simgame.dat tinkering-Long winded :-)

Maximum-Football 2.0 is the latest and greatest release from the acclaimed sports management video game studio, Wintervalley Software. Bringing a whole host of new features like full Xbox 360 controller support, full DirectX 9.0 utilization, and scores of other upgrades and improvements, Maximum-Football 2.0 delivers on gameplay and fun like a bullet pass through double coverage. Like its predecessor, Maximum-Football 2.0 allows players to experience the thrill of managing a team in any league!

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garysorrell
Posts: 2176
Joined: Sat Jan 29, 2005 7:47 pm

simgame.dat tinkering-Long winded :-)

Post by garysorrell »

Ive been wanting to get the sim results to resemble my played out games, as most max players want. So I dove head first into the simgame.dat to see what results I could get from adjusting stuff.

The league im using is a 24 team indoor league, 8 man, 25 player roster + inactive. 8 minute quarters with a 35sec clock, 4 downs, my custom playbook for all teams.

The only changes to the dat are as follows:
passyards_max=70
rushyards_min=-8
rushyards_max=50

So far, ive seen some good results, at least as far as im concerned. Others may disagree. And understand, I dont need perfection, just some level of similarity in game results and accumulated stats. Using default settings, my players will always lead the league in most categories.

In week 1, I played to a 91-90 win. That was 10 min qtrs. I changed it to 8min after week 2(via the Database editor)
The highest other score that week was 31 for a single team and no 2 teams combined for more than 50. Stats were all fairly low, nobody rushed for more than low double digits, pass yards were also no more than 100-130.
This continued thru week 4, where my played game scores were in the high 40s and 50s. Sim games were still low.

After the adjustments above, the scores and stats are looking very similar now.

Week 5, the high single score was 69, a CPU team, and all scores were in the 30s to 60s. Stats were also big. A bit too big, with quite a few 150-200yd rush games per team. So I need to tweak the numbers, but for me, this is headed in the right direction. If I can bring down the rush yards a bit, that will be good for me. My playbook is nearly even on run and pass plays, so in played out games its easy to get over 100yds rushing if you wanted to.
Im actually 2-2 on the season, week 4 was simmed and I got nearly the same rush yards as in week 3 which was played.

Anyway, just curious how others have faired in messing with the numbers, especially the outdoor game.....like to know if it makes a difference.


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garysorrell
Posts: 2176
Joined: Sat Jan 29, 2005 7:47 pm

RE: simgame.dat tinkering-Long winded :-)

Post by garysorrell »

passyards_max=70 should probably be 50 since im using the 50yd field, will have to see what difference that change makes if any
Marauders
Posts: 4428
Joined: Thu Mar 17, 2005 5:37 pm
Location: Minnesota

RE: simgame.dat tinkering-Long winded :-)

Post by Marauders »

passyards_max=70 should probably be 50 since im using the 50yd field
 
I'd think so. [X(]
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