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Old 11-09-2006, 06:36 AM   #38
Solonor
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Join Date: Mar 2003
Location: Maine
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This may not be a "bug", but it is a design flaw when using a mix of human and AI teams in online leagues.

We discovered this evening that the online GM's should NEVER push the "Complete Trade" button in their copy of the game.

What happens is this:

1. Team A goes into the game and sets up a trade with Team B.
2. The AI of Team B says that this is a good trade and the "Complete Trade" button lights up.
3. Team A pushes the button, and the trade is completed in his copy of the game.
4. Team A exports his file to the Commish.
5. The Commish imports Team A, and since there is no import from Team B (because it's run via AI), the rosters are out-of whack.
6. The game does put the players that were traded from Team B onto Team A's roster.
7. However, it does not see the ones that Team A sent to Team B, so it considers them RELEASED by Team A!

Something similar to this happened in version 6.5 when I would sign free agents in my copy of the game then import a roster from a team. The players would not be in the import file, so the game would try to release them. However, in 6.5 it paused on import and asked if it was ok to release the players. So, I could say "no" and deal with it.

So, since we know that human teams cannot trade with each other within the game, and since we now know that human teams cannot trade with AI teams within the game, all online trade requests need to be sent to the Commish to process.

In our league, I enter trade requests to AI teams, and I will use the "Force Trade" option if the AI immediately agrees to the trade. If the AI says something like "I'll think about it. Submit the offer.", then I will reply to the human GM that the AI does not like the offer, and we can go from there.
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