Bored of defensive cpu

maxwasim

Club Cricketer
Joined
Nov 7, 2004
Location
Delhi , India
Online Cricket Games Owned
there's no ai at all , even if 10 is the rrr , the cpu still goes at 1-2 an over , dont run singles till abt 70% of their batting
:crying
 
i have been bored of it for 2 long i havn't played it in i dont know how long
 
I have only played the demo but our reactions are alike. Well, all we can is wait for the next edition of BLC or for the next cricket game and hopes it's enjoyable.
 
I agree that the ai is sometimes a bit slow. I just played a test against SA and bowled them out for 301 off 104.1 and 268 off 85.3 overs

I didn't get a wicket in the second innings for about 40 overs!!
 
Set to the default field and the runs will pick up! Depending on what you field is, say if there are no players on the offside and you are bowling to the batsmans offside they will hit it of the offside. They play how they should!
 
I'm not entirely sure what particular stats I changed but having seen the computer fail to score at any kind of reasonable run rate I got stuck into the player editor. For the first 6 batsman the run rate still seemed far too slow until Afridi came to the crease.

I had adjusted him to the extent that his batting stats were effectively 100 across the board, except aggression which was maximum, and defense which was set pretty low. To my shock, I watched in horror as my next 41 deliveries to him went for 55 runs... So my only advice is play about with the player editor until the players seem somewhat challenging. Of course you need a PC.
 
Hmm, given puddleduck's post, in theory it could be possible to make a program which damped or increased the players aggressiveness ratings depending on the run rate. As soon as the RR starts to drift past 6 an over, bump up the skill ratings a bit. I'm not sure how well that'd work in practice?
 
puddleduck said:
I'm not entirely sure what particular stats I changed but having seen the computer fail to score at any kind of reasonable run rate I got stuck into the player editor. For the first 6 batsman the run rate still seemed far too slow until Afridi came to the crease.

I had adjusted him to the extent that his batting stats were effectively 100 across the board, except aggression which was maximum, and defense which was set pretty low. To my shock, I watched in horror as my next 41 deliveries to him went for 55 runs... So my only advice is play about with the player editor until the players seem somewhat challenging. Of course you need a PC.


Could you explain what exact stats you used for him? :)
 
Ok looking in my player editor now these are the stats Afridi is currently using in exhibition test matches. Try them out on a few of your own batsman and see what happens.

Batting: 95
Run Speed: 70
Offside: 95
Legside: 95
Lofting: 100
Concentration: 80

Aggression: 130
Defense: 30

v pace: 95
v spin: 100
v swing: 85

Also remember when I play I often try to bowl at least one delivery with some width to it in an over, as well as reasonably attacking fields.
 
markh said:
Hmm, given puddleduck's post, in theory it could be possible to make a program which damped or increased the players aggressiveness ratings depending on the run rate. As soon as the RR starts to drift past 6 an over, bump up the skill ratings a bit. I'm not sure how well that'd work in practice?

It sounds interesting..But will modifying the player ratings on-the-fly help our purpose,as in,are we sure that player ratings are referred to everytime a ball is bowled or only once when the player gets in ? I hope it makes some sense..
 
Pat said:
It sounds interesting..But will modifying the player ratings on-the-fly help our purpose,as in,are we sure that player ratings are referred to everytime a ball is bowled or only once when the player gets in ? I hope it makes some sense..
I hadn't considered that, good point! My guess would be that the batting AI evaluates each ball that comes in on its own merits ; a confident aggressive player would be just as likely to smash the 100th ball as the first. If that's true, it'd be easier for the programmers just to refer to the player ratings each time. It's easy to test this one out, I'll see if I can find out.

I tried boosting the players stats in a 10 over ODI and it didn't seem make a huge difference. It's like the run rate was decided more by the number of overs left than anything else. Hard to be sure though, I'll have to see what it does for Test matches too.
 

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