DreamTeams -> RE: Metro Football League - Season 4 (9/2/2008 11:40:40 PM)
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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
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