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Originally Posted by dophin26 |
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"For instance, if you're creating a 2012 roster, using the default roster as your base roster and say you've edited all the teams in the afc east(Pats, Jets, Bills, Dolphins)and the player limited has been reached. Simply export the four afc east teams, then import them onto a new based roster(a new default roster without any edited players)and the player limit will reset. You can rinse and repeat this process until you're finished creating you're roster"
So you're saying, for instance, if a group of 8 people each took the base file and edited the names of a conference and then sent them to one person, that person could import the teams from each file and then sim without worry of freezing in multiple seasons?
If so, could you do that and then overwrite their attributes from another file (like FNG's) to get the correct ratings and still avoid freezing in multiple seasons?
"Don't forget to rename the players whose names are reset doing the exporting and importing process. It's best to edit the players information(college, weight, height, etc.)when you edit their names as well, so you can easily identify them, if their name does happen to get reset or scrambled."
Couldn't you avoid this if you just imported them over the last VC update, which has no shared names?
The reason I ask is the slowdown/freezing problem is the last obstacle most of us are facing in regards to editing. I know there is a way around it, as Puja put out multiple seasons (with help) that didn't freeze. Unfortunately, knows how it was done.
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From the tests I ran with the draft classes I created, I played 9 games in each of the first 2 seasons and then I simulated 8 more seasons, for a total of 10 seasons and I didn't experience any freezing. I pretty much did all my editing in game, from editing players names and information, to editing ratings.
When I edited ratings for my custom default 2004 roster, I tried to keep players ratings similar to the original default. I pretty much swapped players ratings with one another. So if I changed a WR that had a 70 overall rating to a 75, I made sure I lowered a different 75 overall rating down to a 70. I don't know if keeping the players in line with the default rosters helped with the freezing or not, just thought I'll mention it. None of my ratings are extreme, except for all CB's having a 24 aggressiveness rating and all DE's, DT's, OLB's and ILB's catch rating is 1.
From what I've learned, importing teams onto a roster that haven't reached the player limit seems to keep that roster file in default mode for some reason. From my testings, it appear that you can import teams for all 32 teams onto the default roster and it will be as if the now imported roster is still the same as the default roster, which means that the import roster is the default roster.
As far as the final roster goes, I never tried using VC final roster. I remember Rickster asked me something about it, but I don't remember him saying anything about the final roster being better than the default. After I put up the draft classes for the default roster, I'll check into the VC fiinal roster update if you guys think the final roster is better to use then default.
But regardless, I don't think the players names are being reset because of the shared names in this case. Players names rarely gets scrambled(Tony Romo last name changing to A.J Feely last name and vice versa). 99% of the names in my draft classes either gets reset(If I change a guy by the name of Joe Williams to C.J. Ah You, the player name will be reset back to Joe Williams) or erased(a player first or last name will be blank). 9 times out of 10, just the player first or last name gets reset or erased. Rarely will a player entire name gets reset or erased.
And the names that does gets reset or erased are either long names or weird spelling names, like C.J Ah You. I think they are being reset because the game is having a hard time processing and reading these long and weird names and the game is programed to simply reset the player back to his original name. I could be wrong. You guys would know more about this than I would, I'm just assuming that's what's happening.
But as far as the freezing and stuff goes, I'm pretty sure I didn't encounter any of that because I kept importing the players onto a clean unedited roster once I reached the player limit, which keeps the roster in default mode.