simnumbers matching 3d numbers?

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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micvik
Posts: 139
Joined: Tue Oct 23, 2007 1:50 am

simnumbers matching 3d numbers?

Post by micvik »

I am really enjoying the game at the moment using hack's playbooks with some slight modifications I am getting good stats in the 3d engine. I am still having trouble getting the sim engine to match though. For example the leading tacklers in the sim engine are d-linemen but in the 3d engine DBs and LBs make most of the tackles. I have done some experimentation with varying results. I was wondering does anyone have advice for editing the simdat files.
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chad56s
Posts: 47
Joined: Fri Feb 08, 2008 11:28 pm

RE: simnumbers matching 3d numbers?

Post by chad56s »

I'm going to revive this topic if I may.
 
I too am using hack's playbooks.  Still, I'm getting some very paltry 3D stats.  Scoring rarely goes over 14 (15 min. quarters, 40 sec playclock).  I know that others are getting pretty good results with these (and other) playbooks so I'm beginning to look at other culprits.  I've been running games on a league that has been simmed through 5 seasons, so I'm pretty sure it's not the players who are at fault (maybe I need to rathchet the defenses down a notch though?)
 
How many people modify their constants.dat file?  What are the parts of it that other people are modifying?  Are there any other files or anything else that should be modified?
 
And, then, as micvik wondered - anybody have some simdat files that seem to produce results consistent with 3d?
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