Tutsi,
I have been playing with your ver 7.0 patch and doing some EXTENSIVE testing. As a result I have come up with some tweaks to make the patch more realistic. I thought i would share the info cos i don't really have to expertise to release a patch.
I must stress that these tweaks are mainly for one day matches.
Ok I'll just jum straight in.
<task #1> -> Too easy to get wickets:
I included these new values using the Config editor
CpuRandom 2.5
CpuDifficulty 3.555555
I didn't reduce the Edge values cos thats would affect when i batted too and i didn't want that. Using these values the CPU is both harder to dismiss and bats better doen the order. So the CPU has a better chance to bat out the 50 overs and make better use of first 15 overs (without throwing away too many early wickets)
<Task #2> -> CPU settling/Aggression.
I always found the CPU scored too slow. So first thing i did was make the batsmen settle quicker , therefore playing more shots early in the innings. You may think the CPU would be throwing away more wickets, but this is NOT the case, due the my ammendments to the CPU difficulty (see task #1 above). So i edited this value.
CpuBallsFaced 7.5
<Task #3> -> CPU Pacing
I changed this way to extensively to really go into detail about. The Pacing works by splitting the innings into 7 parts (0,1,2,3,4,5,6). The default pacing has the CPU slog for stages 0 & 1 then bat moderately until 5 & 6 when it slogs again. I notice that CPU is too aggrsseive too early and looses to many wickets to allow it to bat out its overs.
I changed the Pacing so that the CPU bats less aggressively in stages 0 & 5. Thios lead to larger totals in the long run as the CPU vatted more overs.
In stages 3 & 4 I almost toally removed the CPU hitting "6's, cos thats the "building stage" of the inning (pushing 1's and 2's with occaisional 4's) to allow for the final slog in the final overs (stage 6 mainly).
I took the stages to be roughly as follows:
Stage Overs
0 1->7
1 8->14
2 15->21
3 22->28
4 29->35
5 36->42
6 43->50
<Task #4> -> Stroke editing
I noticed that the doesn't seem to be much variation in shot selection/direction. As a result the CPU fails to manoeveur the ball (graham thorpe style), and keep the scoreboard "ticking-over". Then I noticed thats almost every shot has at least 2 versions of hit. So what i did was split the shots into two. This is probly best explained using an example:
cover drive attack - made this an AGGRESSIVE shot for hitting 4's in areas 80-90, 60-70, 45-55. Higher risk shot (IE more chance of edging)
cover drive defensive - made this a MODERATE shot for "working" the ball around in areas 30-40, 75-85, 100-110. Lower risk shot (IE less chance of edge than the aggressive version)
This meant thats more aggressive batsmen "chose" the aggressive shot and looked to hit more boundaries, wheras, less agressive players chose the moderate shot and scored more singles.
I had this idea for other shots too (like square drive, straight drive, ondrive)
The affect this had on CPU pacing was ENORMOUS, as the CPU did not always have to play aerial shots to score runs.
I think this could be done really well with "six hit shots", making one ("moderate")a "chip" over the infield for 1-2 runs, and making the other AGGRESSIVE - a 4, 6 or out shot.
Ok thats about it for now, cosi got to have my lunch, but i'd be really interested in what people (in particular TUTSI) think .
I think the most innovative section is TASK #4, and could really move the game on a level.
(Tutsi , i hope you don't mind me posting this, I was not trying to hijack your thread)