Welcome to the Cheesiest Blog on the Web

Welcome to the blog of The Killer Nacho, known to most mortals as Timothy J. Sharpe, a Computer Science graduate of Messiah College and currently a Systems Analyst for Sunoco Logistics. Within this tome of pages, one will find my innermost thoughts about various things concerning things that I enjoy. These subjects include, but are not limited to, roleplaying, gaming, American Football (the NFL), things to do with computers, philosophy, movies that are awesome, TV shows that are awesome, my own writings and creative works, and dangerous Mexican snacks.

Monday, July 11, 2011

American Football Simulator, Distribution 2011.1

NOTICE: This version of the AFS is OUTDATED. Please look for the new version at thekillernacho.blogspot.com under the "American Football Simulator" label.

First release of 2011. Have plenty of updates here. I hope everyone appreciates the fruits of my labor!

2011.1 Changes
  • Tweaked simulation engine for more realistic simulations and balancing issues.
  • Coaches can now increase Player stats slightly in a game for high positional coaching.
·        Implemented the 3-4 defense as a Coaching Philosophy completely determined by the Defensive Coordinator. This allows a team to play three defensive linemen and four linebackers on a starting roster.
·        Removed the Special Teams Unit player in favor of a new Coach, the Special Teams Coordinator. The part of the game where the Special Teams Unit affected are now directly affected by the ST Coordinator. In addition, the ST Coordinator gives boosts to the Kicker, Punter, and K/P Returner.
·        New stat for Players, Acceleration, mainly for Wide receivers. It does the same thing that Concentration used to do for Wide receivers. Now, like all other positions, Concentration's main purpose for Wide receivers is to avoid turnovers.
·        Added an “Edit Config” option under File, and a config file in the main AFS folder. These global configurations alter the Simulation engine directly, altering the rules or modifiers.
        Kickoff Yardline: The yardline in which kickoffs are made. This was the main reason behind the Config change, since the NFL changed its rules to be from the 35 Yardline instead of the 30. Should be within 1-99.
        Touchback Yardline: The yardline in which Touchbacks are moved up to. Should be within 1-99.
        To Go: The amount of yards a team must go for a First Down. Should be a positive integer.
        Downs: The amount of downs a team gets before a change of possession. Should be a positive integer.
        Time: The time in seconds that a game lasts. Quarters are proportional to this value (each is ¼ of the time), Overtime included. This means a larger Time setting will also make Overtime longer! Should be a positive integer.
        Points: You can set the number of points a team receives for different scoring opportunities here. Should be an integer. Could be a negative integer, but that would be silly.
        Modifiers: There are four additional modifiers; Pass Mod, Run Mod, Kick Mod, and Home Mod. These are not gameplay rules but rather modifiers that alter the simulation engine. Pass, Run, and Kick mods alter both teams the effectiveness of that particular part of the game. Home Mod is how much of a “home-field advantage” the home team gets. You may set this value to any positive or negative decimal. Positive numbers gives a boost, negative numbers give it a penalty. 0 means no additional modification.
·        Values that were previously 1-99 in range have now been expanded to 0-100. Ratings of 100 are by default only given to players who are known to be “Elite” in that area for their position.
·        New values added to Players, Teams, and Coaches for a possible Franchise mode.
        Players & Coaches now have a set Salary. It includes yearly salary (in thousands) as well as Expiration year.
        Players gain a “Year Entered” stat and a “Draft” stat, which keeps track of the year they entered the league and their draft status. Any player drafted after the 3rd round is considered to be a 4th round draft choice.
        Players gain a “Rank” stat for salary-calculating purposes. It keeps track of now well the player has performed in the league.
        Players gain a “Potential” stat that affects player advancement.
        Teams gain a “Salary Cap” stat, which adds up all salaries of players and coaches. The maximum is $150 million dollars / Year.
·        Season mode now keeps track of five new Statistics: Touchdowns Allowed, Field Goals Allowed, Return TDs Allowed, Defensive TDs Allowed, and Safeties Allowed.
·        Added the “Retractable Roof” stadium type. It will act as a Dome in extreme weather, Turf otherwise.
·        Application can now calculate player “Type” based on the player's stats to quickly gage what kind of player he is. For example, a Quarterback can be considered a “Scrambling”, “Pocket”, or “Field-general” Quarterback. You can view Player type in the Edit Player dialog.
·        Several GUI improvements.
·        Added a “Free Agent” sub-folder in the Players and Coaches folder to store default free-agents.
·        Added a “Draft” sub-folder in the Players folder to store projected Draft prospects the following season (in the 2011 version, this means the 2011 draft).
·        Populate Folders feature now produces a list of Total Offense, Total Defense, and Total Special Teams ratings in the Output file.
·        A Quarterback's rushing yards and rushing touchdowns are now slightly less valued when calculating Game MVP and determining Quarterback rank in Season mode.
·        Slightly changed how Overall Offense and Defense are calculated.
·        Several minor bug fixes.
·        Application now uses NFL2011 as its main team folder. Season mode updated to include the 2011 schedule.
·        Updated rosters in the NFL2011 folder for the 2011 NFL season. Also, slight changes to 2010 rosters dependent on 2010 playoffs and Engine changes.


No comments:

Post a Comment