Strictly speaking, the attributes in CM 01/02 were numerical values from 1 to 20. A "1" was non-league ineptitude; a "20" was world-class ability. But the game developers at Sports Interactive understood a crucial psychological truth: managers don’t want to do mental arithmetic on a Tuesday night; they want to feel the quality of a player.
While you can customize these, most patches follow a standard "traffic light" or tiered system: Excellent (15–20) Bright Green Good (11–14) : Typically Average/Low (1–10) : Usually remains , or sometimes for very poor stats. Other "Colours" in CM 01/02 cm 01 02 colour attributes
You can replace generic names like "Yellow" with specific X11 color names such as "Pale Goldenrod". Nick's Patcher Strictly speaking, the attributes in CM 01/02 were
The vanilla version of CM 01/02 displays all player attributes in a uniform yellow/white text. While classic, it makes scouting difficult. Modern players use colour-coded systems to: While you can customize these, most patches follow
In CM 01 02, player attributes were divided into two main categories: primary attributes and secondary attributes. Primary attributes, such as pace, shooting, and passing, were the obvious skills that defined a player's abilities on the pitch. However, it was the secondary attributes, also known as colour attributes, that added a layer of complexity to the game.
He loaded Nilsson’s data.
Even experienced modders make mistakes. Here are the top three bugs related to cm 01 02 :