Constants (Full Version)

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Mykal -> Constants (12/9/2008 2:48:24 AM)

in the constants file
if I want to improve blocking (to reduce sacks)
do I move the numbers up or down ?????

you get basic instructions for most things in the constants file
but there's none for Blocking

anyones help will be accepted & appreciated, thanks




DreamTeams -> RE: Constants (12/9/2008 5:21:44 AM)

Trying to recall when I was messing with this if it was increase or descrease. But, I think you get more blocking time if you increase the BlockingPassBlockTime.




Frank Brickowski -> RE: Constants (12/9/2008 12:10:48 PM)

The lack of instructions for the constants.dat file is very annoying.




mbsports -> RE: Constants (12/9/2008 12:26:17 PM)

That's correct - the higher the number in the time sections for constants the longer blocks will be held and hence less sacks.

The SimGame constants are a little different b/c you have things like INT where the higher the number the fewer INTs you'll see.





Mykal -> RE: Constants (12/9/2008 4:29:56 PM)

Thanks MB

I'm running tests with new numbers cos I was seeing way to many sack per game - like 25 a game
so I've moved up the numbers for blocking time and strength and ran one game which totalled 16 sacks

do you by any chance know what the limits are
like what are the high end figures the game will recognise
at the moment I'm on 3.9 time and 3.9 strength but havnt tested these new figures
the 16 sacks came from 3.6 time and 2.9 strength

I'm well aware that some of the sacks are due to the playbooks and blitz schemes
and the offence not lining up to account for the blitz, which I can live with
after all if you need 16 yards on 2nd down (canadian rules) and line up with an empty backfield
your open to any blitz or dog play if you dont get the pass away quickly enough.




Marauders -> RE: Constants (12/9/2008 6:08:50 PM)

quote:

I'm running tests with new numbers cos I was seeing way to many sack per game - like 25 a game
so I've moved up the numbers for blocking time and strength and ran one game which totalled 16 sacks


What league type and playbooks are you using to get so many sacks?  I don't get that many.




Mykal -> RE: Constants (12/9/2008 6:33:18 PM)

Canadian rules league
playbooks from FBMax canadian_1 & CFL playbook (dont know who made them)

I have altered a few plays within them but only the plays that didnt work
like the QB getting jammed on the runningback and just hanging their until he was sacked
so that dont happen anymore
and the wait command on the punt suggested by Hack
which works a treat on reducing punts returned to the house

other than that they are untouched




Mykal -> RE: Constants (12/9/2008 10:11:09 PM)

sorted it myself thanks guys,

the old ways are the best
Test, Test and Test again [:D]




DONMVP -> RE: Constants (12/9/2008 10:56:35 PM)

Mykal you mentioned that play where QB jams up on RB , DID YOU DELETE THE PLAY OR PLAYS FROM PLAYBOOK. Or somehow fix it .I see that occasionally , but never know which play it was .




Mykal -> RE: Constants (12/9/2008 11:18:49 PM)

I fixed it
was simple to do

there was a wait command on the runningback
which meant he stood doing nothing right in the path of the QB's drop back
soon as they collide they jam up and thats followed by the inevitable sack.

so I removed the wait command from the runningback and sent him straight into his block assignment

let me go find the play for ya' and I'll tell which one it is

EDIT I'm Back
Right I'm not 100% because obviously I fixed it
so cant run the play to find out
but I'm pretty certain it was ACE CENTENIAL
if not, its definately one of the plays in the ACE package (think there's about seven in the package)
so wont be hard to find.




Marauders -> RE: Constants (12/10/2008 1:05:30 AM)

quote:

Mykal you mentioned that play where QB jams up on RB , DID YOU DELETE THE PLAY OR PLAYS FROM PLAYBOOK. Or somehow fix it .I see that occasionally , but never know which play it was .


There were some old plays that had the back either not move or block through the QB.  That made the players hang up on each other. They can be fixed by giving the back better command instructions.

Note here that previous to one of the late builds the QB had his collision detection turned off when he was dropping back to a point in order to keep this from happening.  During testing, it just looked silly, so the collision detection was turned on.  The old default playbooks were to be cleaned up, so it wouldn't be a problem, but the updated default playbooks were not part of the last build.




regenerator -> RE: Constants (12/10/2008 10:21:57 PM)

There's an old post by David in the BETA forum which explains most if not all of the Constant values and how to modify them.  I'm thinking of posting my own compilation with as much detail as possible taken from various posts from the past to try to once and for all lift the mystery of the Constants.dat file.




DreamTeams -> RE: Constants (12/10/2008 10:32:48 PM)


quote:

ORIGINAL: regenerator

There's an old post by David in the BETA forum which explains most if not all of the Constant values and how to modify them.  I'm thinking of posting my own compilation with as much detail as possible taken from various posts from the past to try to once and for all lift the mystery of the Constants.dat file.


I'd like to review that. Can you kindly point me to it?




micvik -> RE: Constants (12/11/2008 7:02:45 AM)

I found one way to help the pass protection and blocking in general is to make the RBs, WRs, TEs and OLs very intelligent. I have them between 85 and 95 for intelligence in the attribute tables. Its really cool to see a guard slide outside the tackle to engage a free blitzing LB or a RB slide over to impede a charging DL.




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