Cricket Heroes - testing & feedback

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The game crashed when a bowl is pitched

RUN @ 09/05/2015 20:05:31

MAC: False
DEMO: False
VERSION: 2.859
REGISTERED: True
PROFILE: saad22111
PERMISSIONS MODE: True

MESSAGE: The given key was not present in the dictionary.
STACK TRACE: at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Cricket.Main.GameStateDeliver.ProcessInput(Single ms) in d:\Projects\Cricket Heroesv3D\Cricket Heroesv3D\Cricket Heroesv3\Cricket Heroes\Main\GameStateDeliver.cs:line 24279
at Cricket.Main.GameInstance.Loop() in d:\Projects\Cricket Heroesv3D\Cricket Heroesv3D\Cricket Heroesv3\Cricket Heroes\Main\GameInstance.cs:line 22824
at Cricket.Main.Game.Main(String[] args) in d:\Projects\Cricket Heroesv3D\Cricket Heroesv3D\Cricket Heroesv3\Cricket Heroes\Main\Game.cs:line 5745
 
can you include BOUNCE as an attribute to bowlers armoury in next patch? some bowlers get more bounce while some are more skiddier off the surface , I think that effect should be incorporated in the game.
 
@Allrounder18: Yeah, it's not perfect, still needs some tweaking but it works for T20 and ODI matches (only in career mode atm). Each game takes about 5-10s to simulate.

EDIT: once I'm happy with the results for T20/ODI, I'll start with FC. Shouldn't be too difficult but it's going to need lots of tweaking to get right.

EDIT (again): I should mention that you lose out on commentary, graphs and such with this new method which is why I'm restricting it to career mode simulation for now.
 
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Hmm, might be related to the quick sim. Will check it out sometime this week.

OD/T20s batting records are getting updated though ,

OD sim is highly titled towards batting with lots of high 350/5 type scores even on bowling friendly conditions. (That score was on 100 all pitch except for bounce and pace which were 50 each)
So as we say on avg the scores are about 15% higher than what it should be but the main problem is the number of wkts on avg it is 5 to 7 down per innings hence inflated avgs, I sim around 16 matches I havent seen a single time team getting more than 7wkts down or scored less than 240 in the innings , on bowling friendly conditions the probability for getting allout and lower scores should be higher.
[DOUBLEPOST=1431357011][/DOUBLEPOST]Loving the blazing sim speed though , although I kinda miss scorecard , it will be great if the RESULTS tab can show scorecards when you click on the match summaries.
 
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Here is the FC sim in excel format , it is producing excellent scores and distribution of runs/wkts and overs to players for you to look at , however the only problem/limitation is that it assumes that at the end of 90th over the batting teams get allout which I am sure you can rectify it.
 

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@Allrounder18: Thanks, I have my own means though ;) The basic theory is the similar as yours but my own is more dynamic so it actually tries to take into account match situation and such. Still, lots of tweaking is needed to make it realistic because of all the variables.
 
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