Editing ICC 2012

OK I tried mucking around with the Nationality but still nothing happens. I changed it first from Aust to Eng then to 47, 48 etc but when I go back into the Player he is still what he was. I was changing the 4th Integar then clicking on OK, is this what I am meant to do? Below is exactly what I am doing

1) Have a players profile open in CC2012
2) Opened up Fe98's artmoney table and have CC2012 selected as the process
3) Clicked on Nationality
4) Clicked on Type
5) in 4th pointer field changed to 46 & clicked on OK
6) Went back to players profile, changed to another player then went back to the player and it was still as he was.

**EDIT
OK I worked it out that you have to change the settings in Value. My bad, don't I just feel like a Muppet.

One issue I do have is in the Nationality setting it just says NO. How do I change this value?
When you see this do you have a player profile open in the game? You get this error if you don't. Dunno if it would also pop up on other situations.
 
When you see this do you have a player profile open in the game? You get this error if you don't. Dunno if it would also pop up on other situations.

Yeah I have the player profile open. I can change other things like Player Type all OK, just Nationality is like that
 
Ok just tried the previously identified batting potential address, and for me the player with the higher batting potential grew 100 points better than the other player, and he had a better FC average his was about 58 and the others was 35. So it might not be batting potential exactly but it most certainly has to do with the growth of the player
 
Yeah I have the player profile open. I can change other things like Player Type all OK, just Nationality is like that

Maybe you changed the pointer address for Nationality (as you mentioned in the previous post) and forgot to change it back?
 
Ok just tried the previously identified batting potential address, and for me the player with the higher batting potential grew 100 points better than the other player, and he had a better FC average his was about 58 and the others was 35. So it might not be batting potential exactly but it most certainly has to do with the growth of the player

What do you mean by previously identified? You mean latest auto offset table posted by you right? or was it something earlier you posted?

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Ok just tried the previously identified batting potential address, and for me the player with the higher batting potential grew 100 points better than the other player, and he had a better FC average his was about 58 and the others was 35. So it might not be batting potential exactly but it most certainly has to do with the growth of the player

Thats what I thought too but its not about high value means better growth , I think it is some sort of a hidden code which specify the growth for instance player have 0 as bat potential improved more than a player with a bat potential of 3968. I think we have to sort out the values.
 
Hey Fe can you make some sort of batch editor to allow group editing? Is there any way to add +200 to all the bowlers bowling ability in my saved game? The game is heavily bowlers dominated :( and I want that to be balanced.
 
Hey Fe can you make some sort of batch editor to allow group editing? Is there any way to add +200 to all the bowlers bowling ability in my saved game? The game is heavily bowlers dominated :( and I want that to be balanced.

Right now I'm having a bit of an issue with loading the players. Actually it's the same problem I had over the years with the Scout. Because of the method I used to load the data, I inevitably miss out on a few players. For example when I check the number of players in the game using ArtMoney I got 4612, but when I used the scout I only get 4600. This number would vary everytime I restart the game. I guess it wouldn't matter as it's so small a number, but just to let you know that it won't be perfect.

If you still want it, give me some time and I'll see what I can come up with.
 
Maybe you changed the pointer address for Nationality (as you mentioned in the previous post) and forgot to change it back?

Yep, you were exactly right. I opened everything again and all was sweet.

Just a quick thankyou for yourself, frefort & everyone else that has been involved with this, you all have been doing a great job & it is greatly appreciated by myself and I'm sure thousands of others
 
Right now I'm having a bit of an issue with loading the players. Actually it's the same problem I had over the years with the Scout. Because of the method I used to load the data, I inevitably miss out on a few players. For example when I check the number of players in the game using ArtMoney I got 4612, but when I used the scout I only get 4600. This number would vary everytime I restart the game. I guess it wouldn't matter as it's so small a number, but just to let you know that it won't be perfect.

If you still want it, give me some time and I'll see what I can come up with.

Doesnt matter much to me as long as loading % difference remain less 1%. BTW can we batch edit say + 200 to both bowler abilities to all the bowlers in the game (or +200 to both bowling abilities to all the players loaded up in the scout as this will be much easier to do)

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Ok just find out the bowling abilities , bowling ability 1 is for OD/T20s and bowling ability 2 is for FC/Tests , Just changed player's bowling ability 1 to 320 and bowling ability 2 to 880 and let him play Test and ODis , In odis he was getting the first over and had a 5fer in couple of matches and in Tests he was coming as no.5 bowler and bowled some like 7/8 overs where other bowled 25+.

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Just a question , if you freeze the batting ability , will the player stop developing?
 
Have you guys tried testing the batting potential with values of "0", "1", "2" et al? Often in ICC2011 there were fields where the values changed meaningfully from 0-31 or similar, but then at 32 it'd reset to being the same as 0. "3968" is an exact multiple of 32, for example, so potentially should perform the same as "0".
 
Have you guys tried testing the batting potential with values of "0", "1", "2" et al? Often in ICC2011 there were fields where the values changed meaningfully from 0-31 or similar, but then at 32 it'd reset to being the same as 0. "3968" is an exact multiple of 32, for example, so potentially should perform the same as "0".

Never mind , its look like bat potential is something related to nationality as every nations player have exact values of bat potential for eg 15 for Pak ,3968 for Saf players ,2040 for Bangladeshi players ,however in my other game these value were different for different nations.
 
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Ok just find out the bowling abilities , bowling ability 1 is for OD/T20s and bowling ability 2 is for FC/Tests , Just changed player's bowling ability 1 to 320 and bowling ability 2 to 880 and let him play Test and ODis , In odis he was getting the first over and had a 5fer in couple of matches and in Tests he was coming as no.5 bowler and bowled some like 7/8 overs where other bowled 25+.

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Has anyone else tried this? Because my results were completely different. @Allrounder maybe look at their econ, and aggression ratings too
 
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Doesnt matter much to me as long as loading % difference remain less 1%. BTW can we batch edit say + 200 to both bowler abilities to all the bowlers in the game (or +200 to both bowling abilities to all the players loaded up in the scout as this will be much easier to do)

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Ok just find out the bowling abilities , bowling ability 1 is for OD/T20s and bowling ability 2 is for FC/Tests , Just changed player's bowling ability 1 to 320 and bowling ability 2 to 880 and let him play Test and ODis , In odis he was getting the first over and had a 5fer in couple of matches and in Tests he was coming as no.5 bowler and bowled some like 7/8 overs where other bowled 25+.

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Just a question , if you freeze the batting ability , will the player stop developing?

Where are the two bowlers' abilities? I only know of one. Unless frefort has a second in his table (didn't really look). Can you verify that it (the second one) is indeed working before I continue with this?
 
Where are the two bowlers' abilities? I only know of one. Unless frefort has a second in his table (didn't really look). Can you verify that it (the second one) is indeed working before I continue with this?

Ok let me give it a shot again.

Hmm not working I guess , I tried changing the bowling ability 1 to 1000 and bowling abillity 2 to 320 but the bowler didnt picked by AI for Test/FC even though he 320 bowling rating. so I guess bowling ability 1 is only working right now.
 
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