitly wished;
- Better estimation of remaining turns needed for a player to move to touch down area;
- Tune selection of skill after a game;
- If AI is last to play during a half and cannot score, he will do the easiest pass in order to gain experience;
- When available, 'Pro' skill was always used when doing a block, whatever dice result;
- Better take into account 'Tackle' skill;
- Ball carrier can now stay several turns next Touchdown area without scoring if not threatened and if team is not loosing;
UI improvements
- When selecting ball position at kick-off: scatter directions are now visible;
- Correct loading of 'gif' that were not animated;
- Automatic path selected when moving can now never go on the ball square;
- Some players have now a new icon when they gain one level;
- It is now possible to get result of activation Roll without moving (for example Bone Head, Really Stupid or Blood Lust):
Eventually select your action (it will be considered as Move action if none is selected) and then right click on the player. Activation result will be visible. It's important because result can impact your planned move (mainly for blood lust). If you right click again on same player, his move is finished. For player without these kills, right click on him end player's action;
- Do not display apothecary icon if team has none apothecary;
Next version will be 0.3 (one digit has been removed in version number). Below is the status of the change log. Still some improvements are expected before the release. In parallel a proxy version has been developed for FFAI.
Version 0.3===========
Requires now Java 11.Rules Implementation--------------------- Add skill 'Kick';- Add skill 'Piling On';- Add skill 'Hail Mary Pass';- Add skill 'Blood Lust';- Add skill 'Diving Catch';- Add skill 'Kick-Off Return';Bug correction--------------- 'Diving Catch' skill was sometimes used as if it was skill 'Diving Tackle';- Was not possible to correctly use 'Hypnotic gaz';- Correct bug where ball can bounce too many times;- Correct bug where failed block against player with skill 'Block' was not ending the team's turn;AI improvements---------------- Avoid not needed catcher move;- Improve move to bother ball carrier;- Improve 'follow' behavior;- Correction in pass probabilities - fumbble was not taken into account;- Correction in pass probabilities: probability of moving of the thrower was not correctly taken into account;- Correction in HandOff probability;- Improve global defensive position;- Improve Block/Blitz behavior;- Correct bug where AI wanted to always move before to pass ball;- Now AI is not moving on a ball if not explicitly wished;- Better estimation of remaining turns needed for a player to move to touch down area;- Tune selection of skill after a game;UI improvements---------------- When selecting ball position at kick-off: scatter directions are now visible;- Correct loading of 'gif' that were not animated;- Automatic path selected when moving can now never go on the ball square;
Here it is, a new Blood Bowl AI implementation (using Blood Bowl Living Rulebook 6.0): BloodBowl_0_0_2.jar.
Requires Java 1.8.
Tested only on Windows.
Small tutorial
Download .jar file and type in a command prompt: java -jar bloodbowl-0.0.2.jar.
Click on File → New to create a new Tournament.
You get following options:
Number of Rounds: indicate number of times each team plays against same team.
Number of Human Teams (random): number of user team, race will be selected randomly.
Number of AI (random): number of AI teams, race selected randomly.
Create All: create the 24 available teams (controlled by AI). It is added to the other team created by the other options. Probably not a good idea to create a tournament with so many teams.
Add Team: each click on the button will add a new line where you can fully control the team creation - select if team is controlled by AI or Human, select race and team name. Ensure each team name is unique, there is no check for that.
Total number of teams in the tournament will be the sum of each option selected. Avoid to have a odd number: in this case some games with teams with not same number of played games can occur.
Click on 'Ok' to create the tournament.
As you can see interface is very simple and minimum time has been spent on it :-)
You can see the current team ranking, the schedule of the tournament, what will be the next game and results of already played games.
Team in bold are controlled by Human. Others by AI.
Before starting any match, select your team and click on 'View Selected Team'. The Team Editor will be visible:
A roster has been selected, but while any match has not been started, you can remove each player and change your roster as you want - button 'Exit' will be unavailable if you do not have 11 players to start.
Once you're done, click on 'Exit', you're back to the ranking table. In the 'Options' menu, you have:
Animation Speed can be changed: by default it's set to 200. It's a delay in ms between two animation steps. I strongly suggest to let the default value. Put it at 0 to have the maximum speed. You can also deactivate AI Game visibility if you do not want to watch AI playing against AI. By default game is visible.
Click on 'Play Next Match' and first match will start. Just enjoy the game if it's an AI vs AI game.
If user team is in the game, you will have to play :-)
If you close an AI vs AI game while not finished, it will resume without the UI at the maximum speed. If you close a game where you're playing, it will not be possible to resume the tournament - you will have to load your last saved file.
When user is starting a drive, by default a pre set-up is done for you, but you can still modify the positions (left click button) and click on button 'End Turn' when you're done:
If you're the kicking team - as in this example - wait AI set up and then select ball position and then click on 'End Turn'.
How to move your players?
Select the player (left click) and move the cursor:
In this example mouse is at square '69': if player wants to go there, it has 69% of chance to success. Not 100% because he has to do 2 'Going for it'. Square where probability is 100% are displayed in green (note: skills that do not produce turn over if failed like 'Bone Head', 'Take Root' etc are not taken into account here), other in red. The highlighted squares are the squares the player will follow - notice sometimes they are different paths with same probability to go to a square, if you really want to follow one path move your player square by square, mainly if you want to be sure to not pass over a square with the ball.
Right click on a square to move the player.
How to blitz?
If you move the mouse on an opposite player (here the left bottom red player), you will have:
A suggested path for the blitz is given: highlighted squares and final square where blitz occurs contains 2 numbers - probability to reach the square and probability to put the other KO (defender has neither block or dodge → 'Defender Down', 'Defender Stumbles' and 'Both Down' faces make him bite the dust, which is one chance over two). One small blue square means we will throw one dice if blitz is done from this square. Two blue: we will throw two dices and select the result. Two red: we will throw two dices and opposite player will select the result.
If you do not want to follow suggested path for blitz, left click on buttonand then select another path - eventually square by square - before to finally select (right click) the opposite player. It's important to click on this button before to move if you do not click on an opposite player: if not, blitz will not be available, your action will be considered as an action move.
After right click on the opposite payer, dice(s) is (are) rolled:
You have to select the dice (here only one) or click on 'Team Re-Roll' - if available. Then eventually you'll have to select to follow or not the player, or to select a skill or not (like stab).
After that you select square where to push player (left click on a blue square):
If player has remaining move points, you can move it.
How to throw ball?
Select a player (left click). If player has not yet moved and has not yet the ball, click on button:
Then move on the ball (hoping to get it) with right click. If you pick it then put mouse over player with ball and you'll see:
The different colors correspond to the difficulty to pass the ball. Not possible to launch ball further than red squares.
If you move your cursor on a friendly unit and right click on it, an attempt to pass is done.
As for blitz, if you simply move the player with the ball without clicking on the 'pass' button, it will not be allowed to pass the ball - it's considered as a move action.
How to hand off the ball?
Same as for throwing, except you have to use button:
and that you need to be just next player you want to give the ball.
How to make a foul?
Same as blitzing, except you have to use button:
and move on a player on the ground. If you select a player (that has not yet moved) and right click on an opposite player on ground, the best path will be automatically chosen and foul will be done on player. Do not forget your unit can be excluded.
How to make a block?
Select a player next opposite players. As for blitz, you will see small 'red' or 'blue' squares to indicates number of dices for the block. Just right click on unit you want to block.
Notice that after selecting the player (here blue guy with white hair), you see the 'block' dices on player you can block, and all squares where you can move are in 'red' has you will have to dodge if you want to move. If you click on the 'block' button:
you do not see these 'red' square as your action is considered as a block action. Notice practically there is no really need to use the button, just right click on the opponent unit.
Post Match sequence
After the match you come back to the ranking table. Notice an AutoSave file has been created, in the folder 'Save' created in the directory where you have launched the game.
It will not be possible to play next match while all user teams have not upgraded their players (if needed) and select at least 11 players in the roster - with eventually the help of journeymen. To do that, select your team and click on 'View Selected Team'. Next each player that can be upgraded, you will have a button that will allow to upgrade it. You can also enroll free journeyman, or buy journeymen that have played last match. Notice there is no reason to keep some money in your treasury (and not in the bank) as for a user, it is not yet possible to buy inducements before the match.
Be careful before to buy/fire a player, once it's done, it's done...
Loading/Saving Tournament
This is possible when no match is running. Notice there is no save mechanism for a match you are currently playing. Like the 'AutoSave' file, save files are located in the folder 'Save' created in the directory where you have launched the game.
Missing functionalities
- Following skills are not implemented: Piling On, Pass Block, Multiple Block, Kick Off Return, Kick, Hail Mary Pass, Diving Tackle, Blood Lust, Animosity, Bombardier, Throw Team-Mate (and consequently Right Stuff and Always Hungry), Leap, Dump-Off
- Pre-match sequence: AI can do the selection, but not human player - wizard is not yet implemented at all
- Special play cards - it's not intended to implement this
- Mercenary- it's not intended to implement this
Before to improve current AI level, next step will be to add the missing skills - although the most important are implemented.