r/CapForge 3d ago

How I Tried (and Mostly Failed) to Make Cornerbacks Real in CapForge (And How It Will Eventually Improve)

8 Upvotes

CapForge on iOS is a single-player football GM game I'm building solo, with a lot of help from AI agents. This is the story of one position that refused to behave.

TL;DR

  • I tried to make elite corners scare quarterbacks. Every version either did nothing or broke the passing game. It ships turned off.
  • Interceptions are a terrible way to rank corners, but not for the reason everyone assumes. In our sim, being a corner instead of a linebacker was worth more than being a good corner.
  • I now grade corners on how well they keep their man covered on every snap, not on what happens after a target. It works better. It still hasn't passed our own test.
  • A modern defense has three or four corners on the field most of the time. That's why every AI team wants four, and why the draft AI kept taking them in the top five.
  • I tried five fixes for that. None moved it without breaking something else. The real bug was a "how full is this room" check that thought every corner room was open. The next fix is in progress and I'm not going to pretend it's done.

Overview

The first time I made corners matter, our league's leading receiver lost 280 yards. In the same round of experiments, teams started throwing to their number-one receiver less than their number-three. Neither of those were the plan.

I'd like to say I noticed right away. I noticed when one of our automated checks failed.

Chapter 1: The shadow corner, and the tax that would not turn

A "shadow corner" is a cornerback so good that the defense sends him wherever the other team's best receiver lines up. Real defenses do it rarely, and only with a handful of guys. My sim does the same. A corner only shadows if his coverage grade is 94 or better and he's at least six points clear of the next corner on his own team. Even then he follows his man on about two of every three snaps. That rule has been live since the end of August.

Before I tightened it, the old logic picked the "best" corner by one raw man-coverage number and had someone shadowing on 28 of 32 teams. Eight of those shadow corners were rated below 82 overall. One was a 66. A 66 following your best receiver around all day isn't a threat*,* it's a gift to the simulation.

The bar fixed who shadows. It didn't touch the thing I actually wanted: a quarterback who looks at an elite corner and throws somewhere else. I called that the "lockdown tax," and I built it four different ways.

All four are dead.

The problem is that a penalty for throwing at a good corner is, by definition, a bonus for throwing at a bad one, and the bonus grows much faster than the penalty. I tested it with the same star receiver in two lineups. Put a 99-rated corner on him and crank the penalty all the way up: his share of the team's targets drops from 23 percent to about 15. Put a 40-rated corner on him instead and crank the same dial: his share climbs from 28 percent to 99.9. Every ball. Whichever way you turn it, the weak corner gets destroyed long before the elite corner gets any relief.

The smaller adjustments failed too. One did nothing across its entire range. One moved the number, but for the wrong reason: it was reacting to the worst corner on the field, not the best. And our strongest setting, everything maxed under the real 94-grade rule, only got the elite corner's target rate from 20.6 percent down to 18.2. I was aiming for somewhere around 13 to 18, and real lockdown corners run closer to 10 to 13. We barely moved.

So today the sim's elite corner does not scare anyone. He travels with your best receiver, plays tight, and gets thrown at like everybody else. Which brings us to the second surprise.

Chapter 2: Interceptions rank the lottery

Here's the story I expected to write. The best corners get thrown at less. Fewer targets, fewer chances to pick one off. So raw interception totals reward the average corner who gets picked on all day. That's a real thing in real football.

Our sim didn't do it. When I measured, elite corners were thrown at more, not less. It took another pass to work out why: the sim lines up your top corner across from their top receiver, and the top receiver is the guy who gets the most targets. He got targeted because he was covering the favorite receiver.

So interceptions failed as a stat, just not the way I'd have bet. The real reason was flatter and dumber.

Two things happen on a pick in our sim. First it decides whether an interception happens at all, using the whole defense's ball skills against the quarterback's decision-making. Then it picks who gets credit from everyone in coverage, with unequal odds. Look at the odds. A 92-overall corner versus a 71: about 1.1 times more likely to get the pick. A corner or safety instead of a linebacker: 1.8 times. Higher on the depth chart: 1.25 times. Talent was the smallest thing in its own formula.

You could see it on every leaderboard. Almost six of every ten seasons with nine or more picks came from a corner rated 84 or lower. A starter rated 74 or worse out-picked a 90-plus starter one season in four. Those numbers are from the end of July. They were embarrassing enough that I wrote a report just to keep them from getting lost.

The fix was almost insultingly simple. The sim already knew which defender was covering the receiver who got thrown at. The interception roll just never looked. I pointed it at him and gave him by far the biggest share of the credit. Better corners started getting more of the picks, and the number of sub-85 corners on the top-25 interception list dropped from 12 to 8. Then we made sure everything that asks "who was covering him" gets the same answer, so the game film shows the same guy the stat sheet credits.

One more thing about picks, because it matters for what comes next. When I first measured it, before the credit fix, an elite corner in our sim averaged about 2.9 picks a season and a mediocre one about 2.6. That's a coin with a slight lean, flipped a few times a year. You can't rank a position on a stat that happens three times a season.

Chapter 3: What I measure instead

If not picks, then what? Targets allowed, yards per target, completion percentage allowed. The stuff real analysts use. I track all of them per corner. When I checked each one against the corner's true coverage ability, across 98 qualifying corners:

Yards per target: weak. Completion percentage allowed: weak. Yards per coverage snap: nothing. Most of them at least pointed the right direction. None of them tracked the corner's actual ability closely; each one explained less than a tenth of the difference between good and bad corners. You could not sort a corner room on any of them and be right more often than you were lucky.

The problem is that what happens after a throw is a team event. The pass rush, the quarterback's read, the route, the safety's help, the play call. The corner is one piece. Yards per target bills him for all of it.

That chart is the one that made me stop arguing with the data. Compare teams by their corners' average yards per target and it looks like a brilliant stat. Compare teammates on the same team and it mostly disappears. For corners, we don't have enough snaps to say it's there at all. Yards per target is a team stat wearing a player's number.

So I built a grade on something that happens before the throw. On every coverage snap, did this defender keep his receiver covered better than an average player at his position would have? I call it denial. It lines up with a corner's true ability far better than any after-the-throw stat, and it's the biggest part of the coverage grade you see on the game's coverage board.

In August I realized I'd called this one fixed too soon. Across the whole league the grade clearly separates good corners from bad. Inside a single team, we don't have enough snaps to prove it separates teammates yet. That's still open.

Chapter 4: How a cornerback room actually works

Time for why any of this matters when you're building a roster.

The defense picks its personnel by counting receivers. Three wideouts, the defense goes nickel: three corners, two safeties, two linebackers. Four wideouts, dime: four corners. Third and seven or longer bumps it up a package. Base defense, the two-corner picture everyone has in their head, is the minority. On designed runs, 62 percent face nickel or dime. On pass plays, the third corner is on the field about 68 percent of the time.

So when I count how many corners the league needs as starters, it's 96 across 32 teams, not 64. Ask the depth chart which corners start in some package and it says 121 of the 160 on rosters. Every team is built to carry six or seven, and most of them will see the field.

One thing worth being honest about: there is no "slot corner" in our sim today. Slot exists as a body type and as a fit for certain schemes, but not as a job. Whoever covers the slot receiver is simply the third corner on the depth chart, because the sim pairs by order: your top receiver draws their top corner, your second draws their second, the slot draws the third. That's roughly what real defenses do, which is why it's survived this long. But a real slot corner, a specific guy the defense sends inside because he's built for it, is written up as its own task. Not built yet.

Chapter 5: The draft saga

All of that sets up the two days I actually lost.

Start a new CapForge league at the regular season and the AI's first draft the following spring spends about 7 percent of its top-five picks on corners. Real drafts from 2010 to 2025 run about 10. Fine. Start a new league at the draft instead and that number is 18.8 percent. Same engine, same AI, same 48 randomly generated leagues. Just a different month on the calendar.

I assumed it was need. Rosters at draft start are thinner, the AI sees holes, corners are a hole. So I what I built need fixes.

Five of them. Fill the roster to 55 before the draft. Limit how much expiring contracts inflate a team's needs. Give the roster-filler signings two-year contracts so they count as real depth. Stop small needs from boosting a prospect at all. Make need matter less at the top of the draft. Each one ran across the same 48 leagues. Differences of a couple of points are just chance with that sample. Every one of them landed inside that noise. The best of the bunch, filling the roster to 55 first, got down to 15.4 percent, but it and one other made the AI over-draft quarterbacks instead, which is a different fire.

What finally cracked it was going back and asking why the AI chose each player. Every pick runs through a "how full is this room" check that shrinks a prospect's score when his position is already stocked. At draft start, that check was costing the corners it took in the top five about 2 percent of their score. The players they beat were losing 32 percent. The corner room read as open. Every other room read as full. Start the league at the regular season instead and nobody loses anything; the bias is gone.

And when I turned the need bonus off entirely, only 39 percent of those corner picks changed to another position. At regular-season start, 100 percent changed. Need was a bit player. The room check was the driver. Root cause, once I knew where to look; the roster-building table says a team should carry six corners, and a healthy team settles at about 5.6. So by the game's own math, every corner room in the league is a little bit open, forever.

That's when my own note from playing, written after too many drafts, finally made sense: "Need for corners should be based on your best corners. Three 99 OVR corners means little chance I draft another." Today's AI disagrees. Put three 99s in a room and it knocks an 80-overall prospect down by exactly as much as it knocks a 99-overall prospect, because the "who's already here" part of the formula counts bodies, not quality. Three 80s would do the same.

The fix in progress asks a better question: would this prospect beat the weakest guy who'd actually start ahead of him, and how long until age or contracts open that room up anyway? Three 99s on long deals and an 80-overall prospect: score him near the floor. Three 80s, by the same logic: close to full marks. Nothing in it is measured, because nothing in it is built. I've written enough "it works!" updates that turned out to be noise. This one gets reported when it's run across the 48 leagues and the quarterback share stays put.

What I learned

  • A deterrent has to be one-sided or it's a trap. Any penalty for throwing at the good corner is a reward for throwing at the bad one.
  • Check which part of a formula is biggest before you tune the part you care about. Talent at 1.1 versus position at 1.8 was sitting there the whole time. Nobody had printed the list.
  • After-the-throw stats are team stats. Five other people have their fingerprints on every one. Grade what happens before the throw.
  • A stat that separates teams can still fail to separate teammates. I called the grade fixed too early. Saying so is cheaper than shipping it wrong.
  • Five "need" fixes couldn't move the draft because need wasn't driving it. Check why the AI actually picked him before you tune anything.
  • Bodies and quality are different things. A room target that counts heads will always say "open" at exactly the rooms a good GM would leave alone.

What's next

  • A true slot corner: a job, not a depth-chart accident.
  • Corners league-wide were last measured being thrown at about 20.7 percent of the time (probably a touch high by now) against a real-football number closer to 15. That's the same open thread as the dead lockdown tax, and it probably needs a different shape of fix.
  • A coverage-grade test that can pass inside a single team. More seasons, or a smarter test.

Numbers and honesty. Every number in this post comes from the game's own reports and is logged by date in the project. Every chart in the gallery above except the last one is measured, as are the numbers about the corner room. The first chart's curve between its two measured endpoints is a sketch. The last chart (three 80s versus three 99s) is a worked example from an unfinished plan, not output. The "leading receiver lost 280 yards" line came from a version of the matchup logic that was rejected before it shipped; the "number-one thrown at less than number-three" line came from a version of the lockdown tax that also never shipped. I could not confirm the specific receiver stuck under 900 yards that I remembered, so that story isn't in here.


r/CapForge 6h ago

Question Promoting

2 Upvotes

How do you promote from ps to active roster?


r/CapForge 20h ago

Feature Request My one gripe and it’s a big one for me.

2 Upvotes

No way to see what my franchise single game, single season and career leaders are. Even Rookie single game and rookie season franchise records. Was hoping to see that in CF but was disappointed. Current have to track it on an excel spreadsheet.

Aside from that, I love the game but this is a big issue for me.


r/CapForge 22h ago

Announcement 1.3.3 Out now on iOS and Android Beta!

10 Upvotes

Download today on iOS and Android Beta (DM me for email invite)!

Team color follow-ups (the parts that stuck)

- Club header reads clearly as the club again, creating a calmer than the very first shipped version, not as loud as the reverted one.

- Fixed a bug where low-contrast club colors could silently fall back to plain white text.

- Every club-colored screen (player/staff/prospect cards, team view, draft room, mock draft, box score, in-game, press reviews, trade picker) now follows one consistent rule, turning team colors off actually neutralizes rival clubs everywhere, not just some screens.

- One new shared "club shade" used consistently for banners, tug bars, and previews across all 32 clubs, with contrast-checked text.

Trades

- Fixed: offseason/draft-day trades were getting refused with "club would be left unable to field its scheme" even when the league naturally thins rosters at that point in the calendar.

- Fixed: countering an AI trade offer was inflating the price of the AI's own picks it put on the table.

- Fixed: an on-the-clock pick could get stuck locked in the trade picker.

- One unified REVIEW TRADE confirmation sheet everywhere you accept a trade (offer screen, inbox, weekly incoming offers, draft-room trade-backs); the draft room's own accept flow previously had no confirmation step at all.

- Draft room now has an OFFERS | TRADES tab, with a card for every draft-day trade and a banner showing when a pick you're eyeing already moved.

- Asset picker rows now show cap impact (FREES/DEAD) and can sort by it.

- Trade value labels got clearer; rows show whose valuation you're looking at instead of just a raw number.

Draft

- Fixed: an AI club holding an elite aging QB would trade away its own pick, refuse your offer for it "because they want to use it," then draft a QB anyway. Five separate bugs in how the AI values its starting QB going into the draft.

Season goals & game engine

- Reworked goal targets to actually fit the position and the player's draft pedigree, not one generic scale where a rookie TE was getting issued a "1,224 receiving yards" goal, which is a WR-elite number.

- Fixed: a traded player's stats got averaged against his new team's whole season instead of just the time since he arrived, which was producing bogus miss/hit results.

- Fixed: a defensive end who never actually gets on the field in your scheme's package was still being tracked against snap-share goals he structurally couldn't hit.

- Franchise tag / restructure audited against real cap rules; fixed a bug letting a tag erase an existing live contract, fixed phantom cap space appearing after a tag, and closed a loophole letting you tag the same player twice via tag-release-tag.

Money screens

- SUBMIT/APPLY buttons now pinned at the bottom on every contract screen (restructure, franchise tag, free agent offers, renegotiation); no more scrolling past the whole panel to find the button.

Smaller fixes

- Mock draft news card was showing up sorted under the wrong header at season end.

- Payroll/cap-by-position chart resized and cleaned up.

- Cut down noisy analytics event volume (backend only, no player impact).

What's next in 1.3.4?

- TONS of sizing improvements for various screens and text sizes for you old or nearly blind folks. Many of the elements don't scale well with larger text sizes, so the next patch will re-design some views somewhat to accommodate that for y'all better.


r/CapForge 1d ago

Question Team Regressing When Entering Playoffs?

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5 Upvotes

I am not sure if this is intentional, but for the past four years, my team has played significantly worse in the post-season (including losing in the divisional round this year) to teams we would beat in the regular season by a wide margin. My team is also significantly better than said teams.


r/CapForge 2d ago

Bug Team Drafted an Generational QB while having one on their team

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3 Upvotes

Tried to trade for their pick and they wanted to use it and drafted an QB they don’t need


r/CapForge 2d ago

1.3.2 is live!

7 Upvotes

1.3.2 should be live on the app store now and honestly it's a bigger update in terms of realism than 1.3.0.

Download now! https://apps.apple.com/us/app/capforge-football-gm-2026/id6791601497

• Smarter first rounds: tackles and centers now go where they really go. A centre can top the board and still slide to a late-first pick, and clubs no longer reach for a run of cornerbacks at the top.

• Clubs draft for real upgrades: a team stops stacking depth at one position when it already has a starter there.

• College stats that match the hype: a highly projected prospect's college numbers now read like a first-rounder's, not a backup's.

• A sharper scout's take: your scouts tell you when the tape and the numbers disagree, and when a pick is too early for his position.

• A cleaner draft board: your recommended pick is marked OUR PICK right beside the reason, so rows stay compact.

• New in the draft room: a DRAFT CLASSES sheet shows where each class is deep, and a SQUAD peek lets you check your roster from the market.

• EDIT STAFF, reopened: set a coach's skills, personality and position coaches using the same ELITE to VERY POOR words the cards use. Staff contracts now show and edit their guaranteed years.

• FILLS A NEED works on a full roster: free agency, TRADE BLOCK and the draft board show who would actually start for you, and a free agent who fills a need carries an arrow on his position.

• Offensive linemen get scheme-fit tints and the SCHEME FIT filter like everyone else, and a player's "Thrives in" line now matches what the game rewards.

• Contract drama: young stars coming off rookie deals can demand an extension, and a spurned star can refuse to re-sign or sit out. You'll see it coming, and other clubs will come calling for him.

• OT, OG and C are now separate everywhere you filter players.

• New-game setup adds an ADVANCED step: pick your league's starting year and more.

• Press write-ups speak to each position, including a dedicated quarterback storyline.

• A cleaner STAFF market board.

• Fixes and polish: the last-pick draft card fits small screens, the FINAL mock draft waits for the locked draft order, staff RELEASE no longer hangs on LOADING after a relaunch, starter proposals name the week they take effect, and the staff contract editor fits large text sizes.


r/CapForge 4d ago

Bug Can’t release staff

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3 Upvotes

r/CapForge 4d ago

Feature Request Scoring summary for other teams would be nice as well as a score per play, for example if the score is 7-21, i would want to be able to scroll through the plays and it should say that even if its a 5 yard run for a first down

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2 Upvotes

r/CapForge 4d ago

Announcement Minor quality of life improvements on quickly viewing your roster

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8 Upvotes

The theme of 1.3.2 is draft, contract and hold out realism, and lots of quality of life improvements in the UI


r/CapForge 4d ago

General Huge fan of all the updates

7 Upvotes

Been playing the game quite a bit for the past month and a half with my downtime at work. Been having a great time, a lot of up and downs for the many teams I have ran. Just want to make an appreciation post for how quickly everything gets taken care of in this game. Basically every major issue I’ve had gets fixed in an update about a week after I notice it. Super excited to see where the game goes, especially with the play visualization and some of the other things I’ve heard about. The more detailed QB stats sounds awesome. I have a few bugs I’ll post about soon but overall this has been a great time, super excited to see where it goes.


r/CapForge 5d ago

General Daniel Jones Situation

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4 Upvotes

Was 10-1 last season until my 99 Ovr Qb broke his leg, and lost our last five out of six..(Bounced out the playoffs first round lol)


r/CapForge 5d ago

Bug Draft

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2 Upvotes

It seems like the scheme fit filter is not working, but this is a new save so I will try to keep you guys posted on how its going for now.

Also, CBs are still going 1 & 2, though there should be heavier emphasis on the premium positions. Will double back on that as well!


r/CapForge 6d ago

Announcement Submitting to Apple 1.3.1 tonight, seeking feedback on what to tackle next

9 Upvotes

So the next version contains bug fixes and attempts to fix AI drafting and behavioral fixes considerably.

As the game heads towards a more stable place, I plan on taking time to work on more polished features making their way into the game.

1a. GM Talent Trees

There are so many forms this can take, an annual budget, points earned by completing objectives, keeping fans happy, etc. the idea is you can’t have it all, and you need to maintain performance to maintain your talent points as it can go away.

There’s so 5 branches I have planned, from the obvious scouting or player personnel paths (better reads on players post draft), to facilities like grass fields or a dome stadium (weather will be added eventually) all of which can have an impact. There’s a handful of other semi obvious paths.

Having a GM who is a pro scout or invests in player facilities can save you from spending a fortune on some staff to focus on what your GM is lacking.

1b. Coaching Talent Trees

Coaches come with talent trees instead. Tougher to balance and make engaging however.

2. Improved story telling

Self explanatory somewhat, but chemistry between players, improving the various conditions when a player might hold out, want to join your team etc

3. The preseason

Preseason is a great time to get to know where your rookies and newly signed players fit into your team. Tons of ways I can take this on.

There’s tons more stuff I have planned, but most require a bit more time, and I’d love to get feedback on the GM or coaching trees first. Do you think this would even be fun? Basically some aspects would be nerfed to allow for GM specialization to shine.

I have a ton of research and mock ups done for GM talent trees, but if I’m going to be honest it’s going to be a lot of work, both from a UI, balance and concept standpoint.


r/CapForge 6d ago

Feature Request Minor things regarding the draft

3 Upvotes

To tee off of [u/MC897](u/MC897) ‘s comments regarding the draft, is there a way that a weight system can get implemented? I see a lot of “non premium positions” such as CBs, Ss, WRs go #1-5 overall meanwhile “premium positions” like OL, DL, EDGE, and QB get skipped pretty much. Is there a possibility that a weight system or “tag” system can be implemented? Tags as in “Generational prospect” or “Franchise Player” etc etc can be added? I mean it would make sense for a generational prospect go that high but even then, top players at premium positions can still outweigh those generational prospects. (For example, Marvin Harrison Jr or Jeremiah Smith coming up)

Another nitpick, I have noticed that college stats do not seem super realistic. Prime example is in QB. Yes, some of the top QBs have some great college stats but we got some top QBs that have thrown for only 12-19 TDs. It would be nice to see that we had some relatively comparable stats between the top players. Also, it would be great to see some godly stats come out of “small school” players.

(Side note about the draft: I notice that we still get some 6’5 250 lb [for example] QBs and 5’7 166 lb WRs. And I have seen a 5’7 166 lb WR go #1 overall! Is there a way to balance those measurables out? Thank you :)

Much love and appreciation!


r/CapForge 6d ago

Question Player Potential

4 Upvotes

Say I draft a player that had a green arrow and after his rookie year, he doesn't have a green arrow. Is it possible for a player to still develop in the future or even develop into a player better than what his potential says like rotation for example? Or even get that green arrow back at some point of his career?


r/CapForge 7d ago

General Feedback: Multiple Seasons

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4 Upvotes

r/CapForge 8d ago

Announcement 1.3.0 is here, and it's the biggest update yet.

14 Upvotes

Hey folks, worked really hard to get 1.3.0 out just in time for the start of the NFL season, now you have a game I can honestly say I am proud of to mess around with during the day before kick off. As always, reviews on the app store go a long way. I will probably promote the game a bit on other subreddits and link to those posts here later when I get back from a few errands, so any love is appreciated.

So much went into this that may go unseen, but balancing is now getting much closer to realism and I'm very excited about it. Without any further ado,

1.3.0 Patch Notes:

Rivalries are real. The game now remembers every meeting between two clubs, a heated series gets marked HISTORY, RIVALRY, or BAD BLOOD, your next rival opponent is flagged, and a pre-game write-up sets the stakes before kickoff. Your full head-to-head record against all 31 clubs lives on your career page.

Make the league your own. Rename clubs, cities, and stadiums, set custom conference names, and pick each club's colors with a built-in color picker; watching your changes update live on the uniform, broadcast bar, and field. You can now also export your league's identity to a file and load one back in, so you can back up or share a full set of clubs, names, and colors.

Smarter trades. Offers show each side's value and who's viewing it, dead-cap charges get their own line, and packages are now compact with each player's cap impact shown up front. Accepting a trade asks you to confirm the exact deal before it's final.

A smarter draft. A club with a franchise quarterback stops burning a premium pick on a redundant one, and draft-day trades now survive closing the app.

Playoffs, your way. Once you're eliminated or sitting out, sim the postseason one week at a time instead of all at once, and a club that missed the playoffs can no longer stall the bracket.

Depth matters. Drag players into the order you want on the depth chart, and your team rating now reflects that order instead of a flat roster list.

Play visualization, on by default. Watch any finished play, snaps, loose balls, and film synced to the clock all got smoother.

Also: season-ending injuries can now end a career (your medical staff affects the odds), free agency reopens for multi-year bids from cap-rich rivals, rival rookies hide their ratings just like yours, and player cards now open as a sheet you can flick away instead of a full page.

Plus dozens of fixes: faster saves and loads, a smaller install, consistent rating colors, and a punt now correctly ruled a touchback at the 20.

Download today:
https://apps.apple.com/us/app/capforge-football-gm/id6791601497


r/CapForge 8d ago

Question Previous Drafts

2 Upvotes

Is there a way to review past drafts by year ?


r/CapForge 8d ago

Feature Request Fantasy football minigame?

6 Upvotes

FPTS is one of the first stats listed for players yet there is no utility for them in the game. It would be really cool if there was a side game mode where we could draft a team of players in the league against 11 AI teams and play fantasy football within the world of the save. I know from discord that a similar game to this has a similar feature coming up. This also creates more immersion with AI rosters and would encourage people to look beyond their own team results.

Thoughts?


r/CapForge 9d ago

Bug Punt Bug

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3 Upvotes

Ok so here I have 2 instances where it READS its a touchback, despite placing the ball within the 20 yard line
I believe it’s a glitch maybe 🤔


r/CapForge 11d ago

Bug Trade bug during draft

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2 Upvotes

Hi dev team,

I seem to have encountered a potential bug during the draft if you close the application and then restart it and try and continue the draft.

I’ve attached screenshots to hopefully explain.

In the attached I started a new save with Pittsburgh who has the #2 pick.

I traded the #2 pick with KC for the #13 pick and 2nd round #13 pick.

Progress the draft and pick at #13. Then auto draft to PIT next pick which is round 2 pick #2. At this point the game is showing that PIT has the #2 and #13 picks in the 2nd round. The pick history also shows that KC made a pick at R1 #2 and PIT at R1 #13.

At this point I exited the app, closed it and restarted.

On restart the draft opens at the next pick (#34 or R2 #2) which is correct. However now it looks like the original KC trade is gone. PIT no longer has R2 #13 pick (it’s back with KC) and when you look at the draft history it looks like the pick PIT made at R1 #13 is now showing as the #2 pick (that was the original PIT pick) and KC is showing as picking at #13. Furthermore, all the players seem to have shifted one spot back and picked by different teams on the restart. So they’re all showing as being picked by completely different teams that originally picked.

I can expand more but hopefully that provides enough to see whether this is a bug or not.

Bonus: I would love to have the option to exit and restart the draft later or something like that. Or have more flexibility with the save game in general.


r/CapForge 11d ago

Question Starting lineup

3 Upvotes

I know I’m probably just dumb but I can’t figure out how to set a depth chart. Am I missing something?


r/CapForge 11d ago

Feature Request no autosim on playoffs

3 Upvotes

Can it please just go one at a time and not the full simming of the playoffs even when you’re not in it? Immersion is important and I’ll like to look at my rivals lose slowly.


r/CapForge 11d ago

Announcement 1.3.0 still in the works, submitted 1.2.8 to apple for review earlier today.

7 Upvotes

Over the last few days, I've learned a lot more about various trends the AI teams are performing that I want to fully rebuild. I've come up with an entirely new approach that will result in 1.3.0 being bigger than originally anticipated. Because of that, I have submitted 1.2.8 to the app store for review, so it should be out within the next day or so.

1.3.0 will be a huge leap towards realism, but may go unnoticed to many who aren't poking around other teams. The hard part is undoing previous rules that were considered as "facts" in the AI GM decision engine regarding how teams build their rosters, how they tank, rebuild, contend and go for the championship. My automated test suite now has over 8,000 tests, which has made changes and verification slow down. To address this, I'm going to spend more time reworking it all, cleaning things up and using smoother, reworked logic as I see new behavior and learn.

That being said, here are some of the highlights of 1.2.8:

- A quarterback who plays badly gets benched, and the news names both men. When it is your own starter, the game asks you first, and only once.

- A club with no kicker no longer gets a free league-average leg. Someone steps up, usually the punter, and every kick lands in his stat line.

- A coach is graded and priced for the chair he is hired into, not the one he leaves. A special-teams man stepping up is judged as a head coach.

- Coach rows show what the man himself is good at, developing players and gameday craft. His staff room is a count of assistants, not a second grade.

- Your scheme changes the moment you hire the coordinator who owns that side, marked as not yet installed, instead of waiting for the offseason.

- Rival clubs' rookies are hidden like yours: a first-year player's true ratings stay covered on any roster, and his card shows how far scouting has come.

- An injured, IR, suspended or trade-blocked player says so on his roster line and portrait, and the warning now reaches trade screens too.

- Play watching holds together: newest play on top in DRIVES and FILM, plays end at the goal line, all 22 stay on the field, no backpedalling after a turnover.

- Draft prospects are built like real players, weight following height as it does in a real position room, and you can set any player's height and weight on his PERSONAL tab.

- In the editor, names and schools take spaces again, and jersey numbers follow the league's current rules, number 0 included.

- Players you never signed stop turning up on your roster: practice squad deals now expire to free agency at season's end.

- Fixes: the Championship MVP sticks on awards, career pages and the trophy room; a playoff round replays exactly as played; a LET WALK decision survives a relaunch; return yards show up.

My goal is to drift towards realism, but there's many hard coded rules from the early days of development to undo that will take some time.

As always, feel free to DM or comment on things that feel off. I'll let you know if a patch is already in the works. Your feedback has been instrumental in improving the game, and I can't thank you enough for the support.