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new patch squirlllllyyy Scores
Posted: Sat Feb 17, 2007 11:33 pm
by MSO94
I just added the new patch and did a outdoor league quick sim. all the games were way high a 6 team league and all 3 games were 56-43,38-65 48-75 is this going to be the norm.
RE: new patch squirlllllyyy Scores
Posted: Sun Feb 18, 2007 1:11 am
by Shaggyra
Could you please post a game log? (for any of the games - it doesn't matter?)
RE: new patch squirlllllyyy Scores
Posted: Sun Feb 18, 2007 2:03 am
by boggyjr
ORIGINAL: MSO94
I just added the new patch and did a outdoor league quick sim. all the games were way high a 6 team league and all 3 games were 56-43,38-65 48-75 is this going to be the norm.
Maybe try adjusting the draft rounds, quarter length...or simgame.dat
I didn't even now that it came out on the 14th. I forgot to check the actual patch section for MF....
Downloading now. I'll try the indoor and Canadian leagues...
RE: new patch squirlllllyyy Scores
Posted: Sun Feb 18, 2007 3:53 am
by MSO94
http://www.geocities.com/unitedfootball07/1-1-CHRvsPHI.txt
Here is one of the sample game sheets.. they seem to be all this high scoring in the outdoor game.
RE: new patch squirlllllyyy Scores
Posted: Sun Feb 18, 2007 4:02 am
by David Winter
It looks like your book only has one offensive play...
1 BHR XFLYYOUT
It would also explain why you have no rushing yards. I assume this is a custom playbook?
Attached is a screen capture of 1 weeks worth of games from the stock US league using the stock plays and playbooks.

RE: new patch squirlllllyyy Scores
Posted: Sun Feb 18, 2007 2:48 pm
by elmerlee
Seems like if there is only one offensive play the scores should be lower - not higher.
Does the defense not adapt to what the offense is doing? If this does not happen there is just no way for realistic football to be played against an AI.
RE: new patch squirlllllyyy Scores
Posted: Sun Feb 18, 2007 4:20 pm
by Tullius
ORIGINAL: elmerlee
Seems like if there is only one offensive play the scores should be lower - not higher.
Does the defense not adapt to what the offense is doing? If this does not happen there is just no way for realistic football to be played against an AI.
When i you look at the playbook you will seet that the defense playbook consists only of two plays (3-4 Man Run and 4-3 Right). Bot plays are designed to stop run plays and esp. the latter play was created to stop sweeps.
I think MSO94 has made new playbooks and here he must done a mistake.
RE: new patch squirlllllyyy Scores
Posted: Sun Feb 18, 2007 4:48 pm
by elmerlee
That was not mentioned in the above. Thanks Tullis.
Does that mean that the defense DOES adapt to offensive play calls? And also the other way around?
RE: new patch squirlllllyyy Scores
Posted: Sun Feb 18, 2007 6:28 pm
by Tullius
Does that mean that the defense DOES adapt to offensive play calls? And also the other way around?
Yes. The first adjustment is to the offensive personal. When the offense will use an empty backfield the defense choose a formation which can match the offensive formation. Then the last plays are recorded and when the offense runs every time a sweep to strong side the defense will choose a corresponding defensive play.
But this will work only when the coaching profiles are defined and the right plays are in the playbook. When the playbook does not contain a run stopping play against the strong side the AI will not create it. The same is true for formations. If there is no work done it can happen that 5 WR line up against a basic 4-3. But when you have created a dime formation and adjusted the coaching profile so that the AI uses it only against formations wiith no backs and a play is carefully made then the match is even.
RE: new patch squirlllllyyy Scores
Posted: Mon Feb 19, 2007 12:45 am
by David Winter
Please don't confuse the AI for the 3D game for that of the quick sim game. They're two completely different games, with two completely different sets of source code.
The AI in the 3D game adjusts for game play. As such it's designed to adapt to what the human is doing. That assumes that there are plays and profiles in its playbook to allow it to adapt. A playbook with only two defensive plays designed to stop the run, will never stop the passing game, even if there is only one passing play.
The "AI" of the quick sim is there to just generate stats. The plays themselves are not executed in the same way the 3D game executes them.
In either case, if you do not provide a reasonably playbook to the AI, you're not going to get reasonable results.
RE: new patch squirlllllyyy Scores
Posted: Sat Mar 24, 2007 10:26 pm
by SmilinJack
David,
The sim is number crunching? That is disappointing. I thought like the old Front Page it was actually playing the games fast without graphics.
SmilinJack
RE: new patch squirlllllyyy Scores
Posted: Sun Mar 25, 2007 12:43 am
by David Winter
The quick sim does not use the 3D engine for play determination. It's pretty much a completely different game inside the game.
RE: new patch squirlllllyyy Scores
Posted: Sun Mar 25, 2007 1:22 am
by SmilinJack
Very interesting.
Is it based on player ratings solely and do my playbooks play a role in the game outcome, matchups...?
Jay
RE: new patch squirlllllyyy Scores
Posted: Sun Mar 25, 2007 2:44 am
by David Winter
As mentioned earlier in the thread, yes, play books do matter. If, for an extreme example, you create a play book with only two running plays, or only one defensive play, it's going to show up in the quick sim game.
thanks