dbc hacks: fearsome tweak v2.90 +minigame v0.03

If there will be a hack for that game, it will require some optimization.
I think this time around there is no need of developing a hack for dbc17 considering the fact that BA has taken things too seriously in implementing the sliders within the game which makes things easier for us to bowl or getting that realistic experience which we were getting after using this tool in dbc14

Thanks again for this hack which got us through this game and we are experiencing realistic gameplay. Hope you do something special for DBC17 if ever that game lacks something from gameplay prospective. :)
 
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if i don't change any settings, just run the hack, does it have any effect?

south africa xi 1983 are 204-1 off 45.3 overs. Only wicket was a stumping. No sign of any edge. wearing, cracked pitch. vs west indies rebel xi.
 
if "hack status" is set to ON the hack is working, and the number of mistakes is based on the batsman skill (it's written in the console).
But sometimes the top order will be a bit too strong, so it's better to change manually the skill.
 
if "hack status" is set to ON the hack is working, and the number of mistakes is based on the batsman skill (it's written in the console).
But sometimes the top order will be a bit too strong, so it's better to change manually the skill.

ok. i'm just crap i guess ;)

well i actually got a wicket the next ball after my post above, when Franklyn Stephenson knocked Peter Kirsten's middle stump out of the ground.

i'm getting the bowling scores on the console so i guess that means it is working. they have a strong batting order, but equally i have a good bowling attack (maybe on balance they have a better top order than my bowling.)

well, they are 386/6 in 94.4 overs. i got 2 edges, 1 a slip catch (but cheating, i dropped batsman skill to 2 just to see something), another dropped at slip (so i guess made up for the cheating) using default skills but it was a number 8 batsman (FC ave 24.14). the wickets were stumped, bowled, caught mid-on, caught forward square leg, lbw and caught slip.

is there a scale you suggest for setting skills manually? e.g. i see the "default" is 12? would it be fair to say 17+ = world class, 14-16 - very good, 11/13 - good, 9/10, - ok, 6-8, poor, 4/5 - tailender, <4 rabbit?

i'll throw in a little call to @Dutch @wealey88 @SibiNaayagam - do you use the manual batsman skill? what scale?
 
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the code needs some adjustment, in the next days there should be something ready. I'd say a top order would be ideally 40, and a tailender around 15-20.
But i doubt they will score a century with these values, so it needs some better code to be written.
 
the code needs some adjustment, in the next days there should be something ready. I'd say a top order would be ideally 40, and a tailender around 15-20.
But i doubt they will score a century with these values, so it needs some better code to be written.

i thought the skill adjuster went up to 20, or is that an old version?

anyway, Barry Richards is already 200+ not out, so i would say the current one is pretty realistic :)
 
I am sorry if the suggestion is unrealistic but @francobaldo1 is it possible to have skill bars to be set individually for 2 different players?
For instance say Michael Bevan is batting with Brett Lee, is it possible to set Bevan's skill at 22 and Lee's at 15?

Thanks.
 
I am sorry if the suggestion is unrealistic but @francobaldo1 is it possible to have skill bars to be set individually for 2 different players?
For instance say Michael Bevan is batting with Brett Lee, is it possible to set Bevan's skill at 22 and Lee's at 15?

Thanks.
Was exactly going to be my suggestion too. Now that I got hang of v2.60 having able to set abilities for both players would be good because going back again changing setting for each player after changing strike with hack taking some time to take into effect defeats the purpose. This only if its possible franco. If not I am not at all greedy, what I have now is fine too.
 
ok. i'm just crap i guess ;)

well i actually got a wicket the next ball after my post above, when Franklyn Stephenson knocked Peter Kirsten's middle stump out of the ground.

i'm getting the bowling scores on the console so i guess that means it is working. they have a strong batting order, but equally i have a good bowling attack (maybe on balance they have a better top order than my bowling.)

well, they are 386/6 in 94.4 overs. i got 2 edges, 1 a slip catch (but cheating, i dropped batsman skill to 2 just to see something), another dropped at slip (so i guess made up for the cheating) using default skills but it was a number 8 batsman (FC ave 24.14). the wickets were stumped, bowled, caught mid-on, caught forward square leg, lbw and caught slip.

is there a scale you suggest for setting skills manually? e.g. i see the "default" is 12? would it be fair to say 17+ = world class, 14-16 - very good, 11/13 - good, 9/10, - ok, 6-8, poor, 4/5 - tailender, <4 rabbit?

i'll throw in a little call to @Dutch @wealey88 @SibiNaayagam - do you use the manual batsman skill? what scale?

I usually use 18 for top and middle order. 15 for lower order and 12 for tailenders. AI usually scores 130-145 in a T20 game on 'Legend' and aggression set to 'Normal.'
 
well they ended up 532 all out (after I had scored 297!). Barry Richards was 9th man out for 288.

I am currently 126/3 shortly before lunch on the 3rd day of 4. a long way off saving this game!

may have to play around with settings per the colonels suggestions above. that score was just leaving it default (mostly).
 
Was exactly going to be my suggestion too. Now that I got hang of v2.60 having able to set abilities for both players would be good because going back again changing setting for each player after changing strike with hack taking some time to take into effect defeats the purpose. This only if its possible franco. If not I am not at all greedy, what I have now is fine too.

maybe before the game change the skill of the players in the Academy to have a "dynamic" match, for example:
pos 1 - 50 skill
pos 2 - 15
pos 3 - 65
pos 4 - 25
pos 5 - 25
pos 6 - 50
pos 7 - 15
after you change the values, you can see in the console window how much the batsman is rated. Please note that the hack still allows "normal" wickets to happen (those that would happen without the hack), so having scores like 200-1 is really unlucky.
Is not the best of the solution, i am trying to complete the new version quickly. Currently i need to make the loading quicker.
 
to be fair - it was my first time playing/bowling in a while, and the batting lineup was strong relative to the bowling lineup (though i must say perhaps not 200/1 strong!).

franco can you clarify a couple of things though - when you say 50 skill above, is that what it should say in the console window? (because I noted the batsmen skill i was playing against were all higher than that in the top 5).

also, when it says "change batsman skill" in the hack UI, the scale is 1 - 25. does 25 = 50 in your settings above? doesn't that come out as about a 3 batsman helmet? i think their top 5 was 2 5-helmet, 1 4-helmet and 2 high-3 helmet. so that might explain my result!

finally - what does the bowling score in the console mean? i haven't noticed much correlation between the bowling score and the outcome, as far as i can tell.
 
yes i mean the value that appear in the console window (it says the skill of batsman and bowler). The option to change batsman skill goes only 1-25,
i thought no one would be interested in putting a higher value. So an idea would be changing the various skills in the academy, and then check
in the console window how much the batsman is rated.
The bowlins score is a value that i found that "rates" the delivery. The outcome as usual in dbc14 is not easy to understand. Often when you change
values (for example the confidence and stamina) there are not visibile results. I just thought it was an useful info to display.
 
yes i mean the value that appear in the console window (it says the skill of batsman and bowler). The option to change batsman skill goes only 1-25,
i thought no one would be interested in putting a higher value. So an idea would be changing the various skills in the academy, and then check
in the console window how much the batsman is rated.
The bowlins score is a value that i found that "rates" the delivery. The outcome as usual in dbc14 is not easy to understand. Often when you change
values (for example the confidence and stamina) there are not visibile results. I just thought it was an useful info to display.

ok, thanks. so is it advised to play the hack with reduced skills, so the batsmen are rated between 1 and 50/60? because as mentioned the south african certainly had several higher rated players
 
ok, thanks. so is it advised to play the hack with reduced skills, so the batsmen are rated between 1 and 50/60? because as mentioned the south african certainly had several higher rated players

yes. I would use values between 15 and 60. Average would be around 30-40, with a couple of players with higher values.
 

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