Player Editing Tutorial

Ok lemme run through it with you.
x = 128, y = 44, z = 221, a = 64

since (208 <= z <= 223) we use the second formula
so numdays = ((z-207) times 4y) plus x/64
= ((221 - 207) x 4 x 44) + (128/64)
= (14 x 4 x 44) + 2
= 2464 + 2
= 2466

Could you do something like this as well so we could see where the error pops up?
 
Sorry I was using an earlier version of my formula, which was related to 14/4/1967 which was the date you used.

That's correct. If you add those many days onto 8/11/1944 what do you get?

O don't worry, I realise where I've gone wrong now. I'll just spend a while updating the formula
 
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It returns 10/08/51, which is also not right (supposed to be 15/10/81).

Fe ? added 1 Minutes and 43 Seconds later...

I'm guessing that there's a function in whatever language that was used to program the game, which basically converts the date into 4 bytes. If we find that then it'll make things alot easier as well. Still searching for that though.
 
I've very nearly got it but somehow it's still slightly off.

For that interval:
1024 times (z-208) + 4 times (y-1) + x/64 -1
 
if u change 4 times (y-1) to 4 times (y)

it works, for that DOB (15/10/81)
lemme try a few more

Fe ? added 1 Minutes and 10 Seconds later...

ok, just tested a few more and they work for that range. now to sort out the rest.
 
Yea, I just got it too. The zero at the top of the y column threw me off. The others are easy,

Let x y z and a equal the four numbers.

When 208<z<223 (inclusive), and a=64, the number of days away from 8/11/1944 is equal to:
1024 times (z-208) + 4y + x/64

When 224<z<239 (inclusive), and a=64, the number of days away from 17/9/1989 is equal to:
1024 times (z-224) + 8y + x/32

When 240<z<255 (inclusive), and a=64 the number of days away from 5/6/2079 is equal to:
1024 times (z-240) + 16y + x/16

When 0<z<15 (inclusive), and a=65, the number of days away from 10/11/2258 is equal to:
1024 times z + 32y + x/8
 
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I'm glad to be able to help somewhere in this editor :)
 
Hey FE I have an idea regarding the Surprise element in random skill distribution.
Make it like that.

Level 0 = 160-400.............. Awful.
Level 1 = 325-575.............. Tail-end batsman.
Level 2 = 500-850.............. Number 8 batsman.
Level 3 = 720-1023............ Bowling all-rounder/traditional wicketkeeper.
Level 4 = 820-1300.......... Lower-Middle order/Super aggressive hitters.
Level 5 = 1020-1535.......... Excellent batsman
Level 6 = 1200-1791.......... World Class batsman
Level 7 = 1500-2047.......... Very few reach Level 7. Best in the world.

I found that these levels and attributes are far more realistic and this system will sure that ironing out weakness technique session still play a big role as players will not be aware that even they have selected level 6 players but its not necessary that he will come good (Surprise element)
and for bowlers

Level 1 = 500-575.............. World Class bowler.(320 makes him too gud)
Level 2 = 550-680.............. Excellent
Level 3 = 625-800............ Batting all-rounder
Level 4 = 735-850.......... Part-Time/Occasional Bowler
Level 5 = 850-950.......... Poor, use in emergencies only.
Level 6 = 1536-1791.......... Awful.

I have done extensive testing on bowling attributes and I found out that bowlers are only good if they have level 850 or less any thing over 850 will be a real crap bowler thats why i came up with the above level system.

I hope you included this (as this only take couple of mins to implement)
THanks in advance.
 
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The thing is, that people cannot tell what each level represents, some of them are very similar. I think it's best to leave it the way it is
 
The thing is, that people cannot tell what each level represents, some of them are very similar. I think it's best to leave it the way it is

It will add element of surprise that it will not be necessary that higher level players will be a good one and thats when coaching and training will play its part more over who wants to edit player manually will have no problem with this system.
 
I also think that you're labeling of the bowling levels is rather misleading. At the beginning of the game, there are only two bowlers with a stat of less than 600. All the best bowlers in the world are in the 'batting allrounder' category, when they are obviously better bowlers than that. And I often use bowlers with a rating of up to 1100, as they do take occasional wickets. If anything,I would move batting allrounder to 800+, Part-time to 950+ and poor to 1100.

The amount of overlap is also far too great.
 
That's perfectly fine, I need to concentrate on my studies so I'll be glad not to be thinking about this anymore. And anyway the current editor works very well with only the birthdate to be sorted :)
 
I also think that you're labeling of the bowling levels is rather misleading. At the beginning of the game, there are only two bowlers with a stat of less than 600. All the best bowlers in the world are in the 'batting allrounder' category, when they are obviously better bowlers than that. And I often use bowlers with a rating of up to 1100, as they do take occasional wickets. If anything,I would move batting allrounder to 800+, Part-time to 950+ and poor to 1100.

The amount of overlap is also far too great.

I am in 2050 and every team has atleast couple of bowlers in 500s plus 10 or more in 600 range.
 

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