Best Bugs

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BEST BUGS FOUND IN TESTING
(Please note that this game started life as a 'real' game, not what you see today, so some of these bugs may not make sense.)

In the tactics screen you could place a player so that it started the game in the grandstand! Because of the way the game was coded a player couldn't move off the field but if they were already off the field they could move around. All you had to do was kick the ball to the player (which could be done because the ball doesn't check to see if it was off the field if it had been caught), the player could then run down the side of the field and at the last move go into the touchdown zone. The bug has been fixed in several ways!!
When the opposition had to substitute they used the same zone as the player, the opposition reserve actually came into play through your touchdown zone.
If you went to hire a central scout but already had one then it was changed into an Assasin!
On the field the AI was able to move players on top of each other, which resulted in the ability for the computer to get two touchdowns if one of the players had the ball and they both went over the touchdown line.
If you got tackled and decided that the tackler needed a good punch in the head then you got sent off, with the ball! Never did find out if the player bought the ball back into play when their suspension finished.
I have two paint programs, one is simple (LvPro) and the other is powerful (Photoshop) and if I want to do quick artwork then I use the simple one, but for some reason it always saves .tga files upside down.
In Australia (well, in Brisbane anyway) we have a 'move' in rugby league called the 'Alfie grubber', where the player kicks the ball along the ground, past the defenders and into the opposition touchdown zone. If you did this in the game the defence stood still and didn't realise the ball was now behind them.
The crowd figure is affected by the team morale, if the computer had a negative figure then the crowd figure was negative. Lowest crowd figure for a player is currently 17 (it was done in beta testing so it's not official). By the way, you cannot have a negative morale figure any more.
At the start there was some furious bidding at the player market, it took a while before I realised that some teams had been bidding on their own players that they had put onto the market. The worst was when the team was selling their Captain (rare, but if you REALLY need the money) and the first thing they tried to do was find another captain on the market, only to then try and buy their own captain back.
After player trading I couldn't work out why every team had no money. It seemed that because of a mis-type the team sold all their own players and then bought them back at the market price!  They were losing all their money with the sign on fees. 
If you pressed the 'done' key the bidding stopped where it was, so you could bid cheaply on all the players and then stop the bidding and get them all.
(Note that this is in an old version) - When the season starts the gnomes get huge crowds and can afford to buy some excellent players over the year, by the finals they have NO gnomes on the team and have won every championship in my campaign.
In the early versions all your games were played at home because the AI hadn't been written to be the 'home' team (I thought I would get the AI working for away games first), unfortunately when it came to the finals you had to play some games away from home, so when your away the AI wasn't working.
In one version bounties were placed on the head of any player that the opposition didn't like, after one season the dwarf team was 200,000 gold pieces in debt solely because of bounties.
Nobody told me about this for a long time cause it was too good to be true :(  ->  If you had a brewer and a pub you get a certain amount of beer sales per day based on your fan factor and  reputation.  It was easy to get your weekly beer sales to be MORE than your weekly wages!  With a bit of skill you could get your daily beer sales to cover ALL your weekly expenses!!
F10 paused the game during the on-field play!!  I never solved this bug :(
In one version if you played with a player short then all the games of the day were displayed as 0-0 draws!  The real results were in the history book though and the premiership was done correctly.
If the game before yours was a draw then yours was displayed as a draw, the real score was recorded though.
One version was sent out with my save game in it (forgot to delete it) and in that game I had been testing a few things and my team had lost every game.  Initial feedback was "how hard is this game if the designer can't win a game?" and then after they played it a bit and found that the game was not that hard the feedback was "How bad are you for not winning a game?"
Up until version 0.8 you could add values to your players at the start of the game, you could also right click on a stat to reduce it by 2 and that allowed you to add another point to another stat of any player.  It didn't take someone long to work out you could take all the stats off of 8 players and make 4 super players, then when the game started simply sack the 8 weaklings.
Errors in the English language (I should have proof read a bit more)
"High prices mean higher prices"
 

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