Increasing CPU run rate - editing the files

Lou Vincent

School Cricketer
Joined
Dec 8, 2001
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<span style='color:#000000:post_uid12'>Does anyone know how to change how the CPU paces its innings, not only in ODIs but also in TESTS?

I'm playing my first test - Aussie v NZ in Aussie on Normal difficulty (hard is too hard - I can't bat) and scored 326 all out of 67 overs and in reply Aussie are 44/0 off 22 overs. This means their run rate is 2 an over, which is crazy considering they've lost no wickets. This is incredibly boring. This is Langer and Hayden we're talking about... ...on a hard pitch.

Is it possible to speed up the CPUs run rate with good partnerships and slow it down when wickets are taken until a partnership is built and the rate can speed up? I don't really want a patch with other changes just CPU batting.

It's the same in ODIs (50 overs) - I can always beat the computer because it doesn't lift the rate past 6 in ODIs when it has a good partnership. The CPU usually scores 270/5 odd and I can get 300 odd.

I don't know exactly how it works, but the CPUs run rate should depend on as many of the following things as possible:
*wickets remaining
*pitch/weather conditions
*how many overs/time remains
*the oppositions total (if 2nd inns)
*and of course the aggressiveness of the batsman.

Also, how have others noticed the CPU's run rate and overall scores in tests on Normal difficulty?? I've even had to bowl the odd "bad" ball to try to get the CPU to crack it away for 4 to lift the run rate.

Thanks</span>



Edited By Lou Vincent on 1047958722
 
<span style='color:#000000:post_uid0'>Lou

the cpu ai is hopeless. It doesn't take into account any of the factors you mentioned (except batsman style) when playing out its innings.

For a 50 over ODI, it uses the 1day_50.cfg file to pace its innings.

Not sure exactly how it works but you will notice it goes something like this

000
def
mod
att
six

001
def
mod
att
six

002
def
mod
att
six

Sam printed a document that explained that the last value of the "001" etc represents batsman type

So "000" represents values for an aggressive batsman
"001" represents values for a moderate batsman
"002" represents values for a defensive batsman

They go up in blocks of 3, ie next block is
100
101
102 etc

I think that the first block of 3 represents the start of the innings. So when you bowl a ball early in , the program may look at the values in the first blocks of values to decide what shot to play. You will notice that the values in 000 have higher aggressive values than 001. 001 in turn has more attacking values than 002 (defensive batsman)

By altering these, you can make the cpu more/less attacking.
I think the further down the list you go, the later in the innings you are.

Probably not explained very well (sorry), but hopefully it made some sense</span>
 
<span style='color:#000000:post_uid0'>Can't Sam or the others who cracked the .cfg file come up with a manual as to what the values of each section of a .cfg file will do if it goes up or goes down and if there is a limit. And also how to make the game use all your editted files? ???

as for you "Lou Vincent" 44/0 from 22 overs is a normal test pace. I think Test matches are a Test of bowlers' and batsmen's patience. Anything more than 3 an over is rushing your innings and you will most likely start to lose wickets. That would only happen if the game was actually a slight bit REALISTIC!!!!</span>
 
Thanks Zim for your explaination of the 50 over config file. I'll see what I can do in the way of editing that file later on when I go back to playing ODI's. There's also some handy info in the configsupdate.zip patch. I love test matches BTW. I wonder how the pacing is done for tests.

Killa_stiky2002, Do you actually pay attention to test matches? If you are 44/0 you will lift your run rate past 2 to gain a competitive total because you are going well. Most of us should know Aus usually score at 3.5 upwards in test matches - because they are usually going well. If they were 44/3 they might have a run rate of 2 however.
 
the pacing in tests appears to be down to 2 factors

1) how you bowl, (where you place the delivery) but more importantly

2) the cpurequest and cpureward values in the u_easy, u_normal and u_hard.cfg depending on which skill level you play.

In short the higher these values, the more attacking the cpu will be in tests. Don't set the values to high however, as the cpu shot selection goes to pot and it tries to hook yorkers etc
 

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