by jjboybeamer on Sun Mar 22, 2009 10:04 pm
Check this out how come I havent seen this shit anywhere ? apparantly a bunch of filipino gamers managed to crack the .ata files ? Therefore they can make extreme changes to the gameplay. here is a readme:
First, the chinese cracked 2ks IFF files and started to create some amazing graphical mods. Now, a group of gamers from the phillipines have broken the .ATA files allwing for some extreme gameplay changes to the players tendencys , abilitys etc.. Heres a readme file of the next big update and game changes! man, i cant waiT!!
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Copy / Paste // Katroded // O.o PC gaming Forum
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- Added X.ATA components to the existing sliders (totaling 36 Slider Elements)
- Improved Double Team - players will now switch and double based on real life attributes in 'Quickness and Agility' - attributes will be modeled after current stats.
- Improved the CPU Tendency: Teams and players (specific) will now play AI with CPU controlled tendencies based on the new ATA system
- Team Moral implemented based on CPU / Catch Up factor: reduced the catch up factor by allowing the process to run based on attrubuted in Fatique and Stamina brackets. Bad teams (winning %% < .75) will no longer be able to catch up when this process is triggered.
- Post D improvement(s). Based on ATA attributes and defense / guard factor. Stamina and strength will also be pre-calculated in.
- Limited Spin / Go to the Basket exploit: This has been reduced considerably by allowing the ATA to trigger events to prevent a player from 'spinning' or 'driving' to the basket constantly. The trigger is based on 'quickness / reaction / ball handling skills' based on a linearity model. An example would be if Kobe drove to the basket - his QCK / REACT / BH would be reduced by 55 % percentile that would trigger him to lose or turnover the ball. This exploit will no longer be utilized consistently.
- Improved rebounding: Attributes were based on Agility / Ability and D / O RB ratings. An ATA attribute of Quickness was also factored in for a more realistic AVR RB per game
- mproved Balanced Passing based on Bal handling and Passing Awareness attribute
- 3 -2 Zone fixed: PF and C will now play on opposite sides reducing the potential 'driving lane' on one side. Attribute included Awareness / Ability / Quckness to get back / GA
- Eliminated the ridiculous 'take charge foul' on D - but added the GA of blocking charge if players attempted this twice on consecutive possessions. This was based on GA and Tendencies
- Centers and 'Big men' move / husstle back on defense. Atributes included Agility / Awareness / GS and Fatique factor. You no longer need to move Crash the board' slider on zero. CPU will calculate and pre-determine the overall abilities with positive end results.
- Improved Goaltending based on 2 key attributes: GA and rebouding skills
refined the 'Shot / Shootinh in Traffic' process. every player has been added attributes based on real-worl stats. These attributes will factor and / or determine the outcome of the shot (lay up, fadaway etc). Factors to contend on percentile will include defensive rating of plyer (contested based on %% of Blk Shots, STL etc.
-And many, many more fixes. Our goal is to help create the most realistic Basketball game on the planet. We still give thanks to Sega and 2K for the giving us the enviroment to work on. But we give bigger thanks to the gamers that that truely support our industry