garysorrell
Posts: 2176
Joined: 1/29/2005 Status: offline
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Also, the constants.dat file can be edited to affect gameplay. Here is a good discussion from dreamteams Metro Football League thread quote:
While waiting for the patch, I've been toying with the constants file. It's quite interesting what can be done with a few tweaks. Was able to open up the field play a little more and things are coming along quite nicely. Keep in mind I'm using 'hack's' plays. Plus, I added some of 'DTVT's' fun plays to the mix. Here's what I've been able to do... - Getting more completions. The super-star caliber QB's are able to thread the needle a little more. - QB's with fidgeting feet are now breaking out of the pocket more and trying to run for yardage. (Not overdone, though.) - Backs are able to break a few more tackles and seem to execute more effective cuts and they cut-back a little more often. - Had to loosen up the defense a bit. Did this by cutting down on pass reaction times. Still getting good interceptions, though. Defenders can still get to quick backs cutting around the end. I've seen plays were I thought the guy was gone only to get tagged by a fast thinking defender. - Also loosened up the offensive line as sacks were just too hard to come by. Getting nice sacks now. But, still keeping an eye on this. - Oh, I also sped up the player movement speed and that has made for more realistic play on the field. - Still getting a bit too many pass knockdowns by linemen, though. - Still very few interception runbacks for touchdowns. Also, I had to tweak the ratings a bit. Some of the r-backs were just to good for the field. Was able to standardize a few ratings based on position. Took some time to study the NFL76 file and it was great for ratings suggestions. The constants file is fun to toy with. However, make sure to make a copy of your original. Also, every time you tweak the constants file make a copy before you do. That way you can go back to a previous version if you don't like the field results. quote:
I remember a few folks on here asking about which settings we tweak in our constant. So, here are my constants file settings after tweaking, so far. I'm still working with this so I might still change a few things further. The new settings are in red. The number in parenthesis is the original box shipped setting. Please keep in mind that your results may very because these settings depend on your ratings as well. You may have to tweak them to get a match with what you want. Here ya go... [CONSTANTS] //Blocking BlockingBaseLine=1 BlockingPassBlockTime=1 (3) - Change resulted in more sacks. BlockingPushBlockTime=1.2 BlockingPassBlockStrength=1.5 BlockingPushBlockStrength=0.80 BlockPancakeThreshold=0.15 //Tackles. The higher the number, the more missed tackles. TackleThreshold=20 (15) - Change resulted in r-backs breaking more tackles. //Physics PhysicsBaseMoveSpeed=8 (6) - Change resulted in players moving faster on the field. PhysicsBaseAgility=0.15 PhysicsMaxChangeDirTime=0.20 (1) - Change resulted in recievers picking up a few more first downs because they turn quicker and go for the marker. R-backs cut back more. Physics_MaxPuntStrength=7.8 Physics_MaxFGStrength=15 Physics_MaxKOStrength=17 //Defensive Reaction times. DefenseBaseM2MCoverageArea=3.5 Defense_PassReactionBaseTime=4 (2) Change loosened up the d-backs a bit to improve completion percentage. Defense_ReadBaseTime=3 //Field Goal Accuracy, the closer the number is to zero, the more accurate the place kicks FieldGoal_Accuracy=20 (30) - Obvious. //QB Read base times. QBRead_Threshold=0.50 (2.5) - Change helped QB's read the defense better. Helps completion and more consistent ball movement through the air.) QBScramble_Threshold=0.50 (3) - Change resulted in QB's with nervous feet getting out of pocket and taking off more. //QB Passing Contants, the higher the number, the less accurate the pass QBPassingAccuracyStanding=0.63 (1.5) - Change in these all helped to improve completion percentage to create more movement on the field. QBPassingAccuracyRunning=0.65 (1.8) QBPassingAccuracyScrambling=0.60 (2) //QB base 'angle of deviation from optimal' This is modified by the above QB passing constants //the higher the number, the less accurate the pass QBPassingAccuracyBase=2 (5) (Once again helped with completion accuarcy and better QB's are able to thread the needle a little more often.) //There are three pass accuracy systems to choose from //1 = Angle Adjustment only . This is an accuracy adjustment to the throwing angle //2 = Distance Adjustment only. This is a accuracy adjustment to the determined throw distance. //3 = Combined Angle and Distance. //With all systems, the QBPassing accuracy constants play the same roles. So the rule holds true //The lower the Accuracyconstants, the more accurate the passing. QBPassingSystem=3 //These are the fatigue Values. Some actions in the game add fatigue, some substract it. //The value name tells you if the fatigue is added or subtracted. //Fatigue is a percentage of 100% added for every one second of the action. Fatigue_AddRunning=3 Fatigue_AddCatching=4 Fatigue_AddBlockingPush=5 Fatigue_AddBlockingPass=6 Fatigue_AddTackling=10 Fatigue_AddBeingTackled=15 Fatigue_AddLongPasses=5 Fatigue_SubtractResting=-3 Fatigue_SubtractWalking=0 Fatigue_SubtractStanding=-1
< Message edited by garysorrell -- 9/27/2008 2:33:06 PM >
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