@blockerdave - Hey mate, I just wanted to let you know that I think this new update has fixed the AI bowling selection problems we were talking about! I was too busy to check yesterday, but out of curiosity I just set up a couple of simulated matches in different formats between Big Ant Black and Big Ant Red to test it, as they're basically full of all-rounders.
In the First Class game, there were 7 bowlers in the first innings, (varying from 6 to 26 overs), 8 bowlers in the second innings (varying from 5 to 22 overs), 7 bowlers in the third innings (varying from 2 to 18 overs), and 7 bowlers in the fourth innings (varying from 5 to 17 overs)
Then I tried a one day game - 7 bowlers in the first innings (from 1 to 10 overs) and 6 bowlers in the second innings (from 5 to 10 overs), and a T20 game - 6 bowlers in the first innings (from 2 to 4 overs) and 6 bowlers in the second innings (from 1 to 4 overs) - looks like it's all sorted now!
Incidentally,
@MattW, one thing I did notice is this - I have my measurement units set to Imperial, just because I'm more familiar with bowling speeds in mph, even though I'd prefer metric for heights, weights, temperatures, etc. Anyway - when I was simulating, I noticed that the temperature on the scorecard was showing in Celsius - even though when I wasn't simulating it was showing in Fahrenheit. I'm not sure if that counts as a bug or whatever (I'd actually prefer it to always be Celcius even though I'm using mph for speed because I don't understand Fahrenheit at all but we don't have an option for that at the moment), but I thought I'd let you know - I'd love an option to choose units based on category though.