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Eliminating punts in outdoor leagues

 
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Eliminating punts in outdoor leagues - 10/17/2007 9:10:00 PM   
sttfrk

 

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I know I've read something about this before but couldn't find it. Is it possible to prevent teams from punting in leagues played on the 100 yard field?

Thanks.
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RE: Eliminating punts in outdoor leagues - 10/17/2007 10:34:00 PM   
Marauders

 

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At one time, when I was testing some fake punts, I had no real punts in the game. 

I haven't tried this for a while, but as I recall, there was no way to punt at that point.

This does beg the question, why don't you want punts on the 100 yard field.


< Message edited by Marauders -- 10/17/2007 10:37:56 PM >

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RE: Eliminating punts in outdoor leagues - 10/18/2007 5:11:37 AM   
sttfrk

 

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One of the reasons I am interested in and purchased Maximum Football was for it's supposed customizability and the ability to set up various leagues.  One of the ideas I've had for awhile was an NFL type league only without punts.  I was also hoping to have the option to go for 3 or 5 PAT's (ala the XFL near the end of its only season).  There's actually a lot of options I was hoping to find, but am finding the game lets you play 3 different styles of football instead of actually providing true customizability.

Back to the topic, if I eliminate the punt play from all the playbooks, that should do the trick?!?

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RE: Eliminating punts in outdoor leagues - 10/18/2007 6:34:24 AM   
Tbird


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Open Defaultplays.dat or teampos.dat

open them with notepad

Make sure you back those files up

it'll give you some idea

I think both or one of them will help you figure it out




_____________________________


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RE: Eliminating punts in outdoor leagues - 10/18/2007 8:38:07 AM   
sttfrk

 

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so it appears possible, but not at the league level.  I'd have to switch those files every time I played a different outdoor league.

I guess I'll test it out when I have some time.

Thanks.

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RE: Eliminating punts in outdoor leagues - 10/18/2007 10:24:32 AM   
Tullius

 

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Maybe easier it is to change the profile so that on a 4th down the AI selects every time a standart play. But i have not tested my idea,






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RE: Eliminating punts in outdoor leagues - 10/18/2007 4:09:40 PM   
Marauders

 

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quote:

Open Defaultplays.dat or teampos.dat


Yesterday, I tested a change in the defaultplays.day file.  There was no default, but the play was still there to select in the game.

If the league playbook has only fake punts, it think it would work, but perhaps the default play would need to be null in that file if the league owner did not want to modify the default play.

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RE: Eliminating punts in outdoor leagues - 10/18/2007 5:38:19 PM   
sttfrk

 

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Thanks for all the suggestions.  I'm really not sure why I want to do this, but it is nice to know it is possible.  If I changed the profiles/playbooks as Tullius and Marauders suggest, would it still be possible to attempt field goals when appropriate?

Sorry, I should just play around with the game, but don't have as much time as I'd like to do so and was hoping someone had done something similar.

Thanks again for all your help.

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RE: Eliminating punts in outdoor leagues - 10/18/2007 6:20:09 PM   
Marauders

 

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quote:

Thanks for all the suggestions.  I'm really not sure why I want to do this, but it is nice to know it is possible.  If I changed the profiles/playbooks as Tullius and Marauders suggest, would it still be possible to attempt field goals when appropriate?


Yes.

quote:

There's actually a lot of options I was hoping to find, but am finding the game lets you play 3 different styles of football instead of actually providing true customizability.


There are many styles of hybrid football that can be created.  There are many options. 

The game has constraints though, and that is actually a good thing considering what gamers could try to create and then complain about the AI not working well.


(in reply to sttfrk)
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RE: Eliminating punts in outdoor leagues - 10/18/2007 6:36:56 PM   
sttfrk

 

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quote:

ORIGINAL: Marauders

The game has constraints though, and that is actually a good thing considering what gamers could try to create and then complain about the AI not working well.
I understand this as most people wouldn't understand why playing on the moon results in 80 yard TD passes every time. :)

I would like more options though, even if that means wonky AI and not so realistic stats (since I fully expect those things to occur the more I mess with things).

It's going to seem like a long wait until v3 gets here (not as long as actually getting v1 out though). Now that I know what MF is capable of, I want to play it more and more... hope the wife and kids understand. :)

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RE: Eliminating punts in outdoor leagues - 10/24/2007 6:17:38 AM   
sttfrk

 

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I changed the profile as Tullius suggested and that successfully prevented punts from happening, but now the AI teams will not attempt field goals.

It would be nice if the yards from opponents goal was broken down a little more or could be free form. That alone would solve the problem.


quote:

ORIGINAL: Tullius

Maybe easier it is to change the profile so that on a 4th down the AI selects every time a standart play. But i have not tested my idea,







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RE: Eliminating punts in outdoor leagues - 10/24/2007 6:26:42 AM   
David Winter

 

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Well.. in the game's defense, not having punts on 100 and 110 yard fields was not something the game was ever intended to do. I didn't make any provisions in the design to remove punting plays on the 100/110 yard field.

For Field goals, there is a field on the playbooks main page. Distance from opponents goal post to attempt a field goal. Maybe that's just too low? The default for the Fun and Gun playbook is 45 yards from the goal post. Maybe that's been changed to something much lower?

If it is still set at 45 then I'd agree with you that something is preventing the AI from kicking the field goal and I would suspect it's the result of whatever game situation you created to avoid punting plays.

I don't know if that helps you at all though.

thanks
David

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RE: Eliminating punts in outdoor leagues - 10/24/2007 6:43:35 AM   
sttfrk

 

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Thanks for the reply. It helps a little. At least I know where to look and what things to try to change. I upped the distance from opponents goal post to 50, but still no field goal attempts. I actually set the profile exactly as Tullius posted above. It works surprisingly well in preventing punts.

It seems like it is possible to work within the framework you provided and remove punts in 100 and 110 yard fields.

Thanks for creating a near perfect rendition of a game I've dreamed about playing.


quote:

ORIGINAL: David Winter

Well.. in the game's defense, not having punts on 100 and 110 yard fields was not something the game was ever intended to do. I didn't make any provisions in the design to remove punting plays on the 100/110 yard field.

For Field goals, there is a field on the playbooks main page. Distance from opponents goal post to attempt a field goal. Maybe that's just too low? The default for the Fun and Gun playbook is 45 yards from the goal post. Maybe that's been changed to something much lower?

If it is still set at 45 then I'd agree with you that something is preventing the AI from kicking the field goal and I would suspect it's the result of whatever game situation you created to avoid punting plays.

I don't know if that helps you at all though.

thanks
David


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Post #: 13
RE: Eliminating punts in outdoor leagues - 10/25/2007 8:49:16 PM   
sttfrk

 

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I'm not sure if any one is intersted in this or not, but the best way to do it is to follow Tbirds advice and edit the teampos.dat and defaultplays.dat.  The only downside is you'll need to backup these files up and copy/rename them if you want to play with punts enabled.  Otherwise the games run very well.  I've only been playing a couple of halves here and there, but have seen good results.  In one game the score was 8-8 at half (using rouges, one team had a rouge and TD and the other 2 rouges and 2 field goals).  The other game saw the team I was controlling being able to run at will against the AI team and it was 21-7 at halftime.  I have been using 12 minute quarters. 

An AI vs AI had a score of 22-16 after 3 quarters so scoring is not out of whack.

Let's see, the other thing I did was move kickoffs back to the 25 yard line. 

It's actually a great way to play the game.  The computer AI seems to handle everything very well though it does seem to run a little too often on 3rd and 6 for my tastes.  I find myslef making more conservative calls on 2nd and 3rd downs, but otherwise it hasn't affected gameplay as far as I can tell.


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