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	<title>Mantralux FM</title>
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	<link>http://www.mantralux.com</link>
	<description>Football Manager tutorials, guides, graphics and more</description>
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		<title>Premier League fixtures update</title>
		<link>http://www.mantralux.com/2011/12/premier-league-fixtures-update/</link>
		<comments>http://www.mantralux.com/2011/12/premier-league-fixtures-update/#comments</comments>
		<pubDate>Tue, 13 Dec 2011 21:52:06 +0000</pubDate>
		<dc:creator>Ix Techau</dc:creator>
				<category><![CDATA[Premium Notice]]></category>

		<guid isPermaLink="false">http://www.mantralux.com/?p=2019</guid>
		<description><![CDATA[The real Premier League fixtures database has now been updated up until February!]]></description>
			<content:encoded><![CDATA[<p>The real Premier League fixtures database has now been updated up until February!</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Premier League 2011-2012 Real Fixtures</title>
		<link>http://www.mantralux.com/2011/12/premier-league-2011-2012-real-fixtures/</link>
		<comments>http://www.mantralux.com/2011/12/premier-league-2011-2012-real-fixtures/#comments</comments>
		<pubDate>Tue, 13 Dec 2011 20:00:16 +0000</pubDate>
		<dc:creator>Ix Techau</dc:creator>
				<category><![CDATA[Databases]]></category>
		<category><![CDATA[Premium]]></category>
		<category><![CDATA[Fixtures]]></category>
		<category><![CDATA[premier league]]></category>

		<guid isPermaLink="false">http://www.mantralux.com/?p=1741</guid>
		<description><![CDATA[This database XML will give you the accurate real-life Premier League fixtures for the 2011-2012 season, down to the exact kick-off time. This is <strong>not</strong> save game compatible - <em>you have to start a new game to apply this database</em>. <a href="http://www.mantralux.com/2011/12/premier-league-2011-2012-real-fixtures/"> </a>]]></description>
			<content:encoded><![CDATA[<p>This database XML will give you the accurate real-life Premier League fixtures for the 2011-2012 season, down to the exact kick-off time. This is <strong>not</strong> save game compatible &#8211; <em>you have to start a new game to apply this database</em>.</p>
<p><a href="http://www.mantralux.com/2011/12/premier-league-2011-2012-real-fixtures/fixtures-a/" rel="attachment wp-att-1750"><img src="http://www.mantralux.com/wp-content/uploads/2011/10/fixtures-a-190x140.jpg" alt="" title="Fixtures A" width="190" height="140" class="alignleft size-thumbnail wp-image-1750" /></a><a href="http://www.mantralux.com/2011/12/premier-league-2011-2012-real-fixtures/fixtures-b/" rel="attachment wp-att-1751"><img src="http://www.mantralux.com/wp-content/uploads/2011/10/fixtures-b-190x140.jpg" alt="" title="Fixtures B" width="190" height="140" class="alignleft size-thumbnail wp-image-1751" /></a><a href="http://www.mantralux.com/2011/12/premier-league-2011-2012-real-fixtures/fixtures-c/" rel="attachment wp-att-1752"><img src="http://www.mantralux.com/wp-content/uploads/2011/10/fixtures-c-190x140.jpg" alt="" title="Fixtures C" width="190" height="140" class="alignleft size-thumbnail wp-image-1752" /></a></p>
<div class="clear"></div>
<p><strong>Instructions for use:</strong></p>
<ol>
<li>Download the zip file</li>
<li>Unzip the file</li>
<li>Put the &#8216;Real Premier League Fixtures.xml&#8217; file in your &#8216;editor data&#8217; folder: [My] Documents > Sports Interactive > Football Manager 2012 > editor data</li>
<li>Start the game and head into Preferences</li>
<li>Untick the &#8216;Move Matches for TV&#8217; box</li>
<li>Start a new game</li>
<li>Make sure the &#8216;Use real fixtures when available&#8217; box is ticked in the New Game Overview panel (where you choose lowest active leagues)</li>
</ol>
<p>Any new database files in the &#8216;editor data&#8217; directory <em>should</em> be automatically selected for when you start new games. Also, when you reach February in the game, you should head into Preferences and tick the &#8216;Move Matches for TV&#8217; box again &#8211; the TV fixtures are only done up until a certain point in real life (not for the whole season).</p>
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		</item>
		<item>
		<title>3D Kits v1.2</title>
		<link>http://www.mantralux.com/2011/10/3d-kits-v1-2/</link>
		<comments>http://www.mantralux.com/2011/10/3d-kits-v1-2/#comments</comments>
		<pubDate>Sun, 30 Oct 2011 20:55:30 +0000</pubDate>
		<dc:creator>Ix Techau</dc:creator>
				<category><![CDATA[Premium Notice]]></category>

		<guid isPermaLink="false">http://www.mantralux.com/?p=2010</guid>
		<description><![CDATA[New version (v1.2) of the Premier League 3D kits is now available!]]></description>
			<content:encoded><![CDATA[<p>New version (v1.2) of the Premier League 3D kits is now available!</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>FM2012 Real Club And Competition Names</title>
		<link>http://www.mantralux.com/2011/10/real-club-and-competition-names/</link>
		<comments>http://www.mantralux.com/2011/10/real-club-and-competition-names/#comments</comments>
		<pubDate>Fri, 28 Oct 2011 15:03:04 +0000</pubDate>
		<dc:creator>Ix Techau</dc:creator>
				<category><![CDATA[Databases]]></category>
		<category><![CDATA[Premium]]></category>
		<category><![CDATA[Competitions]]></category>
		<category><![CDATA[fix]]></category>
		<category><![CDATA[Portugal]]></category>

		<guid isPermaLink="false">http://www.mantralux.com/?p=1992</guid>
		<description><![CDATA[This is an updated version of the recently released 'FM2012 Real Competition Names', which was a database fix you had to apply on a new game. But after some experimenting I've managed to create some LNC files to fix club and competition names instead, which means that you don't have to start a new game to apply them, they are <strong>save game compatible</strong>. <a href="http://www.mantralux.com/2011/10/real-club-and-competition-names/"> </a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.mantralux.com/wp-content/uploads/2011/10/screen.jpg" alt="" title="Competitions" width="344" height="254" class="alignright size-full wp-image-2005" /></p>
<p>This is an updated version of the recently released &#8216;FM2012 Real Competition Names&#8217;, which was a database fix you had to apply on a new game. But after some experimenting I&#8217;ve managed to create some LNC files to fix club and competition names instead, which means that you don&#8217;t have to start a new game to apply them, they are <strong>save game compatible</strong>.</p>
<p>v1.0 includes three different files:</p>
<p><em>General</em> &#8211; Fixes the fake German and Japanese national teams so that players get called up correctly. Also fixes the problem with French and Dutch leagues not loading player pictures, and correctly names Hull&#8217;s and Man City&#8217;s stadiums.</p>
<p><em>Competitions</em> &#8211; includes correct competition names for all major leagues and cups, like the Barclays Premier League, UEFA Champions League, Europa League, FIFA World Cup, 1. Bundesliga, and so on.</p>
<p><em>Portugal</em> &#8211; As Sports Interactive lost their license for the Portuguese league, the real club and competition names aren&#8217;t available as default. This file fixes club names for the top two divisions, and also adds correct competition names, like Liga ZON SAGRES and so on.</p>
<p><strong>Instructions for use:</strong></p>
<ol>
<li>Download the zip file</li>
<li>Unzip the file</li>
<li>Put the three .lnc files in the following directory:<br />
Windows &#8211; Program Files/Steam/SteamApps/common/football manager 2012/data/db/1200/lnc<br />
OS X &#8211; Library/Application Support/Steam/SteamApps/common/football manager 2012/data/db/1200/lnc</li>
<li>In that directory you&#8217;ll also find a folder called &#8216;Fake&#8217; &#8211; <strong>delete this folder</strong></li>
<li>Load a saved game, or start a new one</li>
</ol>
<p>The only drawback to this way of applying real club and competition names (as opposed to the database approach) is that you won&#8217;t get the correct colours in the title bar. For example, with the database I applied a white on black colour scheme for the Champions League.</p>
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]]></content:encoded>
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		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>Goalkeeper Jumping</title>
		<link>http://www.mantralux.com/2011/10/goalkeeper-jumping/</link>
		<comments>http://www.mantralux.com/2011/10/goalkeeper-jumping/#comments</comments>
		<pubDate>Fri, 28 Oct 2011 13:21:47 +0000</pubDate>
		<dc:creator>Ix Techau</dc:creator>
				<category><![CDATA[Quick Tips]]></category>

		<guid isPermaLink="false">http://www.mantralux.com/?p=1988</guid>
		<description><![CDATA[The Jumping attribute has no effect on goalkeepers. The attribute deciding how high a goalkeeper can jump is the goalkeeper-specific Aerial Ability attribute.]]></description>
			<content:encoded><![CDATA[<p>The <span class="attribute-secondary">Jumping</span> attribute has no effect on goalkeepers. The attribute deciding how high a goalkeeper can jump is the goalkeeper-specific <span class="attribute-secondary">Aerial Ability</span> attribute.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Match Prep</title>
		<link>http://www.mantralux.com/2011/10/match-prep/</link>
		<comments>http://www.mantralux.com/2011/10/match-prep/#comments</comments>
		<pubDate>Fri, 28 Oct 2011 13:19:39 +0000</pubDate>
		<dc:creator>Ix Techau</dc:creator>
				<category><![CDATA[Quick Tips]]></category>

		<guid isPermaLink="false">http://www.mantralux.com/?p=1986</guid>
		<description><![CDATA[The coach with the highest Tactics Coaching attribute is the one in charge of match preparation &#8211; the higher the attribute, the faster your players will learn new tactics.]]></description>
			<content:encoded><![CDATA[<p>The coach with the highest Tactics Coaching attribute is the one in charge of match preparation &#8211; the higher the attribute, the faster your players will learn new tactics.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>FM2012 Real Competition Names</title>
		<link>http://www.mantralux.com/2011/10/fm2012-real-competition-names/</link>
		<comments>http://www.mantralux.com/2011/10/fm2012-real-competition-names/#comments</comments>
		<pubDate>Sat, 22 Oct 2011 09:29:13 +0000</pubDate>
		<dc:creator>Ix Techau</dc:creator>
				<category><![CDATA[Databases]]></category>
		<category><![CDATA[Competitions]]></category>
		<category><![CDATA[Database]]></category>

		<guid isPermaLink="false">http://www.mantralux.com/?p=1954</guid>
		<description><![CDATA[This little database fix will get you the correct competition names for the major tournaments, cups and leagues in Football Manager 2012. The 'English Premier Division' is now correctly named 'Barclays Premier League', and we now have the 'UEFA Champions League' with the correct black/white colour scheme. <a href="http://www.mantralux.com/2011/10/fm2012-real-competition-names/"> </a>]]></description>
			<content:encoded><![CDATA[<p>This little database fix will get you the correct competition names for the major tournaments, cups and leagues in Football Manager 2012. The &#8216;English Premier Division&#8217; is now correctly named &#8216;Barclays Premier League&#8217;<span id="more-1954"></span>, and we now have the &#8216;UEFA Champions League&#8217; with the correct colour scheme.</p>
<p><strong>UPDATE!</strong> There is now a savegame compatible version of this fix here: <a href="http://www.mantralux.com/2011/10/real-club-and-competition-names/">http://www.mantralux.com/2011/10/real-club-and-competition-names/</a></p>
<p><a href="http://www.mantralux.com/2011/10/fm2012-real-competition-names/bundesliga/" rel="attachment wp-att-1955"><img src="http://www.mantralux.com/wp-content/uploads/2011/10/bundesliga-190x140.jpg" alt="" title="Bundesliga" width="190" height="140" class="alignleft size-thumbnail wp-image-1955" /></a><a href="http://www.mantralux.com/2011/10/fm2012-real-competition-names/championsleague/" rel="attachment wp-att-1956"><img src="http://www.mantralux.com/wp-content/uploads/2011/10/championsleague-190x140.jpg" alt="" title="Champions League" width="190" height="140" class="alignleft size-thumbnail wp-image-1956" /></a><a href="http://www.mantralux.com/2011/10/fm2012-real-competition-names/premierleague/" rel="attachment wp-att-1957"><img src="http://www.mantralux.com/wp-content/uploads/2011/10/premierleague-190x140.jpg" alt="" title="Premier League" width="190" height="140" class="alignleft size-thumbnail wp-image-1957" /></a></p>
<div class="clear"></div>
<p>I&#8217;ve renamed all major leagues to their correct names, including international tournaments like the FIFA U20 World Cup and the UEFA European Championship. Unfortunately these competition names aren&#8217;t save game compatible &#8211; you have to start a new game for them to be activated.</p>
<p><strong>Instructions for use:</strong></p>
<ol>
<li>Download the zip file</li>
<li>Unzip the file</li>
<li>Put the &#8216;Real Competition Names.xml&#8217; file in your &#8216;editor data&#8217; folder: [My] Documents > Sports Interactive > Football Manager 2012 > editor data</li>
<li>Start a new game</li>
</ol>
<p>The game should automatically select any new databases you put in the &#8216;editor data&#8217; folder when starting a new game.</p>
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			<p class="nomember">You must be a premium member to download, <a href="http://www.mantralux.com/membership">sign up now</a>!</p></div>
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		</item>
		<item>
		<title>FM2012 Training And Match Prep Masterclass</title>
		<link>http://www.mantralux.com/2011/10/training-and-match-prep-masterclass/</link>
		<comments>http://www.mantralux.com/2011/10/training-and-match-prep-masterclass/#comments</comments>
		<pubDate>Thu, 20 Oct 2011 10:30:57 +0000</pubDate>
		<dc:creator>Ix Techau</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Guides]]></category>
		<category><![CDATA[Training]]></category>
		<category><![CDATA[Match Preparation]]></category>

		<guid isPermaLink="false">http://www.mantralux.com/?p=1567</guid>
		<description><![CDATA[This article is an updated version of the 'FM2011 Training Masterclass', and will go through the training and match preparation modules in Football Manager 2012 - how it works, what's changed from FM2011, what all the sliders do and how to utilise them properly. <a href="http://www.mantralux.com/2011/10/training-and-match-prep-masterclass/"> </a>]]></description>
			<content:encoded><![CDATA[<p>This article is an updated version of the &#8216;FM2011 Training Masterclass&#8217;, and will go through the training and match preparation modules in Football Manager 2012 &#8211; how it works, what&#8217;s changed from FM2011, what all the sliders do and how to utilise them properly.<span id="more-1567"></span> All info presented in this article is <em>factual</em>, confirmed by the developers either through personal messages or through the official SI forum. Any speculative information will be noted as such.</p>
<h2>Training Categories</h2>
<p>There are nine different training categories &#8211; two of them are <em>fitness</em> related, two of them are <em>goalkeeping</em> related, and the other five are <em>general training</em>. All categories affect <strong>visible player attributes only</strong>, and you can read more about what player attributes do and how they interact with each other in the <a href="http://www.mantralux.com/2010/11/player-attributes-explained/">Player Attributes Explained</a> article.</p>
<p>The first important thing to know is that <strong>all related attributes in a training category have an equal chance of increasing</strong>. As an example; the strength training category affects jumping, natural fitness, stamina, strength and work rate, but none of the attributes have higher priority than the others &#8211; they all have an equal chance of increasing if you&#8217;re training the strength category. Although it takes longer to increase an attribute from 19->20 than from 10->11, that doesn&#8217;t affect the chance of the attribute being trained.</p>
<p>Lets go through the training categories one by one:</p>
<h3>Strength (physical training)</h3>
<p>This category controls 5 attributes: <span class="attribute-secondary">Jumping</span>, <span class="attribute-non-match">Natural Fitness</span>, <span class="attribute-secondary">Stamina</span>, <span class="attribute-secondary">Strength</span> and <span class="attribute-background">Work Rate</span>. In FM2011 it only affected 4 attributes &#8211; Jumping was previously in the Aerobic category. This category is used for boosting overall fitness (players losing condition quickly in matches) and physical impact (will keep your players tenacious and able to win more take-ons through strength). It&#8217;s also an essential category for pre-season training (see the Pre-Season section for more info). Goalkeepers training in this category will <strong>not</strong> see an increase in Work Rate.</p>
<h3>Aerobic (physical training)</h3>
<p>This category controls 4 attributes: <span class="attribute-secondary">Acceleration</span>, <span class="attribute-secondary">Agility</span>, <span class="attribute-secondary">Balance</span> and <span class="attribute-secondary">Pace</span>. This category is mainly for improving the athleticism of your player. It will make him faster, more agile and steadier on his feet. Often used in conjunction with the Strength category to increase a players overall physical presence, and is also used for Pre-Season purposes.</p>
<h3>GK &#8211; Shot Stopping (goalkeeper training)</h3>
<p>This category controls 4 attributes, 2 of them goalkeeper specific: <span class="attribute-prime">Reflexes (GK)</span>, <span class="attribute-prime">One On Ones (GK)</span>, <span class="attribute-prime">Composure</span> and <span class="attribute-background">Concentration</span>. This category trains the goalkeepers mental abilities, and only includes background or prime attributes.</p>
<h3>GK &#8211; Handling (goalkeeper training)</h3>
<p>This category controls 4 attributes, all of them goalkeeper specific; <span class="attribute-secondary">Aerial Ability (GK)</span>, <span class="attribute-secondary">Kicking (GK)</span>, <span class="attribute-secondary">Handling (GK)</span> and <span class="attribute-secondary">Throwing (GK)</span>. This category trains the goalkeepers secondary (accuracy) attributes. <em>Side note: Aerial Ability is the goalkeeper equivalent of Jumping</em>.</p>
<h3>Tactics (general and goalkeeper training)</h3>
<p>This category controls the most amount of attributes (8), as it also trains goalkeeper attributes if applied to one: <span class="attribute-prime">Anticipation</span>, <span class="attribute-prime">Composure (non-GK)</span>, <span class="attribute-background">Concentration (non-GK)</span>, <span class="attribute-prime">Decisions</span>, <span class="attribute-background">Teamwork (non-GK)</span>, <span class="attribute-prime">Command of Area (GK)</span>, <span class="attribute-secondary">Communication (GK)</span> and <span class="attribute-secondary">Rushing Out (GK)</span>. Being the category that affects the most amount of attributes, it&#8217;s the most important one, especially for younger players. It teaches them to read the game, how to move and how to make good decisions. If a goalkeeper is training this category, it&#8217;s an extension of his mental goalkeeping training, making him interact better with his team and make better goalkeeping decisions.</p>
<h3>Ball Control (general training)</h3>
<p>This category controls 5 attributes; <span class="attribute-secondary">Dribbling</span>, <span class="attribute-secondary">First Touch</span>, <span class="attribute-prime">Technique</span>, <span class="attribute-background">Flair</span> and <span class="attribute-secondary">Heading</span>. All are technical or accuracy attributes except for Flair, which is an attribute that controls the unpredictability of a player. This category is useful if you feel your players repertoire is limited, and/or if you feel the player needs to control the ball better, as indicated by the category name. Goalkeepers training in this category will <strong>only</strong> increase their First Touch.</p>
<h3>Defending (general training)</h3>
<p>This category controls 3 attributes; <span class="attribute-secondary">Tackling</span>, <span class="attribute-secondary">Marking</span> and <span class="attribute-secondary">Positioning</span>. A fairly straightforward category &#8211; useful for all defensive minded players to increase their defensive precision. In FM2011, this category included the Concentration attribute, but it has now been swapped with the more suitable Positioning, which is the defensive equivalent of Off The Ball.</p>
<h3>Attacking (general training)</h3>
<p>This category controls 4 attributes; <span class="attribute-secondary">Crossing</span>, <span class="attribute-prime">Creativity</span>, <span class="attribute-secondary">Off The Ball</span> and <span class="attribute-secondary">Passing</span>. Not as simple as the Defending category though, as this one contains the prime attribute Creativity, which essentially controls how many options a player has to choose between, together with Technique and Flair. It&#8217;s also the only category training the Passing attribute. Useful for all players on the pitch, but obviously most useful for attack-minded players.</p>
<h3>Shooting</h3>
<p>Lastly, this category controls 2 attributes; <span class="attribute-secondary">Finishing</span> and <span class="attribute-secondary">Long Shots</span>. In FM2011, this category included the Composure attribute, but that has been properly removed from this category in FM2012. The Shooting category is self-explanatory &#8211; useful for all players expected to provide end product, and will increase a player&#8217;s accuracy in front of goal.</p>
<p>As mentioned at the start of this section, <strong>ALL</strong> attributes in a category have an equal chance of being increased, and this is true <em>regardless of how many attributes are in a category</em>. It gets complicated when you include attribute value into the equation, but more about that later.</p>
<h2>Training Score (Advanced)</h2>
<p>So now that we know what the different categories do and what attributes they affect, it&#8217;s time to understand how this is all calculated to result in an increase for one or more attributes. Simply explained; a training score is calculated in every training category, and then that score is used to decide whether or not attributes are increased or not, and if so; how much.</p>
<p>This training score is calculated from three different factors:</p>
<p>&#8226; <strong>Category Workload</strong> &#8211; how high the slider for the category is set.<br />
&#8226; <strong>Coach Workload</strong> &#8211; light, average, heavy or none.<br />
&#8226; <strong>Coach Ratings</strong> &#8211; the amount of quality (stars) the coaches have for the category.</p>
<p>When this score has been calculated, it&#8217;s put up against several other factors, such as player happiness, hidden mental attributes and current attribute levels, and then decides if the training has been a success, and at what rate. Higher value attributes are harder (slower) to train, and player morale affects the training performance. The final result is simply that one or more attributes are increased &#8211; or not.</p>
<p>The higher the training score is, the bigger the chance that one or more attributes will be increased. In order to achieve the highest training score (and therefore highest chance of increasing attributes), make sure your coaches have as <strong>many stars as possible</strong>, are on a <strong>light workload</strong>, sliders are set to <strong>maximum</strong> in the category you want to train, and that your player is professional and is on a <strong>superb</strong> morale.</p>
<h2>Category Workload Sliders</h2>
<p>There&#8217;s been much speculation about the mystery of the sliders since they were introduced in Football Manager. Several theories exist (e.g X amount of notches will give you X result), but there really is no mystery to them: <strong>there aren&#8217;t any trigger limits, the increase is purely linear</strong>, forcing you to find the sweet spot on your own for every individual player. The labelling (medium, high, intensive, etc) is only there for visual feedback.</p>
<p><img src="http://www.mantralux.com/wp-content/uploads/2011/10/sliders1.jpg" alt="" title="Category Workload Sliders" width="390" height="163" class="alignright size-full wp-image-1900" /></p>
<p><em>Every notch increases the final training score</em> (the chance of a player improving an attribute). In order to have a realistic chance of one or more attributes to increase, a minimum level of <strong>medium</strong> is recommended for the slider connected to the category in which the attributes are tied to.</p>
<p>Even though a player could still increase an attribute at the lowest possible slider setting (notch 1), the training score at that setting is so low that the chance of an attribute increase is almost non-existant.</p>
<p>Even though the sliders are only one part of the equation that forms the training score (coach workload and quality/stars are almost as important), the final training score is drastically reduced when the category workload sliders are below &#8216;light&#8217;.</p>
<p>Also worth keeping in mind is that <em>the higher the <strong>overall workload</strong>, the bigger risk of injury and player unhappiness</em>. This doesn&#8217;t mean you can&#8217;t push up the individual sliders to max setting (in fact, I recommend you do, to increase the training score) &#8211; it just means that you have to keep an eye on the bottom slider, the overall workload. Try to keep the overall workload <strong>one notch below heavy</strong> and you minimise the chance of injuries/unhappiness.</p>
<h2>Coaches &#038; Workload</h2>
<p>When it comes to coaches, it&#8217;s simple really: <strong>the more stars, the better</strong>. The stars take everything into account, and are to be 100% trusted. If two coaches both have 4-star rating in Tactics, you will achieve the exact same training score regardless of which one you use.</p>
<p><img src="http://www.mantralux.com/wp-content/uploads/2011/10/coaches.jpg" alt="" title="Coach Workload" width="390" height="101" class="alignleft size-full wp-image-1902" /></p>
<p>The coach workload decides the <em>speed</em> of the attribute increases. &#8216;Light&#8217; will get you results faster, &#8216;medium&#8217; slower, &#8216;heavy&#8217; slowest and &#8216;-&#8217; none at all. <strong>The coach workload doesn&#8217;t affect the level of attribute increase (how much), just the rate (speed) of the increase</strong>.</p>
<p>If you have a 5-star coach and a 1-star coach training the same category, the training won&#8217;t be affected by the low level coach. The rating is all that matters, it&#8217;s the overall indicator of how well the category is being trained. Therefor, it&#8217;s safe to sign high level coaches for all 9 categories, and then use low level (cheap) coaches to fill out the category workloads to &#8216;light&#8217;. It also doesn&#8217;t matter how many categories a coach is training in.</p>
<p>So with all that in mind, the best long term plan is to prioritise star rating over workload.</p>
<h2>Coach Attributes</h2>
<p>Similar to player attributes, coach attributes consists of <em>background</em>, <em>prime</em> and <em>secondary</em> attributes, but they have a different meaning when dealing with coaches specifically:</p>
<h3>Background Attributes</h3>
<p>There are two types of background attributes. The first type (coaching) influences the training score for individual players. They are <span class="attribute-background">Man Management</span> and <span class="attribute-background">Working With Youngsters</span>. <em>They are the equivalent of each other</em>, so the former is preferred for first team or regular coaches, while the latter is preferred for youth coaches.</p>
<p>The second type of background attribute (mental) controls things like how well the coach settles at the club and his tactical knowledge. This also includes his judging abilities, so mental background attributes are most important when choosing an assistant manager.</p>
<p><em>None of the background attributes have an influence on the star rating of the coach.</em></p>
<h3>Prime Attributes</h3>
<p>Prime attributes are used for every training category when calculating quality rating (stars). They are <span class="attribute-prime">Determination</span>, <span class="attribute-prime">Level of Discipline</span> and <span class="attribute-prime">Motivating</span>. If these three attributes are high enough, the coach is generally good at most of the training categories, regardless of his secondary attributes. Prime attributes can make up at least 50% of the maximum star rating for all categories.</p>
<h3>Secondary Attributes</h3>
<p>Secondary attributes only affects specific training categories. Here&#8217;s how they affect specific training categories, and how much:</p>
<p>&#8226; <span class="attribute-secondary">Attacking</span> &#8211; 43% attacking and 24% shooting<br />
&#8226; <span class="attribute-secondary">Defending</span> &#8211; 43% defending<br />
&#8226; <span class="attribute-secondary">Fitness</span> &#8211; 62% strength and 62% aerobic<br />
&#8226; <span class="attribute-secondary">Goalkeepers</span> &#8211; 43% GK (shot stopping) and 43% GK (handling)<br />
&#8226; <span class="attribute-secondary">Mental</span> &#8211; 24% ball control<br />
&#8226; <span class="attribute-secondary">Tactical</span> &#8211; 43% tactics, 19% defending and 24% attacking<br />
&#8226; <span class="attribute-secondary">Technical</span> &#8211; 43% ball control and 43% shooting</p>
<p>With all this information we can now make some pretty good assumptions on how to select and appoint coaches. High background (coaching) attributes will increase the training score, and high background (mental) attributes are best for assistant managers. High prime attributes are preferred in all cases, and then the secondary attributes are used for specific categories.</p>
<h2>Custom Schedules</h2>
<p>Compared to FM2011, there&#8217;s a new default schedule called &#8216;Conditioning&#8217; from the start of your save. This training schedule can be used for any fitness-related training, and works pretty well for Pre-Season purposes. These default schedules are only there to make training easier for those who don&#8217;t wish to travel deeper into the training module, but in order to maximise your players potential you should create <em>custom schedules</em>.</p>
<p><img src="http://www.mantralux.com/wp-content/uploads/2011/10/schedules1.jpg" alt="" title="Schedules" width="390" height="147" class="alignright size-full wp-image-1903" /></p>
<p>There are different approaches here. Some create general schedules (similar to the default ones), but with altered category sliders. Some make schedules for every position, and some even make schedules for every individual player.</p>
<p>Making schedules for every single player isn&#8217;t necessary in FM2012, as we have individual focus on top of the general training. More about that in the next section.</p>
<p>In my own opinion, the best approach is to make custom schedules for: <strong>every base position + team specific + pre-season</strong>. So in my case, first I make schedules for goalkeepers, central defenders, full/wing backs, defensive midfielders, attacking midfielders, wingers/wide forwards and strikers. I then create a &#8216;prime&#8217; schedule (a team-specific schedule in which the main focus of my team is trained &#8211; maybe my team has an attacking personality, so the focus would be on that). Lastly I have a pre-season schedule for increasing player fitness levels when they come back from their season break.</p>
<h2>Individual Focus And Set Piece Training</h2>
<p>Just like in FM2011, you can set individual training focus for all players. This is helpful if you want to be more specific than the training categories allow you to be, targeting single attribute boosts.</p>
<p>Individual Focus allows you to focus and spot train one of 7 physical (all except Natural Fitness), 3 mental or all 14 technical attributes &#8211; the most powerful being the prime attribute <span class="attribute-prime">Technique</span>, and also the important <span class="attribute-prime">Composure</span> attribute &#8211; controlling how well a player performs under pressure. In FM2011, Tackling wasn&#8217;t included as an option in Individual Focus, but it is available as an option in FM2012.</p>
<p>The other important aspect here is that in FM2010 and earlier, you had a specific Set Pieces training category. With that being replaced by the goalkeeping categories in FM2011, <strong>you have to use individual focus to train set piece attributes</strong> that aren&#8217;t affected by regular training categories: <span class="attribute-secondary">Free Kicks</span>, <span class="attribute-secondary">Penalties</span>, <span class="attribute-secondary">Long Throws</span> and <span class="attribute-secondary">Corners</span>.</p>
<h2>Match Preparation</h2>
<p>New for FM2012 is the updated match preparation panel, giving you a visual indicator as to how comfortable your team feels with your tactic. It also has a temporary effect on specific matches, depending on the special focus area you&#8217;ve chosen. It&#8217;s now located in the tactics module, as opposed to having its own module in FM2011, but the functionality is exactly the same as in FM2011.</p>
<p>First important thing to understand is that the workload level and the special focus areas do <strong>not</strong> impact one another directly, other than special focus areas taking time from all other training activities (including familiarity rate). <strong>A higher workload will NOT increase the effects of the special focus areas</strong>, and none of the special focus areas will have an effect on the tactic familiarity levels.</p>
<h3>Workload Setting</h3>
<p>Having this at the highest setting (Very High) will <strong>not</strong> make your players unhappy with the level of training. It will just <strong>take away more time from normal training</strong> schedules (lowering the training score). <strong>It&#8217;s safe to push this up all the way when learning new tactics</strong>, as a short-term solution.</p>
<p>As soon as the familiarity levels reach fluid for all tactics trained, <strong>lower the workload slider to Low to maintain the levels</strong>, shifting more power to your regular training schedules in the process. The match preparation workload setting cuts into regular training time, so if you leave the slider on Average/High/Very High, training scores will be affected.</p>
<h3>Familiarity Levels</h3>
<p>As these increase, your players will perform the tactical instructions better. Always aim to have all bars on fluid. <strong>Whenever you alter your tactics, even the smallest of changes will make the game re-calculate the familiarity levels of your team</strong>. This is also true in a match &#8211; using touchline shouts or altering tactics mid-game could have a negative effect on the team, as they&#8217;re not as familiar with the &#8220;new&#8221; tactic.</p>
<h3>Special Focus Areas</h3>
<p>These selections are made to gain temporary benefits on a match-to-match basis. <strong>They will not stack up</strong> (except Team Blend), and should be viewed as a <strong>boost for the next match only</strong>. If you have a tough game coming up you might want to focus on Defensive Positioning, if you have an easy game coming up you might focus on Attacking Movement, and so on.</p>
<p>Worth noting is that <strong>if you have any of the special focuses selected the familiarity levels of the tactic(s) won&#8217;t increase as quickly</strong>. So if you want your team to learn the tactic(s) as fast as possible, don&#8217;t have a special focus selected.</p>
<p>The way these focus areas translate into the match engine is to give temporary boosts to related attributes. The boost is only given if the player is familiar enough with the tactic used, so that&#8217;s how familiarity levels and special focus areas tie in together.</p>
<h3>Teamwork (previously Team Blend in FM2011)</h3>
<p><em>This is the only focus that stacks up over time</em>, and <em>the only focus that is not active during a match</em>. Instead, it&#8217;s active <em>in between</em> matches. Having Teamwork set as the default special focus, and then focusing on a specific area one day before a match will give you double the benefits. What Teamwork does is to increase player relationships, gelling them together, which ultimately increases morale and performances.</p>
<h2>Tutoring And Player Preferred Moves (PPM&#8217;s)</h2>
<p>When you go to a Player Profile &#8211; Positions, you&#8217;ll see a list called &#8216;Preferred Moves&#8217; (or &#8216;PPM&#8217;). There are two ways to have a player learn a PPM: First one is to have a private chat with him, telling him specifically what PPM you think he should learn. The second one is to have a senior player (that currently has the PPM you want your player to learn) tutor him, hoping that the player learns that specific PPM.</p>
<p>In order to tutor the player he needs to be young &#8211; age plays a big part in tutoring. The older the player is, the more reluctant he will be to learn new tricks.</p>
<p>Even though tutoring is mostly designed to give you an option how to have your players learn PPM&#8217;s, the other benefit is that you can build relationships within the squad. You always run the risk of creating enemies as well, but a positive outcome is likely if you take player personality into account when selecting tutoring pairs.</p>
<h2>Player Workload And Training Levels</h2>
<p>In the <em>Player Profile &#8211; Training</em> panel, you will see overall workload percentages in the bottom left corner. These will tell you how much the player is focusing on the different aspects of training. Every time you add purpose-built training like PPM&#8217;s, new position or Individual Training Focus, it takes a piece out of the main training schedule the player is currently in (causing the training score to take a hit).</p>
<p>The match preparation also cuts into this share. The ideal situation is to have at least 70% dedicated to &#8216;normal&#8217; scheduled training, and the rest dedicated to individual focus and/or match preparation.</p>
<h3>Training Levels (Advanced)</h3>
<p>An often overlooked panel is Training Levels, located in <em>Player Profile &#8211; Training</em> Levels (the far right tab at the top). The reason this panel is useful is because <strong>it tells you how high your training score is in a specific training category</strong> &#8211; the bars indicate how well a category is trained, based on player happiness, fitness, hidden attributes, current attribute levels, training facilities, etc.</p>
<p><img src="http://www.mantralux.com/wp-content/uploads/2011/10/trainingbar.jpg" alt="" title="Training Level Bars" width="306" height="225" class="alignright size-full wp-image-1904" /></p>
<p>Contrary to popular belief, the bars do <strong>not</strong> tell you how hard the player is training &#8211; they aren&#8217;t telling you if the player is in the risk zone for injuries or unhappiness.</p>
<p>If a bar is low, it tells you that either <strong>a)</strong> the workload slider for that category isn&#8217;t high enough to make an impact, or <strong>b)</strong> the player already has very high attribute values in the category, making it less likely that his attributes will increase, or <strong>c)</strong> the player has &#8216;run out&#8217; of current ability points, so there is nothing left to take from to increase attributes.</p>
<p>If a bar is high, it means this category has a <strong>high chance of improvement</strong> &#8211; calculated by current attribute values, category workload, and so on. You should aim to have as high bars as possible in the categories you want to train, but there is no penalty for low bars &#8211; that just means that the chance of improvement in the affected attributes is small.</p>
<p>This info means that we can customise training schedules solely based on this information. With access to a visual indication of our training score, we can control the height of the bars by increasing or decreasing the workload in the player&#8217;s current training schedule. For example, if you only need a player to increase his Tackling and Pace attributes and don&#8217;t care about the rest, you could use the Training Level bars as a guide to scale away all unnecessary training.</p>
<h2>Training Tips And Tricks</h2>
<p>Using all the information we&#8217;ve reviewed in this article, here are some suggestions on how to use training efficiently. Just to be clear, this entire section is speculative and just my personal opinion based on the facts presented earlier in the article.</p>
<h3>Pre-Season</h3>
<p>Use a specific training schedule, focusing mostly on tactics, strength and aerobics to have players work up their fitness and key mental attributes after the summer break. Have your main tactic loaded as the only tactic in Match Preparation, and have the workload slider set to Very High. Have the Teamwork special focus selected all the way through pre-season.</p>
<p>As soon as the fitness information (Player Profile &#8211; Attributes) says a player is either match fit or in superb condition, <strong>he does not need pre-season training</strong> anymore, but I usually keep all players on pre-season training until 2 weeks before the season starts, just to get the benefit of the mental attribute increases from the high workload in the Tactics category.</p>
<h3>Set Pieces</h3>
<p>Assign individual training focus Free Kicks, Penalties, Long Throws and Corners for your corresponding set piece takers. There is no set piece training category in FM2012, so <em>all set piece attributes has to be increased through Individual Focus</em>.</p>
<h3>Short-Term Training</h3>
<p>If you want to quickly raise a specific player attribute, first find the training category in which the attribute is learned. Then check to see if the attribute can be learned through individual focus. Here is the list of what attributes are trained by what category/focus;</p>
<p><strong>Technical Attributes</strong><br />
&#8226; <span class="attribute-secondary">Corners</span> &#8211; individual focus <em>Corners</em><br />
&#8226; <span class="attribute-secondary">Crossing</span> &#8211; training category <em>Attacking</em> / individual focus <em>Crossing</em><br />
&#8226; <span class="attribute-secondary">Dribbling</span> &#8211; training category <em>Ball Control</em> / individual focus <em>Dribbling</em><br />
&#8226; <span class="attribute-secondary">Finishing</span> &#8211; training category <em>Shooting</em> / individual focus <em>Finishing</em><br />
&#8226; <span class="attribute-secondary">First Touch</span> &#8211; training category <em>Ball Control</em> / individual focus <em>First Touch</em><br />
&#8226; <span class="attribute-secondary">Free Kick Taking</span> &#8211; individual focus <em>Free Kicks</em><br />
&#8226; <span class="attribute-secondary">Heading</span> &#8211; training category <em>Ball Control</em> / individual focus <em>Heading</em><br />
&#8226; <span class="attribute-secondary">Long Shots</span> &#8211; training category <em>Shooting</em> / individual focus <em>Long Shots</em><br />
&#8226; <span class="attribute-secondary">Long Throws</span> &#8211; individual focus <em>Long Throws</em><br />
&#8226; <span class="attribute-secondary">Marking</span> &#8211; training category <em>Defending</em> / individual focus <em>Marking</em><br />
&#8226; <span class="attribute-secondary">Passing</span> &#8211; training category <em>Attacking</em> / individual focus <em>Passing</em><br />
&#8226; <span class="attribute-secondary">Penalty Taking</span> &#8211; individual focus <em>Penalties</em><br />
&#8226; <span class="attribute-secondary">Tackling</span> &#8211; training category <em>Defending</em> / individual focus <em>Tackling</em><br />
&#8226; <span class="attribute-prime">Technique</span> &#8211; training category <em>Ball Control</em> / individual focus <em>Technique</em></p>
<p><strong>Mental Attributes</strong><br />
&#8226; <span class="attribute-prime">Anticipation</span> &#8211; training category <em>Tactics</em><br />
&#8226; <span class="attribute-prime">Composure</span> &#8211; training category <em>Tactics</em> / individual focus <em>Composure</em><br />
&#8226; <span class="attribute-background">Concentration</span> &#8211; training category <em>Tactics</em><br />
&#8226; <span class="attribute-prime">Decisions</span> &#8211; training category <em>Tactics</em><br />
&#8226; <span class="attribute-background">Flair</span> &#8211; training category <em>Ball Control</em><br />
&#8226; <span class="attribute-secondary">Off The Ball</span> &#8211; training category <em>Attacking</em> / individual focus <em>Off The Ball</em><br />
&#8226; <span class="attribute-secondary">Positioning</span> &#8211; training category <em>Defending</em> / individual focus <em>Positioning</em><br />
&#8226; <span class="attribute-background">Teamwork</span> &#8211; training category <em>Tactics</em><br />
&#8226; <span class="attribute-background">Work Rate</span> &#8211; training category <em>Strength</em></p>
<p><strong>Physical Attributes</strong><br />
&#8226; <span class="attribute-secondary">Acceleration</span> &#8211; training category <em>Aerobic</em> / individual focus <em>Quickness</em><br />
&#8226; <span class="attribute-secondary">Agility</span> &#8211; training category <em>Aerobic</em> / individual focus <em>Agility</em><br />
&#8226; <span class="attribute-secondary">Balance</span> &#8211; training category <em>Aerobic</em> / individual focus <em>Balance</em><br />
&#8226; <span class="attribute-secondary">Jumping</span> &#8211; training category <em>Strength</em> / individual focus <em>Jumping</em><br />
&#8226; <span class="attribute-non-match">Natural Fitness</span> &#8211; training category <em>Strength</em><br />
&#8226; <span class="attribute-secondary">Pace</span> &#8211; training category <em>Aerobic</em> / individual focus <em>Quickness</em><br />
&#8226; <span class="attribute-secondary">Stamina</span> &#8211; training category <em>Strength</em> / individual focus <em>Stamina</em><br />
&#8226; <span class="attribute-secondary">Strength</span> &#8211; training category <em>Strength</em> / individual focus <em>Strength</em></p>
<p>The attributes that has both a training category and an individual focus assigned to them will have a higher rate and chance of increasing if both are used. The attributes that you can&#8217;t increase through training are <span class="attribute-background">Aggression</span>, <span class="attribute-background">Bravery</span>, <span class="attribute-prime">Creativity</span>, <span class="attribute-background">Determination</span> and <span class="attribute-non-match">Influence</span> &#8211; all mental attributes that are increased through other means (first team action, player growth, etc).</p>
<p>In order to increase a specific attribute as quickly as possible, create a custom training schedule with the corresponding category on Intensive (all the way up), then have the player set on individual focus for the intended attribute. Remove all positional and preferred moves training, and keep the match preparation training as low as possible. Make sure your coach(es) have an ok star rating in the category you&#8217;re training, that the category workload is &#8216;light&#8217; (workload is more important that star rating in short term training), and that the player is happy (high morale). These factors will give you the <strong>highest possible training score</strong>, and therefore the highest chance that an attribute will be raised.</p>
<h3>Long-Term Training</h3>
<p>The long-term training is used for creating a team personality and instill a recognisable character to your team. Do you want to be known as a possession-based team? Masters of the defence? With long-term training you will build a specific set of attributes to shape the behaviour of the team.</p>
<p>Using the above list for attribute/training category/individual focus, we can build a custom training schedule that I like to call a &#8216;prime&#8217; schedule. It should be balanced enough that almost all outfield players should be able to take part in it, to be shaped into your team&#8217;s personality and philosophy. But also specifically focused on 1-3 training categories.</p>
<p>Here are some prime schedule examples;</p>
<p><strong>Attacking/Possession</strong> (Arsenal, Barcelona, etc) &#8211; Tactics and Attacking<br />
<strong>Defensive/Counter</strong> (Real Madrid, Inter, etc) &#8211; Tactics, Defending and Shooting<br />
<strong>Muscle/Control</strong> (Chelsea, etc) &#8211; Strength, Ball Control and Tactics</p>
<p>The prime schedule should be used mainly for newcomers to the club, so that they blend in well with the rest of the squad, giving them similar attributes. Make sure that your main tactic(s) reflect the training focus as well, it&#8217;s pointless having an attacking prime schedule if your main tactic is a defensive one.</p>
<h2>Final Words</h2>
<p>Hopefully you&#8217;ll understand more about the training and match preparation functionality of Football Manager 2012 now, even though it is quite a lot to take in. If you have any questions, or maybe your own tips &#038; tricks for training, let me know!</p>
<p><img src="http://www.mantralux.com/wp-content/uploads/2011/10/signature.png" alt="" title="Signature" width="327" height="117" class="alignnone size-full wp-image-1654" /></p>
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		<title>Premier League 2011-2012 In-Game 3D Kits</title>
		<link>http://www.mantralux.com/2011/10/premier-league-2011-2012-in-game-3d-kits/</link>
		<comments>http://www.mantralux.com/2011/10/premier-league-2011-2012-in-game-3d-kits/#comments</comments>
		<pubDate>Tue, 18 Oct 2011 09:55:04 +0000</pubDate>
		<dc:creator>Ix Techau</dc:creator>
				<category><![CDATA[Kit Graphics]]></category>
		<category><![CDATA[Premium]]></category>
		<category><![CDATA[3D kits]]></category>
		<category><![CDATA[fm2012]]></category>
		<category><![CDATA[premier league]]></category>

		<guid isPermaLink="false">http://www.mantralux.com/?p=1400</guid>
		<description><![CDATA[These are <em>pixel perfect</em> Barclays Premier League 3D kits for Football Manager 2012, and the pack includes every single Premier League team in the 2011-2012 season. Home, away and third kits (if the team has a third kit) are all included. This pack took me 60+ hours to complete, and they are extremely detailed, down to decorative text and brand logos on collars and shorts. <a href="http://www.mantralux.com/2011/10/premier-league-2011-2012-in-game-3d-kits/"> </a>]]></description>
			<content:encoded><![CDATA[<p>These are <em>pixel perfect</em> Barclays Premier League 3D kits for Football Manager 2012, and the pack includes every single Premier League team in the 2011-2012 season. Home, away and third kits (if the team has a third kit) are all included. This pack took me 60+ hours to complete, and they are extremely detailed, down to decorative text and brand logos on collars and shorts.<span id="more-1400"></span></p>
<div id="attachment_1887" class="wp-caption alignnone" style="width: 900px"><img src="http://www.mantralux.com/wp-content/uploads/2011/10/3dkits-1b.jpg" alt="" title="3D Kits Arsenal v Tottenham" width="890" height="478" class="size-full wp-image-1887" /><p class="wp-caption-text">All kits are highly detailed - they even have names on the back and numbers on the shorts</p></div>
<div id="attachment_1889" class="wp-caption alignnone" style="width: 900px"><img src="http://www.mantralux.com/wp-content/uploads/2011/10/3dkits-2b.jpg" alt="" title="3D Kits Man Utd v Man City" width="890" height="478" class="size-full wp-image-1889" /><p class="wp-caption-text">Even minor details are there - like logos and design features on the socks</p></div>
<p>These kits are <strong>save game compatible</strong>, easy to install (just drag a folder) and will greatly improve your gaming experience when playing in the Premier League (or against a Premier League team). Alternative shorts and socks will still work automatically (for example; if Arsenal need to use red alternative socks, they will be applied on top of the custom texture, so the alternative socks will show up as usual).</p>
<p><strong>Instructions for use:</strong></p>
<ol>
<li>Download the zip file</li>
<li>Unzip the file</li>
<li>Put the &#8216;pictures&#8217; folder in your &#8216;graphics&#8217; directory: [My] Documents > Sports Interactive > Football Manager 2012 > graphics</li>
<li>(if you don&#8217;t have a &#8216;graphics&#8217; folder, create one)</li>
<li>Start a new or saved game</li>
</ol>
<p>If the kits fail to show up, restart the game &#8211; FM2012 loads them on start-up, so if you drag the kits to the &#8216;graphics&#8217; folder when the game is already started, they won&#8217;t show up in the match engine. Drag kits first, then start the game.</p>
<div id="dlbutton-wrapper"><p class="download-button download-button-inactive"></p>
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		<item>
		<title>Position/Off The Ball</title>
		<link>http://www.mantralux.com/2011/10/positionoff-the-ball/</link>
		<comments>http://www.mantralux.com/2011/10/positionoff-the-ball/#comments</comments>
		<pubDate>Sun, 16 Oct 2011 07:33:26 +0000</pubDate>
		<dc:creator>Ix Techau</dc:creator>
				<category><![CDATA[Quick Tips]]></category>

		<guid isPermaLink="false">http://www.mantralux.com/?p=1921</guid>
		<description><![CDATA[Keep in mind that the Position attribute is defensive only, and the Off The Ball attribute is attacking only.]]></description>
			<content:encoded><![CDATA[<p>Keep in mind that the <span class="attribute-secondary">Position</span> attribute is <em>defensive only</em>, and the <span class="attribute-secondary">Off The Ball</span> attribute is <em>attacking only</em>.</p>
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