July 21Jul 21 comment_216468 Interesting observation....I do a lot of demo games as I'm testing and simulating, and never considered there might be a difference but always noticed the computer seems to leave lines on FOREVER. Well earlier tonight I suddenly noticed tons of changing on the fly, and looked, and I had switched it from AUTO to ON. So it appears that line changes ON causes the computer to change on the fly FAR more often. Any theories as to why? Kinda wonder if there's something like this for pulling goalies too as I sometimes notice that when a team is down by a goal, the goalie is still in when they definitely should be pulled, and other times the net is empty when you'd expect it. Report
July 21Jul 21 Author comment_216478 I figured out part of what's happening....I had changed something in the code to try to get all 3 lines to see the ice most periods, and it looks like what I did was to increase how fast the energy depletes for the players. This is causing the computer to dump and change after about a minute and a half to two minutes. Players are spending too much time changing lines. The giveaway is that I track hits for any player who dished out 5 or more, and I usually have several players in a game over 5....all of a sudden I had like 10 games in a row with NO players over 5 hits. I think scoring is down a bit too.Anyway, I think I'd prefer to have players regain their energy slower as opposed to lose it faster. This way, lines would generally skate a full shift before dumping, but if both the top 2 lines have taken long shifts, that checking line probably gets on later in the period (10 min periods). Does anyone know off hand where that is in the code? The depletion rate was at 10D40 and then the 4th number in I changed I think from 21 to 33. So I'm guessing it's somewhere on that same line, but I don't know enough about this stuff to figure out where. Report
July 22Jul 22 comment_216483 I believe this is what you are looking for.The recharge offset is at 7A1AI'm interested to see what you find with normal depletion and slower recovery. The only time I've played with this setting was when dealing with rosters of ten players or less, so I would have to make the depletion slower and speed up the recovery, lest your entire team become permanently gassed two minutes in. Report
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