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Skinning Hideout

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Old 11-09-2005, 04:48 PM   Query for Dan Atkinson or neevesc Post #1
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Default Query for Dan Atkinson or neevesc

Dan or Chris,

I've been tinkering about with artmoney and editing the current/potential abilities and stats. I've tried to give a player or two all 127s for their stat values in a (admittedly lame) attempt to create "super-players" ('roid-ragers?), but even when giving 127s for most stats, the players really are not performing all that spectacularly at all. I remember in FM5 that players given 127s would be zipping about and scoring at will. Am I missing something and if I shell out the 127s and boost the potential/curent ability to 200 or 200+, will that keep the stats at 127?

Thanks very much for any help you can provide!
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Old 11-09-2005, 05:04 PM   Query for Dan Atkinson or neevesc Post #2
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If you change a players stats to above the acceptable maximum (20), then you should change the PA and CA to a value of comparable range (if 200 is up to 20, then 1270 should be 127).

Whether or not this would work or not is questionable as I wouldn't expect good things to happen when people put stat values over 20. This relates to the overwriting of memory addresses which could potentially lead to a fatal error (crash).
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Old 11-09-2005, 10:27 PM   Query for Dan Atkinson or neevesc Post #3
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Dan,

Cheers for the quick response and wisdom! Whilst putting 1-20 stats to 127 is a bad idea, would it hurt to put the 0-255 stats at 127? Once again, thanks. :thup:
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Old 11-10-2005, 09:23 AM   Query for Dan Atkinson or neevesc Post #4
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Quote:
Originally posted by JambomPoPie:
Dan or Chris,

I've been tinkering about with artmoney and editing the current/potential abilities and stats. I've tried to give a player or two all 127s for their stat values in a (admittedly lame) attempt to create "super-players" ('roid-ragers?), but even when giving 127s for most stats, the players really are not performing all that spectacularly at all. I remember in FM5 that players given 127s would be zipping about and scoring at will. Am I missing something and if I shell out the 127s and boost the potential/curent ability to 200 or 200+, will that keep the stats at 127?

Thanks very much for any help you can provide!
what you don't remember is that the values in mcfm were from -127 to +127, in artmoney you cannot put negative values (atleast i didnt try to put in) so the some stats will have 255 and some stats will have 100, see here my last post
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Old 11-10-2005, 09:23 AM   Query for Dan Atkinson or neevesc Post #5
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ahem.. missed the link clickety click
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Old 11-10-2005, 10:14 AM   Query for Dan Atkinson or neevesc Post #6
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no, it doesnt play like god. 255 isnt "magic" value
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Old 11-10-2005, 03:32 PM   Query for Dan Atkinson or neevesc Post #7
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Good point, I'd forgotten that. I seem to have done a bit of dodgy editing because after popping in 127s for most stats, I did, indeed, get the fatal error that Dan had mentioned. So, how can we create super-players, then? Are there certain stats which should be edited and, if so, to what?

Quote:
Originally posted by Al3:
<BLOCKQUOTE>Originally posted by JambomPoPie:
Dan or Chris,

I've been tinkering about with artmoney and editing the current/potential abilities and stats. I've tried to give a player or two all 127s for their stat values in a (admittedly lame) attempt to create "super-players" ('roid-ragers?), but even when giving 127s for most stats, the players really are not performing all that spectacularly at all. I remember in FM5 that players given 127s would be zipping about and scoring at will. Am I missing something and if I shell out the 127s and boost the potential/curent ability to 200 or 200+, will that keep the stats at 127?

Thanks very much for any help you can provide!
what you don't remember is that the values in mcfm were from -127 to +127, in artmoney you cannot put negative values (atleast i didnt try to put in) so the some stats will have 255 and some stats will have 100, see here my last post </BLOCKQUOTE>
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Old 11-10-2005, 08:36 PM   Query for Dan Atkinson or neevesc Post #8
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Why don't you try setting the current ability to say 2900 and the Potential Ability to 3000. Conceptually you may be able to be able to set the values up to around 35000 depending on the field size the value is held in.

The effect of setting the current ability up to a silly number way above 200 seems to be that the program sets the value for the player attributes to a value that is appropraite for the current ability, however it is unlikely that it will set it to a value that is likely to cause itself a problem.
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Old 11-10-2005, 08:41 PM   Query for Dan Atkinson or neevesc Post #9
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Thanks for the suggestion. I had tried that previously, but the game crashed about two months later (gametime, obviously). I'm not sure where I'd gone wrong but I suspect that I had edited the stats first and then edited the CA/PA to above 200.

I guess we need to find out exactly what the game engine itself can handle before it gets unstable.

Quote:
Originally posted by Alan Biley:
Why don't you try setting the current ability to say 2900 and the Potential Ability to 3000. Conceptually you may be able to be able to set the values up to around 35000 depending on the field size the value is held in.

The effect of setting the current ability up to a silly number way above 200 seems to be that the program sets the value for the player attributes to a value that is appropraite for the current ability, however it is unlikely that it will set it to a value that is likely to cause itself a problem.
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Old 11-10-2005, 09:29 PM   Query for Dan Atkinson or neevesc Post #10
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I suggest saving the game. Editing your coaches to CA and PA of 190 and 200. Editing a Player to CA of 30000 and PA of 32000 and going on holiday for a couple of months and see what happens to the stats. I meant 32000 not 35000 in previous post.
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