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Triumph

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Posts posted by Triumph

  1. agility refers to how quickly a player will reach his top speed.

    shot power does not affect wrist shots, only slap shots, but i think you just mis-typed.

    shoot/pass bias, at least from what i can figure out, affects the likelihood that a pass will go on net instead of being passed to another player. it may also affect the computer AI, that i'm not sure about.

    i never bothered to find out what u1 means. custom players get a value of 600 there, and i always change it.

    i've always felt u2-u5 have something to do with ability to withstand checks, but i'm questioning that. i really am not sure anymore.

  2. there is no flip pass, though a very light tap of the slapshot button functions almost the same way.

    you can drop pass although i don't think i've ever done it intentionally and don't really see the use of it.

  3. That's nice. I like your rosters and it's a nice reflection to include the increased skill.

    And yes, I do realize that that 25 is really, really bad. What I meant was that I wanted a "special" version of the database where players' skills make even a greater influence on the game. Right now, a player with 70+ in any skill is a pretty decent goal-scorer. When it drops below 45 it starts getting hard enough to provide some fun. What I meant was not that it would actually reflect the true skill of the players. All players in the NHL are extremely good hockey players, so for example skill 25 would have to be relatively interpreted. In other words 25 would be the score for the worst players _of the league_, not the entire world. I also realized that this would probably make them unfairly crappy - which is exactly what I want. 100 would be only for the top players like Ovetjkin. So, it wouldn't be so much to reflect reality in the available player attributes, more about making the game feel good/challenging/diverse.

    On a somewhat related matter, I also believe there are many properties of players which can't be properly captured by settings those values. For example, Kronwall is well-known to step up on people who don't keep their heads up and basically tackle/run them over. This simply can not be modeled with the attributes, even with a high offensive skill or checking skill (although both probably helps). In many ways, I think more important is to make the game feel like reality rather than making sure that the attributes are the players true abilities in those attributes in the game (as if it was the only way of measuring players).. more accurate would be to provide player-set algorithms for that purpose.. and I realize that is not available :-)

    i see. i just don't think 25 skill makes for good gameplay at all, just unbalances things even further towards superstar players, who are basically unstoppable as it is. if i were playing a human opponent, i would probably rather double-shift people than play someone with 25 skill.

  4. thanks a lot. yeah, okay, my rosters are slightly higher skilled, which is exactly what i'd want to reflect the fact that the nhl has more skill now in general.

    as for 25-100 - players with 25 skill in anything are REALLY bad. watching the olympic tournament, i don't even think players from lesser hockey countries like belarus or latvia would get a 25 in major categories (their worst players would be small and have around 60 in speed, 45-50ish in shot power, accuracy etc.). there's a reason why none of the players in the original game have less than 40 in anything, because 40 is already real bad. a player with a 25 in a major category (speed, agility, shot power, passing, off awareness, defensive awareness) would probably struggle to make the AHL.

  5. yeah they're not updated - i see guys like kotalik still on the rangers - but this is real cool.

    this last file - could you do this for the original nhl95 databases? i thought in my ratings i had tried to increase the average speed and agility to 65, but it seems this isn't the case (though goalies may be throwing it off)

  6. this first text file is interesting - what exactly is it doing though? i see the CHECKME next to players whose names slightly vary.

    also i moved turris, tikhonov, and boedker to the free agents because phoenix decided to acquire like 20 players at the deadline, and i don't feel like remaking those guys when they (probably) make the coyotes next year.

  7. whee, they're all done.

    once again, i may have some numbers wrong but i think i caught them all.

    the all-star teams are team canada and team USA - west is canada, east USA. patrice bergeron is not on team canada because the western all-stars only had 21 players.

    unzip this directly into your NHL95 folder to make it work. make sure to backup all your *.db files. i was able to simulate a season with these, so they do work.

    also, there is something weird going on with the calgary team - for some inexplicable reason, i cannot add any players to the roster in the central registry, it tells me the roster is full when it clearly isn't. i imagine calgary fans wish that darryl sutter had this problem as well. anyway, this is why dustin boyd is still a member of the team, as i don't want to move any players out if i cannot get them back in.

    2010DEADLINE.rar

  8. they stand for unknown and my guess is they actually measure a player's ability to withstand a check. if you've played as much nhl95 as i have, you'll notice there are players who retain control of the puck and stay upright sometimes when they're being checked, and the crowd will boo - sometimes it can take 4 or 5 checks to knock them over.

    i haven't experimented enough to confirm if that's what they control, but given that players like gretzky and lemieux have high values (and this ability to stay upright), and worse players have lower values and lack this ability, that's always been my guess.

  9. the recorded statistics from the 93-94 season are what control the PIMs and goals scored. if you give tie domi 2 PIMs for the season, he will take a very low amount of penalties despite having an 100 AG. likewise, if you give him 50 goals, he'll score a lot of simulated goals. you can change this in nhl9395 and i believe nhlinfo though i've never used nhlinfo for nhl95 editing. my rosters over in the NHL95 forums (latest version from november 09-10 rosters) take this into account.

    this also works for teams - give teams more wins, they'll win more simulated games - although i've never tested whether it takes into account goal differential or not. it seems to basically retrofit the simulation of the individual players to the team - so even if you give gretzky gretzky like stats, if he plays on a crap team, he'll play 82 games, score 60 points, and be a -40 if you give his team the ottawa senators' results.

    you seem to have a further question - how does the simulation actually work - i have absolutely no idea.

  10. Sorry to bring back a really old topic.

    I was searching on the forums about trying to find nhl95 and I found this thread to my great delight. So I went to the website recommended, abandoniaparadise and followed wboy's instructions on the first page or two on installing it, which worked. The problem i'm encountering is when I try to run the game after mounting it as per the instructions, I get a message saying could not open allfiles.txt file

    How do I fix this? I've read and reread the instructions given by wboy and have followed everything to the letter... Any help would be hugely appreciated! Thanks in advance.

    can't really help you, but i do know this means whatever you are doing with emulating the CD isn't working, so retry whatever step it is that accomplishes that.

  11. Hello,

    I've played NHL 94+NHL 95 since.. erm.. 94/95 :-) Glad to find a forum for these wonderful games!

    To my problem: The game has grown too easy on me and I am sure there are others out there with the same problem. Are there any hacks out there that can improve the AI? Is the source code available?

    I'm now playing a season with all my players attributes lowered to the minumum and I still think the game is way too easy. The only thing that remains for me to keep the game somewhat challenging is to adjust all other players of the other teams to maximum skill levels with my own team minimized.

    Cheers.

    Note: I should add that I am playing the PC/DOS(box)-version.

    i don't know the answers to your technical questions, but when i reached that point of skill, i would pull my goalie for the entire game. i mastered that with a normal team, so then i used a team whose players were entirely the minimum besides one attribute which was maximum (e.g. one guy was 95 speed, 25 agility, 25 weight, one was 25 speed, 95 agility, 25 weight) etc. i don't think i ever won the stanley cup that way.

    also what is minimum - 25 or 40?

  12. I didn't think I'd do this this year, but here we are.

    With the number of injuries in the league, it is totally impossible to tell who is going to last in the NHL. There are some players not included as a result of this uncertainty.

    There are also players who are not on NHL rosters who are included (ex: Phoenix with Boedker, Turris, and Tikhonov). I deleted about 5 players that I ended up having to remake, so I'm trying to keep young players around.

    There may be some jersey numbers that are wrong, I really don't have the patience to go through every team at the moment. I do know there are no duplicates.

    Anyway, here it is. I think it works - I was able to simulate a season with it.

    0910UPDATE.rar

  13. Because I don´t know how to remove them. My editor allows me only to edit the ratings.

    really? what editor are you using?

    if you use nhl9395, you can move players to free agency (you can only do this in the nhl95 central registry, so it requires making a temporary database), and then you can delete them using nhl9395. it looks like you have no roster limits - how'd that happen?

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