Slimm44's 2k13 Roster for PC

A hub for everything related to NBA 2K13 modding. Releases, previews, requests, and other modding discussion belongs here.

Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Fri Dec 28, 2012 5:08 am

Uncle Drew wrote:
s.tambo wrote:please fix the rotations, fix the OKL and other team (Y)


Rosters are good, but the rotations need to be fixed on some teams, as well as missing players in FA pool, Micheal Pietrus, Chris-Douglas-Roberts and Dominic McGuire are on the Raptors, Mavs and Hornets. Ex... Sacramento has Brooks starting at PG, and Salmons at SF instead of Thomas and Johnson. I realize these could change though. There are other teams that have similar rotation issues, unless you're going strictly by ratings. (Y)


You must have missed this in the post where I spoke of releasing the roster:

"I do not plan on doing any player transactions until the Trade Deadline, so the players assigned to rosters will be as they were on the Opening Day roster."

I am getting ready to upload two new rosters, one with players injured at the beginning of the season in reserve and the other as if there were no injuries at the beginning of the season. The latter is speculatory at best, the former is based off of the average MPG players have received at the beginning of the season to compensate for injuries (IE Chicago and Rose, Dallas and Dirk, Lakers and Nash, etc.). My rotations have nothing to do with ratings and everything to do with trying to mimic the rotations that teams use in real life. The problem is, teams' rotations "trend" more than they stay static so, without daily roster releases (which I will not do), it is incredibly difficult to do in-game.

******************************EDIT***************************:

The first post has been updated to include two version of the Opening Day Roster, one with injuries and one without. All Coaching Profiles are now correct, also.
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URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k13 Roster for PC

Postby Onisak on Fri Dec 28, 2012 6:26 am

So as I understand it you havent yet take into account this years performance when rating players? This will be included in trade deadline roster?
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Fri Dec 28, 2012 6:32 am

Onisak wrote:So as I understand it you havent yet take into account this years performance when rating players? This will be included in trade deadline roster?


Some ratings have been adjusted (Jrue Holiday's passing rating, BJ Mullens' 3PT rating, etc) and ALL shot location tendencies, Take Shot Tendeny, and Touches Tendency accurately reflect this year's stats. I have not adjusted most of the ratings much, but there aren't many players having absolutely breakout years. James Harden is putting up better numbers but it's mainly because he is taking more shots and playing more minutes. Around the All-Star break, I will look through ratings to see which others need to be tweaked.
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URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k13 Roster for PC

Postby Mr Tr0llz on Fri Dec 28, 2012 10:15 am

I want to try your roster but with all of these spreadsheet links I am kind of confused on what it is that you changed in the roster file. am I suppose to look at these spreadsheets and input my own changes? or u just showing the changes that you made?
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Fri Dec 28, 2012 11:40 am

Mr Tr0llz wrote:I want to try your roster but with all of these spreadsheet links I am kind of confused on what it is that you changed in the roster file. am I suppose to look at these spreadsheets and input my own changes? or u just showing the changes that you made?


Thanks for the heads-up. I rearranged the first post to make it easier to understand. Simply download the roster (or rosters) of your choice, the cyberface pack, and the global of your choice and install in the directories listed. You shouldn't have to edit much of anything.
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URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k13 Roster for PC

Postby Mr Tr0llz on Fri Dec 28, 2012 12:24 pm

@ slimm44 thanks for clearing it up.
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Re: Slimm44's 2k13 Roster for PC

Postby Medevenx on Fri Dec 28, 2012 3:34 pm

slimm44 wrote:You must have missed this in the post where I spoke of releasing the roster:

"I do not plan on doing any player transactions until the Trade Deadline, so the players assigned to rosters will be as they were on the Opening Day roster."

I am getting ready to upload two new rosters, one with players injured at the beginning of the season in reserve and the other as if there were no injuries at the beginning of the season. The latter is speculatory at best, the former is based off of the average MPG players have received at the beginning of the season to compensate for injuries (IE Chicago and Rose, Dallas and Dirk, Lakers and Nash, etc.). My rotations have nothing to do with ratings and everything to do with trying to mimic the rotations that teams use in real life. The problem is, teams' rotations "trend" more than they stay static so, without daily roster releases (which I will not do), it is incredibly difficult to do in-game.

******************************EDIT***************************:

The first post has been updated to include two version of the Opening Day Roster, one with injuries and one without. All Coaching Profiles are now correct, also.


You can consult my roster for accurate minutes per game for all teams. Or maybe I can send you a .txt file or something (this is for both with injured and without)
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Re: Slimm44's 2k13 Roster for PC

Postby Jhiane on Fri Dec 28, 2012 4:50 pm

can we fix the assistant coaches?
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Fri Dec 28, 2012 10:40 pm

Jhiane wrote:can we fix the assistant coaches?


That will probably come with the "Trade Deadline" Roster. If you want to do it yourself with Leftos' tool, you can. Actually, would you mind updating the Assistant Coaches and Brooklyn's new head coach to both files? That would be one less thing for me to do.
Last edited by slimm44 on Fri Dec 28, 2012 10:43 pm, edited 1 time in total.
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URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
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Re: Slimm44's 2k13 Roster for PC

Postby apollokid on Sat Dec 29, 2012 1:42 am

Hey slimm, thanks for all the work. :)
A few things about the roster:

1) Why do you have run plays set to 100? The slider is still reversed for PC, so at 0 the AI initiates plays much faster after a rebound. Watching CPU games in coach mode absoulutely confirms this. Now the increased freelancing with run plays at 100 means more freedom but I feel the game engine isn't smart enough to handle this. Just preference though.

2) If I understand coaching sliders correctly, they modify personal tendencies. So with Close and Inside at 0 for all teams we get zero values for most players since shot locations according to hoopdata are below 5.0 for close/inside with most players anyway. I've tried both sliders at 50 and PIP are not out of hand at all.
Also, with attack the basket at 0 wouldn't that mean zero as the value for most players since you've capped drive to the lane already?

3) Now your dribble tendency edits make a lot of sense and the game looks definitely less like NBA Street 2k13, but I feel that simple drives look a bit too forced at times, like when players simply run into the defender for a few seconds which shows the ridiculously bad collision detection in this game.
Moves like the over the top flashy spins don't need to be increased but I feel like lowering simple drive or slightly increasing non-ridiculous moves like cross/hesit/sizeup could make the AI driving game a bit more fluid.
Still, with your edits the game looks a lot better.

4) I get your touches formula but I don't know if it's a bit biased towards ball dominant superstars and a disadvantage for off the ball players.
For example a shooter like Ray Allen will not attempt a shot every time they run a play for him, and with the offense continuing without him going to the line or getting an assist these possessions would not be accounted for with your formula.
It works for a lot of players, but I somehow prefer looking at usage% (which isn't perfect especially for garbage time players) with some subjective scaling according to tiers. Maybe 25-30 for superstars/dominant PGs, 20-25 for 2nd options, 15-20 for guys like Marion getting touches in the flow of the offense and so on.
That's just an idea though because I feel like touches values should be pretty close together because I don't like Durant/Melo putting up 30+ shots every game.

So basically your roster rocks, don't wanna hate on anything. Just my 2 cents.
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Re: Slimm44's 2k13 Roster for PC

Postby skoadam on Sat Dec 29, 2012 3:05 am

did u change tendencies in your last v?
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Re: Slimm44's 2k13 Roster for PC

Postby Uncle Drew on Sat Dec 29, 2012 3:29 am

slimm44 wrote:
Uncle Drew wrote:
s.tambo wrote:please fix the rotations, fix the OKL and other team (Y)


Rosters are good, but the rotations need to be fixed on some teams, as well as missing players in FA pool, Micheal Pietrus, Chris-Douglas-Roberts and Dominic McGuire are on the Raptors, Mavs and Hornets. Ex... Sacramento has Brooks starting at PG, and Salmons at SF instead of Thomas and Johnson. I realize these could change though. There are other teams that have similar rotation issues, unless you're going strictly by ratings. (Y)


You must have missed this in the post where I spoke of releasing the roster:

"I do not plan on doing any player transactions until the Trade Deadline, so the players assigned to rosters will be as they were on the Opening Day roster."

I am getting ready to upload two new rosters, one with players injured at the beginning of the season in reserve and the other as if there were no injuries at the beginning of the season. The latter is speculatory at best, the former is based off of the average MPG players have received at the beginning of the season to compensate for injuries (IE Chicago and Rose, Dallas and Dirk, Lakers and Nash, etc.). My rotations have nothing to do with ratings and everything to do with trying to mimic the rotations that teams use in real life. The problem is, teams' rotations "trend" more than they stay static so, without daily roster releases (which I will not do), it is incredibly difficult to do in-game.

******************************EDIT***************************:

The first post has been updated to include two version of the Opening Day Roster, one with injuries and one without. All Coaching Profiles are now correct, also.



Ok, thx for explaining. I always can make the changes myself if need be.
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Re: Slimm44's 2k13 Roster for PC

Postby Bboy500 on Sat Dec 29, 2012 7:32 am

So now that the Nets fired Avery Johnson.....

I assume the playbook will need to be updated later in the year?
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Re: Slimm44's 2k13 Roster for PC

Postby Jhiane on Sat Dec 29, 2012 10:02 am

slimm44 wrote:
Jhiane wrote:can we fix the assistant coaches?


That will probably come with the "Trade Deadline" Roster. If you want to do it yourself with Leftos' tool, you can. Actually, would you mind updating the Assistant Coaches and Brooklyn's new head coach to both files? That would be one less thing for me to do.

I just want to get out of Ewing's face on the coaches sideline it should be James Borrego
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Sat Dec 29, 2012 12:09 pm

apollokid wrote:Hey slimm, thanks for all the work. :)
A few things about the roster:

1) Why do you have run plays set to 100? The slider is still reversed for PC, so at 0 the AI initiates plays much faster after a rebound. Watching CPU games in coach mode absoulutely confirms this. Now the increased freelancing with run plays at 100 means more freedom but I feel the game engine isn't smart enough to handle this. Just preference though.

Coincidentally, I was the one at OS that found that. Part of the problem was with the default playbooks, which are horribly broken. With Vannwolfhawk's edits, the gameplay is better, IMO, with the slider at 100. At 0, the teams have more of a tendency to break the play off. At 100, they tend to execute through the entire play. Feel free to change these to whatever you like. It's not so much about my experience as it is about yours.

2) If I understand coaching sliders correctly, they modify personal tendencies. So with Close and Inside at 0 for all teams we get zero values for most players since shot locations according to hoopdata are below 5.0 for close/inside with most players anyway. I've tried both sliders at 50 and PIP are not out of hand at all.
Also, with attack the basket at 0 wouldn't that mean zero as the value for most players since you've capped drive to the lane already?

No offense, but you your understanding of how the tendencies work is flawed. Even with these tendencies at 0, there is still the underlying AI code and logic that must be accounted fore. Having these at 0 does not completely negate the players' tendency to shoot from those locations, it simply reduces how likely a player is to shoot in those locations. I will post some stats from CPU games that I've been running in a playoff recently to show you some in-game results in a bit.

3) Now your dribble tendency edits make a lot of sense and the game looks definitely less like NBA Street 2k13, but I feel that simple drives look a bit too forced at times, like when players simply run into the defender for a few seconds which shows the ridiculously bad collision detection in this game.
Moves like the over the top flashy spins don't need to be increased but I feel like lowering simple drive or slightly increasing non-ridiculous moves like cross/hesit/sizeup could make the AI driving game a bit more fluid.
Still, with your edits the game looks a lot better.

Thank you for the kind words. These tendencies work in a similar fashion to the ones I just mentioned. I personally prefer all of the dribbling sliders to be at 0, but that's just me. There is still a good amount of dribbling moves written into the AI logic to please me.

4) I get your touches formula but I don't know if it's a bit biased towards ball dominant superstars and a disadvantage for off the ball players.
For example a shooter like Ray Allen will not attempt a shot every time they run a play for him, and with the offense continuing without him going to the line or getting an assist these possessions would not be accounted for with your formula.
It works for a lot of players, but I somehow prefer looking at usage% (which isn't perfect especially for garbage time players) with some subjective scaling according to tiers. Maybe 25-30 for superstars/dominant PGs, 20-25 for 2nd options, 15-20 for guys like Marion getting touches in the flow of the offense and so on.
That's just an idea though because I feel like touches values should be pretty close together because I don't like Durant/Melo putting up 30+ shots every game.

With this statement, I can tell you're making an assumption that you haven't observed in gameplay. At least, not in a substantial enough amount of games to have that opinion. One of the things I'm happiest about with this roster is how the players get the "correct" (IMO) amount of touches in a game.

So basically your roster rocks, don't wanna hate on anything. Just my 2 cents.


Medevenx wrote:You can consult my roster for accurate minutes per game for all teams. Or maybe I can send you a .txt file or something (this is for both with injured and without)


Can you PM it to me? I'd like to compare it with the changes I made in the most recent releases. I admire the work you have done in your roster and would like to see what you have.

skoadam wrote:did u change tendencies in your last v?


I adjusted all Take Shot, Shot Location, and Touches Tendencies. Some teams have had Freelance and some other various tendencies changed, but I still have a little more work to do on them once I get the Hot Spots done. I probably have another day or two left on those.

Bboy500 wrote:So now that the Nets fired Avery Johnson.....

I assume the playbook will need to be updated later in the year?


Possibly. Most teams run similar Sets according to Vann's edits. If Carlisimo institutes something pretty unique, such as the Triangle or Princeton, it will need to be changed. I will monitor it and hope that someone with knowledge of past offenses Carlisimo has ran will help me out with them.
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URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k13 Roster for PC

Postby Medevenx on Sat Dec 29, 2012 3:19 pm

slimm44 wrote:Can you PM it to me? I'd like to compare it with the changes I made in the most recent releases. I admire the work you have done in your roster and would like to see what you have.


As much as I want to, my next release will have new injury updates so the minutes got updated again and so are the lineups. My roster is more of a current NBA roster so I don't think it would apply here in your Opening Day roster.
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Re: Slimm44's 2k13 Roster for PC

Postby apollokid on Sat Dec 29, 2012 8:50 pm

slimm44 wrote:
Coincidentally, I was the one at OS that found that. Part of the problem was with the default playbooks, which are horribly broken. With Vannwolfhawk's edits, the gameplay is better, IMO, with the slider at 100. At 0, the teams have more of a tendency to break the play off. At 100, they tend to execute through the entire play. Feel free to change these to whatever you like. It's not so much about my experience as it is about yours.

That's something I've noticed, too. The AI starts a play earlier at 0, but if it breaks down you get all that freelancing nonsense with players not doing anything.
So I understand your idea at 100, on the other hand I see more PG spamming into the paint at 100 before a play is called. You somehow have to pick your poison with this years game.

No offense, but you your understanding of how the tendencies work is flawed. Even with these tendencies at 0, there is still the underlying AI code and logic that must be accounted fore. Having these at 0 does not completely negate the players' tendency to shoot from those locations, it simply reduces how likely a player is to shoot in those locations. I will post some stats from CPU games that I've been running in a playoff recently to show you some in-game results in a bit.

What's your theory on the difference between tendency sliders and coaching sliders? The hardcoded AI aside, if we set everything at 0 these values should not differentiate players anymore, so at least with the individual tendency sliders under game settings my assumption was they alter player tendencies the same way as attribute sliders do, acting as a modifier for the editable player values.
So lowering them globally should result in some player's values being 0 if I choose a really low setting. They will still shoot from those locations, but shooting tendencies would not differentiate players at 0 as much as other tendencies like drive/pass out/pull up and so on.

Maybe I'm completely wrong already, but it comes down to this: Is close/inside/attack at 50 for game sliders and 0 for coaching profiles the same as the other way around? Basically one value at 50 and the other at 0. Are these tendencies the same or do you think there's a difference just looking on their impact on gameplay?

Thank you for the kind words. These tendencies work in a similar fashion to the ones I just mentioned. I personally prefer all of the dribbling sliders to be at 0, but that's just me. There is still a good amount of dribbling moves written into the AI logic to please me.

Your edits definitely work well, especially the whole midrange pull up game looks much better. For example Westbrook actually takes more of those quick jumpers OKC lives and dies by. Ironically though, i think if he played more like 2ks arcade default Westbrook in real life, he would a much better player. If Harden can get 10 FTAs per game, so should he.

With this statement, I can tell you're making an assumption that you haven't observed in gameplay. At least, not in a substantial enough amount of games to have that opinion. One of the things I'm happiest about with this roster is how the players get the "correct" (IMO) amount of touches in a game.


You're right, just an assumption. It was simply based on plays teams run which don't directly result in a FGA/FTA/TO/FT.
Like with Allen still in Boston they ran many screen plays for him where he didn't get open or passed the ball right back to Rondo. So I assumed your formula would not count these touches, whereas an Iso/PnR for a guy like Lebron will more often lead to a shot/assist/Ft, so I somehow thought this could maybe skew the numbers. Now of course you know much more what you're talking about, you've done all the work guys like me are too lazy for :)
Still, I'm changing touches numbers to a more usage based system mainly because I like fantasy drafts and it's easier to look at random teams for me if touches follow a usage style formula.

I dont have the same sample size as you do considering the time you put into this roster, so do you have any observations about FGAs for superstars in more than the few games I've played/simulated until now? With 2ks rosters Durant/Kobe/Melo will often attempt >30 FGs, which is fine if it doesn't become the norm.
So do FGAs for dominant scorers even out for you in the long run?
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Re: Slimm44's 2k13 Roster for PC

Postby skoadam on Sat Dec 29, 2012 9:58 pm

so plays are now 100 in coaching profiles?
slimm got one request can u update your profiles and other stuff in first post? thx in advance
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U R Basketball - Where Sim Happens
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Re: Slimm44's 2k13 Roster for PC

Postby apollokid on Sat Dec 29, 2012 10:55 pm

skoadam wrote:so plays are now 100 in coaching profiles?
slimm got one request can u update your profiles and other stuff in first post? thx in advance


Yup, run plays=100, inside/close=0 for all teams I think.
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Sat Dec 29, 2012 11:56 pm

apollokid wrote:
skoadam wrote:so plays are now 100 in coaching profiles?
slimm got one request can u update your profiles and other stuff in first post? thx in advance


Yup, run plays=100, inside/close=0 for all teams I think.


Correct. I also tweaked the Help D, Defensive Pressure, and Offensive Tempo scales. I'll post the changes in a template when I get a chance.
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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slimm44
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Re: Slimm44's 2k13 Roster for PC

Postby joey1128 on Sun Dec 30, 2012 1:21 am

hi bro

thank you roster and gameplay

there's Slimm44 with Kyrius Accessories.ROS & WithInjuries.ROS

which one should i use?
what's the different?

thx again
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Sun Dec 30, 2012 1:38 am

joey1128 wrote:hi bro

thank you roster and gameplay

there's Slimm44 with Kyrius Accessories.ROS & WithInjuries.ROS

which one should i use?
what's the different?

thx again


The two current rosters are named "With Injuries" and "No Injuries". The only difference between the two is the "With Injuries" roster has players who have missed the majority of the beginnng of the year in reserve while the "No Injuries" rster has all players active and starting , ie Rose with Chicago and Dirk with Dallas.
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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slimm44
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Posts: 1304
Joined: Wed Oct 28, 2009 7:24 am

Re: Slimm44's 2k13 Roster for PC

Postby mlp111 on Sun Dec 30, 2012 1:40 am

Slimm44, what settings file do you recommend with your roster, so that i can have all the jersey (christmas one), will albys settings work with your roster?
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mlp111
 
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Sun Dec 30, 2012 1:51 am

mlp111 wrote:Slimm44, what settings file do you recommend with your roster, so that i can have all the jersey (christmas one), will albys settings work with your roster?


I'm not sure which settings file is with Alby's, so I can't answer that question. If it's the settings file that unlocks everything, it should work. No reason why it shouldn't. It's been over a month since I've played a game as I've been editing and testing through CPU games. As of now, I can't recommend a settings file. I've heard good things about Alby's and MKHarsh's, thouh.

That being said, the newest rosters have been added to the first post. The following aspects have been edited:

- Drive the Lane Tendency
- Pull Up Tendency
- Freelance Tendencies
- Hot Spots (this was a BEAST)
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
slimm44
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Contributor
 
Posts: 1304
Joined: Wed Oct 28, 2009 7:24 am

Re: Slimm44's 2k13 Roster for PC

Postby mlp111 on Sun Dec 30, 2012 1:56 am

slimm44 wrote:
mlp111 wrote:Slimm44, what settings file do you recommend with your roster, so that i can have all the jersey (christmas one), will albys settings work with your roster?


I'm not sure which settings file is with Alby's, so I can't answer that question. If it's the settings file that unlocks everything, it should work. No reason why it shouldn't. It's been over a month since I've played a game as I've been editing and testing through CPU games. As of now, I can't recommend a settings file. I've heard good things about Alby's and MKHarsh's, thouh.

That being said, the newest rosters have been added to the first post. The following aspects have been edited:

- Drive the Lane Tendency
- Pull Up Tendency
- Freelance Tendencies
- Hot Spots (this was a BEAST)

Awesome bro, will give it a test, look forward to testing it because i really like your edits, gameplay just flows and now that you added Vannwolkhawk's Playbook Edits, i know it will be beast!
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