

so....could it help you ??
joey1128 wrote:
so....could it help you ??
BobbyColtrane wrote:slimm this roster is fantastic, I had my best game ever last night using this. i really want to use this for an association but I noticed nando de colo is headless in the roster. also, the christmas jerseys are blank.
do i need to download another file or something?
also, do i need to choose between the two superglobal files? or can i use both at the same time? thanks for your help.
awzumcrew wrote:hey slimm, if we're trying to making classic players and back then they didn''t keep certain stats like if a player shot at rim or 16-23 away from the basket. Then how would you recommend rating classic basketball players like Michael Jordan
try
{
reRFT = Convert.ToInt32(100*FTp);
if (reRFT > 99)
reRFT = 99;
}
catch
{
reRFT = -1;
}
try
{
reRPass = Convert.ToInt32(31.1901795687457 + 1.36501096444891 * ASTp + 4.34894327991171 / (-0.702541953738967 - ASTp));
if (reRPass > 99)
reRPass = 99;
}
catch
{
reRPass = -1;
}
try
{
reRBlock =
Convert.ToInt32(25.76 + 17.03*BLKp + 0.8376*Math.Pow(BLKp, 3) - 3.195*Math.Pow(BLKp, 2) - 0.07319*Math.Pow(BLKp, 4));
if (reRBlock > 99)
reRBlock = 99;
}
catch
{
reRBlock = -1;
}
try
{
reRSteal = Convert.ToInt32(29.92 + 14.57*STLp - 0.1509*Math.Pow(STLp, 2));
if (reRSteal > 99)
reRSteal = 99;
}
catch
{
reRSteal = -1;
}
try
{
reROffRbd =
Convert.ToInt32(24.67 + 3.864*OREBp + 0.3523*Math.Pow(OREBp, 2) + 0.0007358*Math.Pow(OREBp, 4) -
0.02796*Math.Pow(OREBp, 3));
if (reROffRbd > 99)
reROffRbd = 99;
}
catch
{
reROffRbd = -1;
}
try
{
reRDefRbd = Convert.ToInt32(25 + 2.5*DREBp);
if (reRDefRbd > 99)
reRDefRbd = 99;
}
catch
{
reRDefRbd = -1;
}
try
{
reTShotTnd = Convert.ToInt32(2 + 4*FGAPG);
if (reTShotTnd > 90)
reTShotTnd = 90;
}
catch
{
reTShotTnd = -1;
}
try
{
reTDrawFoul = Convert.ToInt32(FTAR*10);
if (reTDrawFoul > 99)
reTDrawFoul = 99;
}
catch
{
reTDrawFoul = -1;
}
try
{
double FGAR = (double) FGA/MINS*36;
int touchTotal = Convert.ToInt32(FGAR + FTAR + TOR + ASTR);
reTTouch = Convert.ToInt32(3.141*Math.Pow(touchTotal, 2)/(1.178 + touchTotal));
if (reTTouch > 75)
reTTouch = 75;
}
catch
{
reTTouch = -1;
}
try
{
reTCommitFl = Convert.ToInt32((double) FOUL/MINS*36*10);
if (reTCommitFl > 99)
reTCommitFl = 99;
}
catch
{
reTCommitFl = -1;
}
awzumcrew wrote:slimm44, probably both, and I want to do multiple teams, like Wilt Chamberlain when he scored 100 points in 1962 or to actually put Julius Erving, Kareem, and C-Webb back into the game with correct ratings.
Leftos wrote:I've updated NBA Stats Tracker and NBA 2K13 Roster Editor to support updating ratings and tendencies based on real stats. I'm also uploading a Video Tutorial on how to do this.
Problem is, I could only get formulas for 10 of the ratings and tendencies based on the data available from B-R.com:
Ratings: FT, Block, Pass, Steal, OREB, DREB
Tendencies: Shot, Draw Foul, Commit Foul, Touch
Any ideas on how to implement more of them?
Here's the code I use to calculate the above (I used Eureqa Formulize on your tables to calculate functions so that I could easily calculate in-between ratings as well):
- Code: Select all
try
{
reRFT = Convert.ToInt32(100*FTp);
if (reRFT > 99)
reRFT = 99;
}
catch
{
reRFT = -1;
}
try
{
reRPass = Convert.ToInt32(31.1901795687457 + 1.36501096444891 * ASTp + 4.34894327991171 / (-0.702541953738967 - ASTp));
if (reRPass > 99)
reRPass = 99;
}
catch
{
reRPass = -1;
}
try
{
reRBlock =
Convert.ToInt32(25.76 + 17.03*BLKp + 0.8376*Math.Pow(BLKp, 3) - 3.195*Math.Pow(BLKp, 2) - 0.07319*Math.Pow(BLKp, 4));
if (reRBlock > 99)
reRBlock = 99;
}
catch
{
reRBlock = -1;
}
try
{
reRSteal = Convert.ToInt32(29.92 + 14.57*STLp - 0.1509*Math.Pow(STLp, 2));
if (reRSteal > 99)
reRSteal = 99;
}
catch
{
reRSteal = -1;
}
try
{
reROffRbd =
Convert.ToInt32(24.67 + 3.864*OREBp + 0.3523*Math.Pow(OREBp, 2) + 0.0007358*Math.Pow(OREBp, 4) -
0.02796*Math.Pow(OREBp, 3));
if (reROffRbd > 99)
reROffRbd = 99;
}
catch
{
reROffRbd = -1;
}
try
{
reRDefRbd = Convert.ToInt32(25 + 2.5*DREBp);
if (reRDefRbd > 99)
reRDefRbd = 99;
}
catch
{
reRDefRbd = -1;
}
try
{
reTShotTnd = Convert.ToInt32(2 + 4*FGAPG);
if (reTShotTnd > 90)
reTShotTnd = 90;
}
catch
{
reTShotTnd = -1;
}
try
{
reTDrawFoul = Convert.ToInt32(FTAR*10);
if (reTDrawFoul > 99)
reTDrawFoul = 99;
}
catch
{
reTDrawFoul = -1;
}
try
{
double FGAR = (double) FGA/MINS*36;
int touchTotal = Convert.ToInt32(FGAR + FTAR + TOR + ASTR);
reTTouch = Convert.ToInt32(3.141*Math.Pow(touchTotal, 2)/(1.178 + touchTotal));
if (reTTouch > 75)
reTTouch = 75;
}
catch
{
reTTouch = -1;
}
try
{
reTCommitFl = Convert.ToInt32((double) FOUL/MINS*36*10);
if (reTCommitFl > 99)
reTCommitFl = 99;
}
catch
{
reTCommitFl = -1;
}
Don't know if you have any coding experience and if the above makes any sense to you, but it should give you an idea of how I calculated them.
slimm44 wrote:Here is a list of updates I have planned:
Upload Coachiing Profiles
Correct Play Types – No Cutter, High Post, or Isolation Plays. Big men only get PNR Man if they have no other play types.
Correct Freelance Tendencies – Only use PNR Handler, PNR Man, Low Post, Spot Up
Test 100-75-50-25 scale and direct translation of statistics
Fix CF List
Add missing portraits
Change Diaw to PF, Change DeColo's info
Fix Durant's Body type
Add FA's
Change Nets coach to Carlesimo
Do you guys have anything else you'd like to be implemented? Also, if there are questions about this list, feel free to ask.
SavoyPrime wrote:slimm44 wrote:Here is a list of updates I have planned:
Upload Coachiing Profiles
Correct Play Types – No Cutter, High Post, or Isolation Plays. Big men only get PNR Man if they have no other play types.
Correct Freelance Tendencies – Only use PNR Handler, PNR Man, Low Post, Spot Up
Test 100-75-50-25 scale and direct translation of statistics
Fix CF List
Add missing portraits
Change Diaw to PF, Change DeColo's info
Fix Durant's Body type
Add FA's
Change Nets coach to Carlesimo
Do you guys have anything else you'd like to be implemented? Also, if there are questions about this list, feel free to ask.
Will the update for the new Coaching Profiles be posted on the first post/front page?
slimm44 wrote:Here is a list of updates I have planned:
Upload Coachiing Profiles
Correct Play Types – No Cutter, High Post, or Isolation Plays. Big men only get PNR Man if they have no other play types.
Correct Freelance Tendencies – Only use PNR Handler, PNR Man, Low Post, Spot Up
Test 100-75-50-25 scale and direct translation of statistics
Fix CF List
Add missing portraits
Change Diaw to PF, Change DeColo's info
Fix Durant's Body type
Add FA's
Change Nets coach to Carlesimo
Do you guys have anything else you'd like to be implemented? Also, if there are questions about this list, feel free to ask.
slimm44 wrote:apollokid wrote:Hey slimm, have to take back what I've said about the run plays slider. It appears that it works differently in coach mode, where it seems like the AI initiates a play in transition only after the PG has crossed the 3pt line at 100. For nomal gameplay, your setting is much better. Did you also notice that coach mode somehow feels different for the CPU?
Also, maybe that's only an issue for me, but the AI has troubles using High Post plays properly. Especially those with a PnR option for the posting player seem to be bad for CPU gameplay because you only have a window of about a second for making the initial entry pass before the play changing to a PnR. And even with the pass spacing is messed up for me even with vanns playbooks That's why High Post scorers like Dirk get not enough FGAs at least for me.
I've removed these plays from most teams for now and replaced them with more isolation based High plays like Rap High from Toronto's playbook.
But maybe you've got another idea how to make High Post offense more dominant.
I'll check it out. Thanks for the head's up. Which difficulty do you play on? Also, are you noticing this on Hum vs. Cpu, Cpu vs. Cpu, and/or Coach mode? Also, what sliders are you using?
apollokid wrote:slimm44 wrote:apollokid wrote:Hey slimm, have to take back what I've said about the run plays slider. It appears that it works differently in coach mode, where it seems like the AI initiates a play in transition only after the PG has crossed the 3pt line at 100. For nomal gameplay, your setting is much better. Did you also notice that coach mode somehow feels different for the CPU?
Also, maybe that's only an issue for me, but the AI has troubles using High Post plays properly. Especially those with a PnR option for the posting player seem to be bad for CPU gameplay because you only have a window of about a second for making the initial entry pass before the play changing to a PnR. And even with the pass spacing is messed up for me even with vanns playbooks That's why High Post scorers like Dirk get not enough FGAs at least for me.
I've removed these plays from most teams for now and replaced them with more isolation based High plays like Rap High from Toronto's playbook.
But maybe you've got another idea how to make High Post offense more dominant.
I'll check it out. Thanks for the head's up. Which difficulty do you play on? Also, are you noticing this on Hum vs. Cpu, Cpu vs. Cpu, and/or Coach mode? Also, what sliders are you using?
In my opinion difficulty doesn't matter in terms of how good the AI uses High Post plays since the bad spacing and decision making seems to be more about the game logic itself. In Hum vs. Cpu since the initial entry pass almost never happens the play depends mostly on the way you defend the screen. So if you hedge the ball handler, sometimes the play will be completed, otherwise the PG will drive to the basket.
Sliders also don't seem to make a difference, I let the AI simulate plays in practice mode to see if you actually get a good position for High Post players.
And most are simply useless.
Also it looks like 2k hardcoded player behaviour to positions somewhat. Try to give a guy like Millsap only mid range or High Post plays and even when getting open he will pass the ball back to a guard right after catching it. Driving and pull up tendencies seem to have less impact on big men than in previous games.
The game logic is simply bad at recognizing driving opportunities for big men.
So what's your reason for removing cutter, High and Iso? Do you mean all players or only big men?
Rosque wrote:Roster with injuries has no players listed as injured.
Leftos wrote:No, but had you applied them, users could easily copy-paste them into their Association save as soon as they started it, effectively transferring them over. Just like I copied your Playbooks from your latest roster into my ongoing Association.
mtdub wrote:I cant put a finger on it but watching a cpu vs cpu game with your roster is a thing of beauty.I see alot of little things in your roster that I dont see in others. the floor spacing seems to be a lot better with your roster so there seems to be a lot less bumping in which i think 13 has a serious problem with. plus your roster is the only roster i seem to get a good amount of fouls called. I like to watch alot of cpu games to see how close the players and teams resemble themselves, in my opinion thats when you see players true tendencies and your roster is about as good as it gets.
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