Part:1 Important AI configs, 2:CPU Pacing, 3: Ball Conditions
Friends,
As i promised in my CGP download thread, here we go!, the one-stop solution you are looking forward to unleash the AI configurations never before!, it doesn't get any bigger and better than this!. So lets go through this!. As this is a very extensive analysis i also archieved it as a zip file(and much more readable!)and attached with this thread!, looking forward to your comments, feedback, review!, I request the mod/admin to make this thread a Sticky one, so that everyone can find this with out any difficulty!.
A Complete Tutorial For EAC2004 AI Configuration Patch Makers
Prepared By: A.R.Karthick (aka) Boss
Thanks to: Planetcricket.net forum Members, Moderators and Administrator.
Web Link: http://eac2004.sphosting.com
--------------------------------------------------------------------------------
PART:1 - Important Configuration Changes
--------------------------------------------------------------------------------
Required Tools:
Prakash Config Editor v3, Graphic Importer v3 and Field Editor to make your AI patch along with this extensive AI Configs Unleashed by me!
--------------------------------------------------------------------------------
Here is the Step-by-Step Guide for AI Config Patch Makers. In this Part We are going to analyse the important configuration parameters that affect both CPU AI and Ours!.
Generally when you import any of the configuration patch in Prakash's Config Editor You can see lot of tabs!, Here I am explaining Each and Every Parameters in ODI and TEST match AI Settings. (That can be found in the editor as "ODI Easy", "ODI Normal", "ODI Hard" and "TEST Easy", "TEST Normal", "TEST Hard". These are the defining parameters that can change the ODI and TEST matches AI at Various Game Modes. Let us see one by one!
--------------------------------------------------------------------------------
Title: ;Human Stroke Difficulty
The Parameters Starting with ";" are just titles that describes the content of that file. They actually doesn't have anything to do with.Though it state the Human stroke difficulty, few of it still affect the CPU also.
1. DiffLevel:
This is the Important Parameter. It actually describes the Difficulty of the Human Player in every aspect. That is timing of the shot, Edges, Batsmen Confidence of going after the ball etc. This parameter is related with all the other parameters. Lesser Difficulty Means we can find the placing and timing of the stroke soon, Vast direction of the shots, Good Power to the shots, Less no of Edges, More Confidence and viceversa for Higher difficulty.
Usually 0.000000 difficulty means There is no difficuty at all, as if it u are in pretty good form straight away, 0.500000 difficulty means upto your confidence meter is half full(i.e. you are half settled), You may find difficult to time the ball, maximising the chances of edges by going after the ball, and also less power and direction in strokes. You have to set it correctly to get your desired level.
2. ScoreBias:
This is the scoring difference between top order, middle order, lower order and tailender batsmen in the team.i.e, Over all difference between quality teams and lesser quality teams and sums it up in the final result. Larger this parameter means there is plenty of difference in scoring between the team and vice versa for lower value.
This parameter affects the CPU Team is well.
We should leave this parameter un-touched. Usually it will bring bizarre results then!, any how u may go after this param if u like!
3. StrokeDiffLevel:
Stroke Difficulty Level is related with DiffLevel Param. You may find it difficult to time and place the shots until you are settled(i.e. until you exceed your difficulty level period!,). Usually higher this parameter means very hard to score runs and viceversa for lower value.
Usually 0.000000 StrokeDiffLevel means you can score freely from the very beginning and higher this number higher the difficulty.
This Parameter also affects the CPU StrokeDifficulty.
You've to balance the values between DiffLevel and StrokeDiffLevel to get it right!
4. BallsFacedLevel:
This value determines your confidence in batting(i.e. Willingness to go after the bowling!). Lower this value means you may gain your confidence quickly and viceversa for higher value.
If this value is 0.0 you may gain your confidence so quickly after hitting few runs there by timing and placing are pretty easy, if you mistimed or edged a few your confidence will fall gradually. Gradually increase this parameter to get it right!
This parameter is for us only!
5. BatOrderLevel:
Batting Line-up Order Level determines the flexibility of the batting line-up!,(it may look similar to ScoreBias, but is different). If higher this value means the top order of the team will play well(even though few mess it up!) and lower this value means lesser flexibility in the team, i.e. more collapse in the line-up may occur. This is important AutoPlay Parameter is well!.
This parameter is for CPU is well.
Usually 0.700000 will set this parameter right.(i.e. 70% Batting Flexibility!)
6. BatRandomLevel:
This parameter determines how various batsmen in the team plays well on different situations. (i.e. on random situations). Higher this value means more players in the team tend to play well on different situations irrespective of their form or quality and viceversa for the lower value.
This Parameter is for us only!, and it also affects on AutoPlay Results!
Usually 3.000000 will set this parameter right!.
7. BatEdgeDifficulty:
This parameter is important in determining the Edges happened in the game!. Usually you get lot of edges until you exceed your difficulty period,(i.e. DiffLevel and StrokeDiffLevel). Less this value means there is less edges and viceversa for high values. This parameter also affects CPU.
Say if this value is 0.0 means no edges at all in the game!, basically 0.2 will give the 20% edges in the game!
8. BatEdgeStroke:
This parameter determines the edges occured when attacking shots played rather than defensive shots. Less this value means less edges when shots played viceversa for the higher value.This also depends on DiffLevel and StrokeDiffLevel. This parameter also affects CPU.
If this value is 0.0, there will be no edges during shots played. By setting this value into 0.05 will give the 5% edges during the strokes play!.
9. BatEdgeAverage:
This Parameter is closely related to BatEdgeDifficulty. Usually determines the frequency of edges occuring in the game irrespective of quality and order of the player whether they are playing defensive or aggressive shots. Less this value means lesser occurence of the edges and high value means high amount of edges can be expected. This parameter is for CPU also.
Say if this value is 0.0, there will be very rare chance of edges. By setting this value equal to the value of BatEdgeDifficulty(say 0.2) you will get good results. (20% chance of edges during any shots).
10. BatEdgeOrder:
This parameter determines how the various players in the line-up will get the edges. Lesser this value means there will be edges to all the players in the team regardless of their batting order. If this parameter is higher then top and middle order batsmen will get less number of edges. This parameter also affects CPU.
If this value is 0.0, the edges occurence will be distributed to all the players in the line-up, Basically setting this upto 0.05 will give less edges for top and middle order batsmen.
11. BatEdgeBias:
This value determines the edges produced on different type of pitches. Higher the value, bigger the difference of edges produced on different types of pitches and vice versa. This parameter affects both the CPU and us.
If this value is 0.0, then there will be same amount of edges on all pitches whether it is Green pitch or Dusty Pitch. So generally setting this parameter to 0.1 will do the trick!,(i.e. 10% edge occurence difference!)
--------------------------------------------------------------------------------
Title: ;Bat Windows
1. BatWindowCentre:
This parameter determines the centre spot of the bat, i.e.basically 0.0. Don't try to modify this value as it will provide weird gameplay then. For eg if you make it to 1.0 then all the shots will be played from the outside edge of the bat!.
2. BatWindowSize:
This Parameter determines the bat's space size. The in-game parameter 14.0 is ideal. If this value is increased then u can play any shot any where. For eg: If you double this value as if it you are batting with 2 bats, weird!, isn't it?.
3. BatWindowIdealSize:
This is the prime parameter of determining edges, timing, and power of the stroke. This Parameter is closely related with MaxPosAdjust and MaxTrajAdjust parameters.(Let see these parameters in detail afterwards!). This is also affect the CPU. If this value is 3.0 means there is medium amount of edges, timing and power provided to shots. To increase it to 5.0 means you have the less number of edges, but good timing and power provided to the shot. Gradually decrase or increase it to your preference.
--------------------------------------------------------------------------------
Title: ;Batsman Position Adjust
1. MaxPosAdjust:
Determines the maximum position covered or adjusted by the batsmen to hit the ball or to leave it. Less number of this value means minimum foot movement on the crease and high value means maximum foot movement/adjustment on the crease. The value 0.1 is ideal, though you can change it to your preference. This parameter is common.
--------------------------------------------------------------------------------
Title: ;Ball Adjust
1. MaxTrajAdjust:
Determines the trajectory judgement of the ball by batsmen. (i.e. Seam movement, Swing, Spin, Speed variation!). Lesser this value, lesser the movement prediction and viceversa for the higher value. This value is closely related to MaxPosAdjust. By balancing between them we can get the perfect gameplay. The ideal value is 0.1, still you can change it to your taste.
--------------------------------------------------------------------------------
Title: ;CPU Stroke Selection
1.2.3. CpuBallBatsman, CpuBallStump, CpuBallLength:
Though this parameter is stated for CPU, still affects us. This parameter determines How the CPU (and us) moving position in the crease, How they judge the ball bowled at the stumps and How they judge the movement of the ball on the pitch respectively. Lesser value means lesser movement on the crease, vulnerable at stumps, and wrong judgement of the movement of the ball and higher this value means higher movement on the crease, higher accuracy shots on the balls at the stumps, and good judgement of seam,swing,spin. We can play a bit between this value to get it right. In-game value is 7.0 (for all three parameter!), i.e.ideal generally. For a slightly challenging play you have to change it to 9.0, 3.0, and 6.0 respectively.
4.5. CpuBatsmanType, CpuBatsmanType2:
Determines how aggressive the first batsman and the second batsman among the two at the crease will bat. Lesser these value, lesser aggressive and viceversa for higher values. This parameter is closely related with CpuReward and CpuRequest. It is also one of the parameter that will affect the autoplay. The in-game value 22.0 for CpuBatsmanType and 0.06 for CpubatsmanType2 are ideal. Anyhow you can examine with various values to get it right. But remember if you increase the CpuBatsmanType2 value too much you mostly ended in weird game play. Trade-off between this value should be equal and minimum.
6. CpuRequest, CpuReward:
Determines the overall batting approach by the CPU. Higher these value, CPU play aggressively according to the match situation through out the innings and viceversa for the lower values. These are the important Autoplay parameters along with few others. In-game parameters are 1.0 and 22.0 respectively. particularly in test matches if you want to see a aggrssive batting from CPu you have to vary it a bit. My preferred value is 1.7 and 37.0. You may try your own values for even better test pacing.
7.8. CpuContactHorz, CpuConatctVert:
Determines the Horizontal and vertical Contact made with the ball when the shot making taken place,(Maybe for CPU only). Usually these parameters have to left alone to the default values. Higher these values means the shot will provide on good time shot and viceversa for the lower values. Default parameters are 15.0 and 17.0.
9. CpuRandom:
Determines how various batsmen in the CPU team plays well on different situations. (i.e. on random situations). Higher this value means more players in the CPU line-up tend to play well on different situations irrespective of their form or quality and viceversa for the lower value.
This Parameter is for CPU only!, and it also affects on AutoPlay Results!.
Usually 3.000000 will set this parameter right!.(i.e. the same for BatRandomLevel(Human Random Value)). This Ensures there is no leanience given away to the CPU or us!.
10. CpuDifficulty:
Same as human player's DiffLevel. But this one for CPU.
This is the Important Parameter. It actually describes the Difficulty of the CPU Player in every aspect. That is timing of the shot, Edges, Batsmen Confidence of going after the ball etc. This parameter is related with all the other parameters. Lesser Difficulty Means CPU can find the placing and timing of the stroke soon, Vast direction of the shots, Good Power to the shots, Less no of Edges, More Confidence and viceversa for Higher difficulty.
Usually 0.000000 difficulty means There is no difficuty at all, as if it CPu are in pretty good form straight away, 0.500000 difficulty means upto CPU's confidence meter is half full(i.e. CPU are half settled), they may find it difficult to time the ball, maximising the chances of edges by going after the ball, and also less power and direction in strokes. You have to set it correctly to get your desired level.
11. CpuBallsFaced:
Same as BallsFacedLevel for Human Players, but this one for CPU.
This value determines CPU's confidence in batting(i.e.willingness to go after the bowling!). Lower this value means CPU may gain confidence quickly and viceversa for higher value.
If this value is 0.0 they may gain confidence so quickly after hitting few runs there by timing and placing are pretty easy, if CPU mistimed or edged a few confidence will fall gradually. Gradually increase this parameter to get it right!
12.13. CpuTacticsDefend, CpuBattingMatchType:
These are important defining parameters of how CPU estimate(approach!)the game.(Also sets the AutoPlay up!). Basically these values were set to 0.0 in-game by default. But we can tweak it a bit to get good results. Let us see!. Lesser these values, higher the aggressive approach(even after the wicket falls, still the new batsmen tends to play aggressively). Higher these values means more sensible appraoch(after the wicket falls CPU tend to play defensively to set!). Usually i set 0.5 and 5.0 respectively to get good results(even in AutoPlay) in Test Matches. But in ODIs this is no matter!(as the CPU tends to look at ODI20.cfg/ODI50.cfg pacing files or whatever ODI format you playing). Anyhow try to play around a bit to get good results. Suggested values are 0.2 and 1.0.
--------------------------------------------------------------------------------
Title: ;Bowling Cursor Size
1. TargetSizeMin:
Determines the Minimum bowling cursor size for any bowler there by rounding on where to pitch the ball and affects bowling accuracy. This value affects both CPU and Us. Lesser this value means very small bowling cursor size thus higher accuracy and viceversa for Higher values. This value is closely chained with TargetSizeMax.
2. TargetSizeMax:
Determines the Maximum bowling cursor size for any bolwer there by affects the accuracy of the bowling. This is also for both CPU and Us. Lesser this value, Higher the bowling accuracy and viceversa for Higher values. This is also treated closely with TargetSizeMin.
Generally these Values are depends on Player's Bowling Average(Runs given away per wicket!). There should be a trade-off between their values to get good results. Say these values are 0.00 and 0.99 respectively means Lower Average Bowlers(i.e.Main Stream Bowlers) tends to get small cursor size and Higher Average Bowlers(i.e.Part Time Bowlers) tends to get Big Cursor Size. Simply saying Lower avg means Small circle size and Higher avg means Big circle size.
--------------------------------------------------------------------------------
Title: ; FastBowler Speeds & Spins
1.2.3. Fast, Normal, Slow:
Basically these values determines the various bowling speed of Fast and Medium Fast Bowlers. There is no seperate speed parameter given for Medium Fast Bowler. Fast Parameter determines the maximum speed attained, Normal determines the average speed achieved and Slow determines the slow ball speed variation by the bowlers. These values are not seem to work in this game!(May be working for CPU!). Deafault values are safer here, anyhow by changing them we can get few weird results. So leave alone these!.
--------------------------------------------------------------------------------
Title: ; SwingBowler Speeds & Spins
1.2. SwingQuick, SwingNormal:
Determines the various bowling speed of the Swing Bowlers. SwingQuick determines the maximum speed attained and SwingNormal means the average speed achieved by the Swing bowlers. These values are also not looking like functioning in-game.(again may be working for CPU only!). But if you like to change these Better Luck Next Time!.
--------------------------------------------------------------------------------
Title: ; Leg Spin Bowler Speeds & Spins(also include Left Arm Chinaman)
1. LegSpinFlipper:
Determines the maximum speed when Leg-spinner bowls the Flippers(Main Variation).
2. LegSpinSpeed:
Determines the Average speed of the Leg-spin bowlers what ever he bowls!. Lesser this value, Higher the flight and Higher this value means flat trajectory bowling!.
3.4.5.6.7. LegSpinDamp, LegSpinGreen, LegSpinNormal, LegSpinHard, LegSpinDusty:
Determines the spin of the ball(bowled by leg spin bowler) in various Pitches,(Damp,Green,Normal,Hard and Dusty respectively!). Lesser these values, lesser the ball turning on the pitch and viceversa for higher values.
All These parameters are General to both CPU and us!.
--------------------------------------------------------------------------------
Title: ; Off Spin Bowler Speeds & Spins: (also include Slow Left Arm Bowlers/Left arm Orthodax)
1. OffSpinArm:
Determines the maximum speed when off-spinner bowls the Arm ball.(Main Variation).
2. OffSpinSpeed:
Determines the Average speed of the off-spin bowlers what ever he bowls!. Lesser this value, Higher the flight and Higher this value means flat trajectory bowling!.
3.4.5.6.7. OffSpinDamp, OffSpinGreen, OffSpinNormal, OffSpinHard, OffSpinDusty:
Determines the spin of the ball(bowled by off spin bowler) in various Pitches,(Damp,Green,Normal,Hard and Dusty respectively!). Lesser these values, lesser the ball turning on the pitch and viceversa for higher values.
All These parameters are common to both CPU and us.
--------------------------------------------------------------------------------
Generally you get to see that,
Very Low Bounce, Medium Spin - Damp pithces
Low Bounce, Low Spin - Green Pitches
Medium Bounce, Medium Spin - Normal Pitches
High Bounce, Low Spin - Hard Pitches
Very High Bounce, Very High Spin - Dusty pitches
You Have to change these values according to your preference. Very low values in Green and Hard Pitches, Moderate Values in Normal and Damp Tracks and High value in Dusty pitches. Putting in this order will provide good results!.
--------------------------------------------------------------------------------
Title: ;Weather and Pitch Condition
1.2.3.4.5. BallSeamDamp, BallSeamGreen, BallSeamNormal, BallSeamHard, BallSeamDusty:
Determines the seam movement get by the Fast/MediumFast bowlers in various pitches(Damp,Green,Normal,Hard and Dusty Pithces respectively!). Lesser these values, lesser the seam movement of the deck and viceversa for the higher values.
All these parameters are affecting both CPU and us!.
Generally you get to see that,
Very Low Bounce, Low Seam Movement - Damp pithces
Low Bounce, very High Seam Movement - Green Pitches
Medium Bounce, Medium Seam Movement - Normal Pitches
Very High Bounce, Slight Seam Movement - Hard Pitches
Low Bounce, Very Low Seam Movement - Dusty pitches
You Have to change these values according to your preference. Very low values in Dusty and Damp Pitches, Moderate Values in Normal and Hard Tracks and High value in Green pitches. Putting in this order will provide good results!.
6.7.8.9.10.11.12. BallSwingSunny, BallSwingCloudy, BallSwingOvercast, BallSwingGrey, BallSwingNightD, BallSwingNightL:
Determines the amount of swing can be achieved under various conditions(Sunny,Cloudy,Overcast,Grey,DN-day,DN-under lights) by the Swing(and may be for Fast/MediumFast)Bowlers. Lesser these values, lesser the amount of Swing of the track/ball and viceversa for the higher values.
All these parameters are affecting both CPU and us!(but don't know correctly!) .
Generally you used to see that,
Virtually No Swing - Sunny Conditions
Slight Swing - Cloudy Conditions
Higher Swing - Overcast Condition
Very Higher Swing - Grey Condition
In Day night matches, the ball swings according to the weather!. If there is cloud cover, even in night you can get higher Swing rather than Sunny and Warm Day!.
Very Low value in Sunny Condition, Moderate value in Cloudy Condition, higher values in Overcast and Grey conditions and Low values in Day/Night Conditions will do the trick!.
--------------------------------------------------------------------------------
Summary of Basic AI Configs(Part:1):
Human Batting Parameters:
DiffLevel, BallsFacedLevel, BatRandomLevel
CPU Batting Parameters:
CpuDifficulty, CpuBallsFaced, CpuTacticsDefend, CpuBattingMatchType, CpuRandom, CpuBatsmanType, CpuBatsmanType2.
Common Batting Parameters:
StrokeDiffLevel, BatWindowIdealSize,MaxPosAdjust, MaxTrajAdjust, CpuBallBatsman, CpuBallStump,CpuBallLength, BatOrderLevel
Edge parameters:
BatEdegeDifficulty, BatEdgeStroke, BatEdgeAverage, BatEdgeOrder, BatEdgeBias
AutoPlay Parameters:
CpuRequest, CpuReward, BatRandomLevel, BatOrderLevel, CpuRandom, CpuBattingMatchType, CpuTacticsDefend.
--------------------------------------------------------------------------------
PART:2 - CPU PACING in ODI Matches:
--------------------------------------------------------------------------------
These are the Prime Parameters of how CPU pace the innings in ODI matches (10,20,45,50 Overs Match). These Can be found in Prakash Config Editor "CPU Pacing ODI - 10 overs", "CPU Pacing ODI - 20 overs", "CPU Pacing ODI - 45 overs", "CPU Pacing ODI - 50 overs" tabs.
All These Pacing file uses the common Format. Let us see!
The Common format of CPU pacing is
RunRate 0 x
RunRate 1 x
RunRate 2 x
RunRate 3 x
RunRate 4 x
RunRate 5 x
RunRate 6 x
StrokeProb a b c
Def zzzzz
Mod zzzzz
Agg zzzzz
Six zzzzz
The Pacing format divided in to 7 periods for any ODI matches.
For a 10 Over Match - Every 8 to 9 Balls Partition
For a 20 Over Match - Every 17 to 18 Balls Partition
For a 45 Over Match - Every 38 to 39 Balls Partition
For a 50 Over Match - Every 42 to 43 Balls Partition
For the above Period the CPU Looking into given Pacing values accordingly.
RunRate 0,1,2,3,4,5,6 - x :
"x" Determines the average Run rate CPU trying to achieve on given Period!.
Ex: "RunRate 0 8" in 20 overs match -means the CPU looking forward to score at an around 8 runs per over for the balls between 1 to 18.(i.e. first three overs!)
"Runrate 6 12" in 50 overs match - means the CPU looking forward to score at an around 12 runs per over for the balls between 256 to 300. (i.e. Last 7+ overs!, Slog overs!)
StrokeProb a b c :
These are the important parameters that will define the CPU pacing in particular period for all type of batsmen.
Here "a" describes the innings CPU Played!. If a=0, CPU batting First!, If a=1, CPU chasing the score!.
"b" describes in which period of the innings(as described above)CPU played. This is ranging between 0 to 6. If b=0, CPU batting pacing between 1 to 43 balls in 50 overs match. If b=6, CPU batting pacing between 256 to 300 balls in 50 overs matches.
"c" describes the CPU Batsman Style at that particular period. If c=0, Aggressive Style CPU batsman looking forward to this value at that instance. If c=1, Moderate Style CPU batsman looking forward to this value at that period. Finally If c=1, Defensive Style CPU Batsman looking forward to this value at that period of play!.
Ex: StrokeProb 0 0 0 - means the CPU batting first, An aggressive Batsman playing between balls 1 to 43 balls in a 50 overs ODI.
StrokeProb 1 6 1 - means the CPU chasing the score, A Moderate Batsman Playing at the crease in between the period of 256 to 300 balls in a 50 overs ODI.
So Generally you can see the values given under each StrokeProb a b c,
Def zzzzz
Mod zzzzz
Agg zzzzz
Six zzzzz
This determines the innings played by CPU, For the given period of play, the particular batsman playing various modes of shots, i.e.likelihood of the shots.(Def-Defensive shots, Mod-Moderate shots, Agg-Aggressive shots, Six- 6 hit shots).
For eg:
StrokeProb 1 6 0
Def 0000
Mod 10000
Agg 20000
Six 30000
The above parameters explain that the CPU chasing the score, and playing the slog overs(last 7 overs in case of 50 overs match!), The aggressive batsman playing, and the likelihood of 6 hit shots are veryhigh (50% chance), CPU looking to play aggressive shots with 33.3% probability, and CPU tends to play moderate shots only 16.66%.
As these are the main CPU pacing parameters, we have to set it correctly to get the proper result in the game. Early on in the innings the CPU's defensive and moderate values must be high whereas Aggressive and 6 hit values should be low. We have to gradually decrease the def and mod value and trying to add on more agg and 6hit values as the play goes on. So that the CPU will last the innings as if it was only playing 6 hit shots more in the slog overs.
--------------------------------------------------------------------------------
PART:3 - Ball Conditions Parameters
--------------------------------------------------------------------------------
These are the factors that affect the ball behaviour on various pitches by means of estimating the Hardness(Bounce of the track and field), how the ball travelling across the field, the spin of the ball on the pitch and outfield. These parameters can be found under Prakash Config Editor "Ball Conditions" tab. Let us see!
1.2.3.4.5. Condition 0, 1, 2, 3, 4, 5:
These are the ball behaviour on Hard, Damp, Dusty, Normal, Green Pitches Respectively!.(These are already defined in each titles!).
6. VelToSpin:
Determines the speed of the ball on the pitch as well as field. Lesser the value, less the speed of the ball and viceversa for the higher values. Basically this value is 0.20. This value have to be untouched, because it tend to spoil the timing of the few shots.
7. SpinToVel:
Same to the above. But works inversely. Lesser the value, Higher the speed of the ball on the pitch as well as field and viceversa for higher values. The default value is 0.15, and this parameter is also have to leave alone to avoid few jerks on the shot play.
8. Hardness:
Determines the bounce of the ball on the pitches as well as the field. Lesser this value, Lesser the bounce and viceversa for the higher values. We can change it accordingly to the pitch type.
Generally the order (for the bounce) is Damp(very low bounce), Dusty(low bounce), Green(medium bounce), Normal(high bounce), and Hard pitches(very high bounce). Increasing this value in this order will provide good results.
9. VelocityReduce:
Determines the ball travelling speed on the outfield. Lesser this value, quicker the ball travel across the outfield and viceversa for the higher values.
We have to adjust (increase gradually) these values in the order of Dusty(Lightning fast outfleld(OF)) , Hard(fast OF), Normal(Medium OF), Green(low speed OF) and Damp(very low speed OF) Pithces.
10. SpinReduce:
Determines the amount of revolutions on the ball. Lesser this value, higher the revolutions on the ball and viceversa for the higher values. The default value 0.010 have to be leave alone is well to avoid un nessassary shot selection jamming.
11. HorizontalBounceMin:
Determines the amount of unpredictable bounce of the ball on the pitch. Lesser this value, lesser unpredictable bounce and viceversa for the higher values. The default value is 0.00. Leaving this value as it is also holds good for the gameplay.
So Remember to change the values of "Hardness" and "VelocityReduce" only to get the desired gameplay rather than other parameters.
Friends,
As i promised in my CGP download thread, here we go!, the one-stop solution you are looking forward to unleash the AI configurations never before!, it doesn't get any bigger and better than this!. So lets go through this!. As this is a very extensive analysis i also archieved it as a zip file(and much more readable!)and attached with this thread!, looking forward to your comments, feedback, review!, I request the mod/admin to make this thread a Sticky one, so that everyone can find this with out any difficulty!.
A Complete Tutorial For EAC2004 AI Configuration Patch Makers
Prepared By: A.R.Karthick (aka) Boss
Thanks to: Planetcricket.net forum Members, Moderators and Administrator.
Web Link: http://eac2004.sphosting.com
--------------------------------------------------------------------------------
PART:1 - Important Configuration Changes
--------------------------------------------------------------------------------
Required Tools:
Prakash Config Editor v3, Graphic Importer v3 and Field Editor to make your AI patch along with this extensive AI Configs Unleashed by me!
--------------------------------------------------------------------------------
Here is the Step-by-Step Guide for AI Config Patch Makers. In this Part We are going to analyse the important configuration parameters that affect both CPU AI and Ours!.
Generally when you import any of the configuration patch in Prakash's Config Editor You can see lot of tabs!, Here I am explaining Each and Every Parameters in ODI and TEST match AI Settings. (That can be found in the editor as "ODI Easy", "ODI Normal", "ODI Hard" and "TEST Easy", "TEST Normal", "TEST Hard". These are the defining parameters that can change the ODI and TEST matches AI at Various Game Modes. Let us see one by one!
--------------------------------------------------------------------------------
Title: ;Human Stroke Difficulty
The Parameters Starting with ";" are just titles that describes the content of that file. They actually doesn't have anything to do with.Though it state the Human stroke difficulty, few of it still affect the CPU also.
1. DiffLevel:
This is the Important Parameter. It actually describes the Difficulty of the Human Player in every aspect. That is timing of the shot, Edges, Batsmen Confidence of going after the ball etc. This parameter is related with all the other parameters. Lesser Difficulty Means we can find the placing and timing of the stroke soon, Vast direction of the shots, Good Power to the shots, Less no of Edges, More Confidence and viceversa for Higher difficulty.
Usually 0.000000 difficulty means There is no difficuty at all, as if it u are in pretty good form straight away, 0.500000 difficulty means upto your confidence meter is half full(i.e. you are half settled), You may find difficult to time the ball, maximising the chances of edges by going after the ball, and also less power and direction in strokes. You have to set it correctly to get your desired level.
2. ScoreBias:
This is the scoring difference between top order, middle order, lower order and tailender batsmen in the team.i.e, Over all difference between quality teams and lesser quality teams and sums it up in the final result. Larger this parameter means there is plenty of difference in scoring between the team and vice versa for lower value.
This parameter affects the CPU Team is well.
We should leave this parameter un-touched. Usually it will bring bizarre results then!, any how u may go after this param if u like!
3. StrokeDiffLevel:
Stroke Difficulty Level is related with DiffLevel Param. You may find it difficult to time and place the shots until you are settled(i.e. until you exceed your difficulty level period!,). Usually higher this parameter means very hard to score runs and viceversa for lower value.
Usually 0.000000 StrokeDiffLevel means you can score freely from the very beginning and higher this number higher the difficulty.
This Parameter also affects the CPU StrokeDifficulty.
You've to balance the values between DiffLevel and StrokeDiffLevel to get it right!
4. BallsFacedLevel:
This value determines your confidence in batting(i.e. Willingness to go after the bowling!). Lower this value means you may gain your confidence quickly and viceversa for higher value.
If this value is 0.0 you may gain your confidence so quickly after hitting few runs there by timing and placing are pretty easy, if you mistimed or edged a few your confidence will fall gradually. Gradually increase this parameter to get it right!
This parameter is for us only!
5. BatOrderLevel:
Batting Line-up Order Level determines the flexibility of the batting line-up!,(it may look similar to ScoreBias, but is different). If higher this value means the top order of the team will play well(even though few mess it up!) and lower this value means lesser flexibility in the team, i.e. more collapse in the line-up may occur. This is important AutoPlay Parameter is well!.
This parameter is for CPU is well.
Usually 0.700000 will set this parameter right.(i.e. 70% Batting Flexibility!)
6. BatRandomLevel:
This parameter determines how various batsmen in the team plays well on different situations. (i.e. on random situations). Higher this value means more players in the team tend to play well on different situations irrespective of their form or quality and viceversa for the lower value.
This Parameter is for us only!, and it also affects on AutoPlay Results!
Usually 3.000000 will set this parameter right!.
7. BatEdgeDifficulty:
This parameter is important in determining the Edges happened in the game!. Usually you get lot of edges until you exceed your difficulty period,(i.e. DiffLevel and StrokeDiffLevel). Less this value means there is less edges and viceversa for high values. This parameter also affects CPU.
Say if this value is 0.0 means no edges at all in the game!, basically 0.2 will give the 20% edges in the game!
8. BatEdgeStroke:
This parameter determines the edges occured when attacking shots played rather than defensive shots. Less this value means less edges when shots played viceversa for the higher value.This also depends on DiffLevel and StrokeDiffLevel. This parameter also affects CPU.
If this value is 0.0, there will be no edges during shots played. By setting this value into 0.05 will give the 5% edges during the strokes play!.
9. BatEdgeAverage:
This Parameter is closely related to BatEdgeDifficulty. Usually determines the frequency of edges occuring in the game irrespective of quality and order of the player whether they are playing defensive or aggressive shots. Less this value means lesser occurence of the edges and high value means high amount of edges can be expected. This parameter is for CPU also.
Say if this value is 0.0, there will be very rare chance of edges. By setting this value equal to the value of BatEdgeDifficulty(say 0.2) you will get good results. (20% chance of edges during any shots).
10. BatEdgeOrder:
This parameter determines how the various players in the line-up will get the edges. Lesser this value means there will be edges to all the players in the team regardless of their batting order. If this parameter is higher then top and middle order batsmen will get less number of edges. This parameter also affects CPU.
If this value is 0.0, the edges occurence will be distributed to all the players in the line-up, Basically setting this upto 0.05 will give less edges for top and middle order batsmen.
11. BatEdgeBias:
This value determines the edges produced on different type of pitches. Higher the value, bigger the difference of edges produced on different types of pitches and vice versa. This parameter affects both the CPU and us.
If this value is 0.0, then there will be same amount of edges on all pitches whether it is Green pitch or Dusty Pitch. So generally setting this parameter to 0.1 will do the trick!,(i.e. 10% edge occurence difference!)
--------------------------------------------------------------------------------
Title: ;Bat Windows
1. BatWindowCentre:
This parameter determines the centre spot of the bat, i.e.basically 0.0. Don't try to modify this value as it will provide weird gameplay then. For eg if you make it to 1.0 then all the shots will be played from the outside edge of the bat!.
2. BatWindowSize:
This Parameter determines the bat's space size. The in-game parameter 14.0 is ideal. If this value is increased then u can play any shot any where. For eg: If you double this value as if it you are batting with 2 bats, weird!, isn't it?.
3. BatWindowIdealSize:
This is the prime parameter of determining edges, timing, and power of the stroke. This Parameter is closely related with MaxPosAdjust and MaxTrajAdjust parameters.(Let see these parameters in detail afterwards!). This is also affect the CPU. If this value is 3.0 means there is medium amount of edges, timing and power provided to shots. To increase it to 5.0 means you have the less number of edges, but good timing and power provided to the shot. Gradually decrase or increase it to your preference.
--------------------------------------------------------------------------------
Title: ;Batsman Position Adjust
1. MaxPosAdjust:
Determines the maximum position covered or adjusted by the batsmen to hit the ball or to leave it. Less number of this value means minimum foot movement on the crease and high value means maximum foot movement/adjustment on the crease. The value 0.1 is ideal, though you can change it to your preference. This parameter is common.
--------------------------------------------------------------------------------
Title: ;Ball Adjust
1. MaxTrajAdjust:
Determines the trajectory judgement of the ball by batsmen. (i.e. Seam movement, Swing, Spin, Speed variation!). Lesser this value, lesser the movement prediction and viceversa for the higher value. This value is closely related to MaxPosAdjust. By balancing between them we can get the perfect gameplay. The ideal value is 0.1, still you can change it to your taste.
--------------------------------------------------------------------------------
Title: ;CPU Stroke Selection
1.2.3. CpuBallBatsman, CpuBallStump, CpuBallLength:
Though this parameter is stated for CPU, still affects us. This parameter determines How the CPU (and us) moving position in the crease, How they judge the ball bowled at the stumps and How they judge the movement of the ball on the pitch respectively. Lesser value means lesser movement on the crease, vulnerable at stumps, and wrong judgement of the movement of the ball and higher this value means higher movement on the crease, higher accuracy shots on the balls at the stumps, and good judgement of seam,swing,spin. We can play a bit between this value to get it right. In-game value is 7.0 (for all three parameter!), i.e.ideal generally. For a slightly challenging play you have to change it to 9.0, 3.0, and 6.0 respectively.
4.5. CpuBatsmanType, CpuBatsmanType2:
Determines how aggressive the first batsman and the second batsman among the two at the crease will bat. Lesser these value, lesser aggressive and viceversa for higher values. This parameter is closely related with CpuReward and CpuRequest. It is also one of the parameter that will affect the autoplay. The in-game value 22.0 for CpuBatsmanType and 0.06 for CpubatsmanType2 are ideal. Anyhow you can examine with various values to get it right. But remember if you increase the CpuBatsmanType2 value too much you mostly ended in weird game play. Trade-off between this value should be equal and minimum.
6. CpuRequest, CpuReward:
Determines the overall batting approach by the CPU. Higher these value, CPU play aggressively according to the match situation through out the innings and viceversa for the lower values. These are the important Autoplay parameters along with few others. In-game parameters are 1.0 and 22.0 respectively. particularly in test matches if you want to see a aggrssive batting from CPu you have to vary it a bit. My preferred value is 1.7 and 37.0. You may try your own values for even better test pacing.
7.8. CpuContactHorz, CpuConatctVert:
Determines the Horizontal and vertical Contact made with the ball when the shot making taken place,(Maybe for CPU only). Usually these parameters have to left alone to the default values. Higher these values means the shot will provide on good time shot and viceversa for the lower values. Default parameters are 15.0 and 17.0.
9. CpuRandom:
Determines how various batsmen in the CPU team plays well on different situations. (i.e. on random situations). Higher this value means more players in the CPU line-up tend to play well on different situations irrespective of their form or quality and viceversa for the lower value.
This Parameter is for CPU only!, and it also affects on AutoPlay Results!.
Usually 3.000000 will set this parameter right!.(i.e. the same for BatRandomLevel(Human Random Value)). This Ensures there is no leanience given away to the CPU or us!.
10. CpuDifficulty:
Same as human player's DiffLevel. But this one for CPU.
This is the Important Parameter. It actually describes the Difficulty of the CPU Player in every aspect. That is timing of the shot, Edges, Batsmen Confidence of going after the ball etc. This parameter is related with all the other parameters. Lesser Difficulty Means CPU can find the placing and timing of the stroke soon, Vast direction of the shots, Good Power to the shots, Less no of Edges, More Confidence and viceversa for Higher difficulty.
Usually 0.000000 difficulty means There is no difficuty at all, as if it CPu are in pretty good form straight away, 0.500000 difficulty means upto CPU's confidence meter is half full(i.e. CPU are half settled), they may find it difficult to time the ball, maximising the chances of edges by going after the ball, and also less power and direction in strokes. You have to set it correctly to get your desired level.
11. CpuBallsFaced:
Same as BallsFacedLevel for Human Players, but this one for CPU.
This value determines CPU's confidence in batting(i.e.willingness to go after the bowling!). Lower this value means CPU may gain confidence quickly and viceversa for higher value.
If this value is 0.0 they may gain confidence so quickly after hitting few runs there by timing and placing are pretty easy, if CPU mistimed or edged a few confidence will fall gradually. Gradually increase this parameter to get it right!
12.13. CpuTacticsDefend, CpuBattingMatchType:
These are important defining parameters of how CPU estimate(approach!)the game.(Also sets the AutoPlay up!). Basically these values were set to 0.0 in-game by default. But we can tweak it a bit to get good results. Let us see!. Lesser these values, higher the aggressive approach(even after the wicket falls, still the new batsmen tends to play aggressively). Higher these values means more sensible appraoch(after the wicket falls CPU tend to play defensively to set!). Usually i set 0.5 and 5.0 respectively to get good results(even in AutoPlay) in Test Matches. But in ODIs this is no matter!(as the CPU tends to look at ODI20.cfg/ODI50.cfg pacing files or whatever ODI format you playing). Anyhow try to play around a bit to get good results. Suggested values are 0.2 and 1.0.
--------------------------------------------------------------------------------
Title: ;Bowling Cursor Size
1. TargetSizeMin:
Determines the Minimum bowling cursor size for any bowler there by rounding on where to pitch the ball and affects bowling accuracy. This value affects both CPU and Us. Lesser this value means very small bowling cursor size thus higher accuracy and viceversa for Higher values. This value is closely chained with TargetSizeMax.
2. TargetSizeMax:
Determines the Maximum bowling cursor size for any bolwer there by affects the accuracy of the bowling. This is also for both CPU and Us. Lesser this value, Higher the bowling accuracy and viceversa for Higher values. This is also treated closely with TargetSizeMin.
Generally these Values are depends on Player's Bowling Average(Runs given away per wicket!). There should be a trade-off between their values to get good results. Say these values are 0.00 and 0.99 respectively means Lower Average Bowlers(i.e.Main Stream Bowlers) tends to get small cursor size and Higher Average Bowlers(i.e.Part Time Bowlers) tends to get Big Cursor Size. Simply saying Lower avg means Small circle size and Higher avg means Big circle size.
--------------------------------------------------------------------------------
Title: ; FastBowler Speeds & Spins
1.2.3. Fast, Normal, Slow:
Basically these values determines the various bowling speed of Fast and Medium Fast Bowlers. There is no seperate speed parameter given for Medium Fast Bowler. Fast Parameter determines the maximum speed attained, Normal determines the average speed achieved and Slow determines the slow ball speed variation by the bowlers. These values are not seem to work in this game!(May be working for CPU!). Deafault values are safer here, anyhow by changing them we can get few weird results. So leave alone these!.
--------------------------------------------------------------------------------
Title: ; SwingBowler Speeds & Spins
1.2. SwingQuick, SwingNormal:
Determines the various bowling speed of the Swing Bowlers. SwingQuick determines the maximum speed attained and SwingNormal means the average speed achieved by the Swing bowlers. These values are also not looking like functioning in-game.(again may be working for CPU only!). But if you like to change these Better Luck Next Time!.
--------------------------------------------------------------------------------
Title: ; Leg Spin Bowler Speeds & Spins(also include Left Arm Chinaman)
1. LegSpinFlipper:
Determines the maximum speed when Leg-spinner bowls the Flippers(Main Variation).
2. LegSpinSpeed:
Determines the Average speed of the Leg-spin bowlers what ever he bowls!. Lesser this value, Higher the flight and Higher this value means flat trajectory bowling!.
3.4.5.6.7. LegSpinDamp, LegSpinGreen, LegSpinNormal, LegSpinHard, LegSpinDusty:
Determines the spin of the ball(bowled by leg spin bowler) in various Pitches,(Damp,Green,Normal,Hard and Dusty respectively!). Lesser these values, lesser the ball turning on the pitch and viceversa for higher values.
All These parameters are General to both CPU and us!.
--------------------------------------------------------------------------------
Title: ; Off Spin Bowler Speeds & Spins: (also include Slow Left Arm Bowlers/Left arm Orthodax)
1. OffSpinArm:
Determines the maximum speed when off-spinner bowls the Arm ball.(Main Variation).
2. OffSpinSpeed:
Determines the Average speed of the off-spin bowlers what ever he bowls!. Lesser this value, Higher the flight and Higher this value means flat trajectory bowling!.
3.4.5.6.7. OffSpinDamp, OffSpinGreen, OffSpinNormal, OffSpinHard, OffSpinDusty:
Determines the spin of the ball(bowled by off spin bowler) in various Pitches,(Damp,Green,Normal,Hard and Dusty respectively!). Lesser these values, lesser the ball turning on the pitch and viceversa for higher values.
All These parameters are common to both CPU and us.
--------------------------------------------------------------------------------
Generally you get to see that,
Very Low Bounce, Medium Spin - Damp pithces
Low Bounce, Low Spin - Green Pitches
Medium Bounce, Medium Spin - Normal Pitches
High Bounce, Low Spin - Hard Pitches
Very High Bounce, Very High Spin - Dusty pitches
You Have to change these values according to your preference. Very low values in Green and Hard Pitches, Moderate Values in Normal and Damp Tracks and High value in Dusty pitches. Putting in this order will provide good results!.
--------------------------------------------------------------------------------
Title: ;Weather and Pitch Condition
1.2.3.4.5. BallSeamDamp, BallSeamGreen, BallSeamNormal, BallSeamHard, BallSeamDusty:
Determines the seam movement get by the Fast/MediumFast bowlers in various pitches(Damp,Green,Normal,Hard and Dusty Pithces respectively!). Lesser these values, lesser the seam movement of the deck and viceversa for the higher values.
All these parameters are affecting both CPU and us!.
Generally you get to see that,
Very Low Bounce, Low Seam Movement - Damp pithces
Low Bounce, very High Seam Movement - Green Pitches
Medium Bounce, Medium Seam Movement - Normal Pitches
Very High Bounce, Slight Seam Movement - Hard Pitches
Low Bounce, Very Low Seam Movement - Dusty pitches
You Have to change these values according to your preference. Very low values in Dusty and Damp Pitches, Moderate Values in Normal and Hard Tracks and High value in Green pitches. Putting in this order will provide good results!.
6.7.8.9.10.11.12. BallSwingSunny, BallSwingCloudy, BallSwingOvercast, BallSwingGrey, BallSwingNightD, BallSwingNightL:
Determines the amount of swing can be achieved under various conditions(Sunny,Cloudy,Overcast,Grey,DN-day,DN-under lights) by the Swing(and may be for Fast/MediumFast)Bowlers. Lesser these values, lesser the amount of Swing of the track/ball and viceversa for the higher values.
All these parameters are affecting both CPU and us!(but don't know correctly!) .
Generally you used to see that,
Virtually No Swing - Sunny Conditions
Slight Swing - Cloudy Conditions
Higher Swing - Overcast Condition
Very Higher Swing - Grey Condition
In Day night matches, the ball swings according to the weather!. If there is cloud cover, even in night you can get higher Swing rather than Sunny and Warm Day!.
Very Low value in Sunny Condition, Moderate value in Cloudy Condition, higher values in Overcast and Grey conditions and Low values in Day/Night Conditions will do the trick!.
--------------------------------------------------------------------------------
Summary of Basic AI Configs(Part:1):
Human Batting Parameters:
DiffLevel, BallsFacedLevel, BatRandomLevel
CPU Batting Parameters:
CpuDifficulty, CpuBallsFaced, CpuTacticsDefend, CpuBattingMatchType, CpuRandom, CpuBatsmanType, CpuBatsmanType2.
Common Batting Parameters:
StrokeDiffLevel, BatWindowIdealSize,MaxPosAdjust, MaxTrajAdjust, CpuBallBatsman, CpuBallStump,CpuBallLength, BatOrderLevel
Edge parameters:
BatEdegeDifficulty, BatEdgeStroke, BatEdgeAverage, BatEdgeOrder, BatEdgeBias
AutoPlay Parameters:
CpuRequest, CpuReward, BatRandomLevel, BatOrderLevel, CpuRandom, CpuBattingMatchType, CpuTacticsDefend.
--------------------------------------------------------------------------------
PART:2 - CPU PACING in ODI Matches:
--------------------------------------------------------------------------------
These are the Prime Parameters of how CPU pace the innings in ODI matches (10,20,45,50 Overs Match). These Can be found in Prakash Config Editor "CPU Pacing ODI - 10 overs", "CPU Pacing ODI - 20 overs", "CPU Pacing ODI - 45 overs", "CPU Pacing ODI - 50 overs" tabs.
All These Pacing file uses the common Format. Let us see!
The Common format of CPU pacing is
RunRate 0 x
RunRate 1 x
RunRate 2 x
RunRate 3 x
RunRate 4 x
RunRate 5 x
RunRate 6 x
StrokeProb a b c
Def zzzzz
Mod zzzzz
Agg zzzzz
Six zzzzz
The Pacing format divided in to 7 periods for any ODI matches.
For a 10 Over Match - Every 8 to 9 Balls Partition
For a 20 Over Match - Every 17 to 18 Balls Partition
For a 45 Over Match - Every 38 to 39 Balls Partition
For a 50 Over Match - Every 42 to 43 Balls Partition
For the above Period the CPU Looking into given Pacing values accordingly.
RunRate 0,1,2,3,4,5,6 - x :
"x" Determines the average Run rate CPU trying to achieve on given Period!.
Ex: "RunRate 0 8" in 20 overs match -means the CPU looking forward to score at an around 8 runs per over for the balls between 1 to 18.(i.e. first three overs!)
"Runrate 6 12" in 50 overs match - means the CPU looking forward to score at an around 12 runs per over for the balls between 256 to 300. (i.e. Last 7+ overs!, Slog overs!)
StrokeProb a b c :
These are the important parameters that will define the CPU pacing in particular period for all type of batsmen.
Here "a" describes the innings CPU Played!. If a=0, CPU batting First!, If a=1, CPU chasing the score!.
"b" describes in which period of the innings(as described above)CPU played. This is ranging between 0 to 6. If b=0, CPU batting pacing between 1 to 43 balls in 50 overs match. If b=6, CPU batting pacing between 256 to 300 balls in 50 overs matches.
"c" describes the CPU Batsman Style at that particular period. If c=0, Aggressive Style CPU batsman looking forward to this value at that instance. If c=1, Moderate Style CPU batsman looking forward to this value at that period. Finally If c=1, Defensive Style CPU Batsman looking forward to this value at that period of play!.
Ex: StrokeProb 0 0 0 - means the CPU batting first, An aggressive Batsman playing between balls 1 to 43 balls in a 50 overs ODI.
StrokeProb 1 6 1 - means the CPU chasing the score, A Moderate Batsman Playing at the crease in between the period of 256 to 300 balls in a 50 overs ODI.
So Generally you can see the values given under each StrokeProb a b c,
Def zzzzz
Mod zzzzz
Agg zzzzz
Six zzzzz
This determines the innings played by CPU, For the given period of play, the particular batsman playing various modes of shots, i.e.likelihood of the shots.(Def-Defensive shots, Mod-Moderate shots, Agg-Aggressive shots, Six- 6 hit shots).
For eg:
StrokeProb 1 6 0
Def 0000
Mod 10000
Agg 20000
Six 30000
The above parameters explain that the CPU chasing the score, and playing the slog overs(last 7 overs in case of 50 overs match!), The aggressive batsman playing, and the likelihood of 6 hit shots are veryhigh (50% chance), CPU looking to play aggressive shots with 33.3% probability, and CPU tends to play moderate shots only 16.66%.
As these are the main CPU pacing parameters, we have to set it correctly to get the proper result in the game. Early on in the innings the CPU's defensive and moderate values must be high whereas Aggressive and 6 hit values should be low. We have to gradually decrease the def and mod value and trying to add on more agg and 6hit values as the play goes on. So that the CPU will last the innings as if it was only playing 6 hit shots more in the slog overs.
--------------------------------------------------------------------------------
PART:3 - Ball Conditions Parameters
--------------------------------------------------------------------------------
These are the factors that affect the ball behaviour on various pitches by means of estimating the Hardness(Bounce of the track and field), how the ball travelling across the field, the spin of the ball on the pitch and outfield. These parameters can be found under Prakash Config Editor "Ball Conditions" tab. Let us see!
1.2.3.4.5. Condition 0, 1, 2, 3, 4, 5:
These are the ball behaviour on Hard, Damp, Dusty, Normal, Green Pitches Respectively!.(These are already defined in each titles!).
6. VelToSpin:
Determines the speed of the ball on the pitch as well as field. Lesser the value, less the speed of the ball and viceversa for the higher values. Basically this value is 0.20. This value have to be untouched, because it tend to spoil the timing of the few shots.
7. SpinToVel:
Same to the above. But works inversely. Lesser the value, Higher the speed of the ball on the pitch as well as field and viceversa for higher values. The default value is 0.15, and this parameter is also have to leave alone to avoid few jerks on the shot play.
8. Hardness:
Determines the bounce of the ball on the pitches as well as the field. Lesser this value, Lesser the bounce and viceversa for the higher values. We can change it accordingly to the pitch type.
Generally the order (for the bounce) is Damp(very low bounce), Dusty(low bounce), Green(medium bounce), Normal(high bounce), and Hard pitches(very high bounce). Increasing this value in this order will provide good results.
9. VelocityReduce:
Determines the ball travelling speed on the outfield. Lesser this value, quicker the ball travel across the outfield and viceversa for the higher values.
We have to adjust (increase gradually) these values in the order of Dusty(Lightning fast outfleld(OF)) , Hard(fast OF), Normal(Medium OF), Green(low speed OF) and Damp(very low speed OF) Pithces.
10. SpinReduce:
Determines the amount of revolutions on the ball. Lesser this value, higher the revolutions on the ball and viceversa for the higher values. The default value 0.010 have to be leave alone is well to avoid un nessassary shot selection jamming.
11. HorizontalBounceMin:
Determines the amount of unpredictable bounce of the ball on the pitch. Lesser this value, lesser unpredictable bounce and viceversa for the higher values. The default value is 0.00. Leaving this value as it is also holds good for the gameplay.
So Remember to change the values of "Hardness" and "VelocityReduce" only to get the desired gameplay rather than other parameters.
Last edited: