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Ryden

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Posts posted by Ryden

  1. 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.

    That makes sense. Since players stand up better and worse for checks there should be a value for that. I looked in to it now and it seems like the good players like Federov, Gretzky and D. Gilmour all have high values in the unknow columns 15 through 18. I also see a pattern for the rough players like McSorley, Rychel or Probert who all have high values in column 15. But they doesn't stand up for checks like the ones mentioned so I guess that one in particular stands for something else.

    Anyhow, I've experimented some more (if anyone else cares =)) with giving players ridiously high values. Again I tried out the aggressivness part. When giving one player in a team a sick 93/94 season stat like 900 PIM in only ONE played game and then simulating a season it will have an affect for every player in the team. All of them will get ALOT of PIM. From 400 minutes up to like 1600. Having an team average of 60 PIM/match.

    Also the team wouldnt score a single goal, losing every game big time. According to the stats the team didn't even fire a single shot...

    So it doesn't seem to be a limit, like I thought before, of how far you could push this. "Forcing" a player to score 200 goals minimum in a season is no problem.

  2. 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.

    Thank you very much! A great reply with useful info for me =)

    I changed Gretzkys 93/94 season stats (without changing his att. values) to the opposite of what he would usually produce, meaning, plenty of PIM and a very few points, simulated a season and his season stats ended up like something Gino Odjick would get! Although there seem to be some sort of limit of how much PIM and points a player can get simulation wise. As most of you probably know. The usual simulation when it comes to an aggressive player like Domi is 2 PIM per game, sometimes 5 and very rarely 4 minutes in a single game. Also, as it seems, a player wont score like 150 goals in a season even if you give him 400 goals in the 93/94 season.

    I've been playing this game on and off since it first came out (still have the original CD and box) but never thought of it like this. It makes perfect sense though, what you're saying. Even if you trade the top 20 players to Ottawa and simulate a season they wont make the play offs. I'm gonna keep mixing with the team stats and try to figure out what the smulation procedure actually takes in count when determine the stats teams end up with.

    I have one more question. In the NHL9395 editor (which is the one I'm using primarly), under player attributes, there's some 4 or 5 columns named "UN" that is editable (right among speed, endurance, shot/pass bias, whatever) but not shown when you check a players attributes in the actual game. You can edit them and the original players have different values in these columns. I'm thinking they for some reason stands for unknown. Anyone knows?

    Anyhow, thanks again, Triumph!

  3. Hi there fellow nostalgics!

    This is my first post here (obv) and first of all I'd like to say how nice it is to see that there are people who shares my love for this game. Seems like a great forum aswell!

    I have a question about the editing programs. I've browsed around but couldn't find an answer for this particular question. I was able to download some of the programs and where really thrilled of the ones where you could change player attributes. I've tried both NHLINFO and NHL9395 and both worked to my satisfaction to a certain point. Just to try 'em out I made some extreme changes in players attributes. I gave a certain player 500 in both speed and aggressivness values, which really showed when playing. 99% of every hit resulted in a penalty and the speed was ridiciously fast.

    However, when simulating a season (only playing the last game of the season my self) the given new attribute values had no effect on the games simulated. For example I gave Wayne Gretzky 100 in aggressivness but his PIM stats after 84 games where obviously coordinated with his original 45 in aggressivness (He got something like 28 PIM), even though it said 100 when checking his attributes under the team roster (during the season). When playing manually with the Kings he got penalties as easy as Tie Domi.

    The reason I want this to work is that I want to make the relation, skillwise between bad and good players more realistic. 45 in speed is just too low compared to the fastest players, even if that player is supposed to be the slowest in the league.

    Is this even possible? Making attribute changes having an affect when games being simulated? I understand that the .db files aren't the ones determine how many points the non human team players get's during a season since this isn't working. But what files "controls" the points and PIM the players get when simulating a season? I mean, they have to be related to the .db files in some way. Right?

    And can you edit them in someway? I also tried editing the orignial .db files instead of the .db files in a certain career directory giving (f.e) Federov worst possible attribute values, but even then he will end up in the top of the point leaders. And U. Samuelsson will avarage more than 2 PIM per match with 25 in agg given by me.

    I know I'm repeating my self but hopefully you guys know what I'm curious about =)

    Thanks in advance!

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