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PCM.daily » Pro Cycling Manager 2006-2020 » Pro Cycling Manager 2013
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Kent's 14DB XMLs
Kentaurus
So I'm currently working on a large overhaul, based around getting the fighter attribute fixed. This is an issue because I'm basically losing two potential levels and trying to still make it work.
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Oglalakev
Kentaurus wrote:
So I'm currently working on a large overhaul, based around getting the fighter attribute fixed. This is an issue because I'm basically losing two potential levels and trying to still make it work.

I found it very difficult to accommodate, I sacrificed one level to do so but it's fairly hit and miss as a result, good luck
 
Kentaurus
Oglalakev wrote:
Kentaurus wrote:
So I'm currently working on a large overhaul, based around getting the fighter attribute fixed. This is an issue because I'm basically losing two potential levels and trying to still make it work.

I found it very difficult to accommodate, I sacrificed one level to do so but it's fairly hit and miss as a result, good luck


Currently trying an experiment, nothing written says there can only be 8 stat potential levels, so trying to write an XML that has 10 stat potentials. I am concerned it won't work simply because 8 is a much more computer friendly number.
Edited by Kentaurus on 06-03-2014 18:07
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Oglalakev
I added a level that didn't seem to work, but i'v no idea whether that was because it can't, or because I did it wrong.
 
Kentaurus
Update, so I just did it, and it certainly seems to work. This opens a whole new hell of XML editing...

Going out to lunch, will work more on the DB again later.

EDIT: Added the XML I tested for this to work. There are two new stat potentials (8 and 9) (NOTE: These are not rider potentials!). All I did was set Rider Potential 4 - Flat, to be .5 stat potential 8 and .5 stat potential 9. Along with adding the two stats into the basecarac and potentialmax parts.
Edited by Kentaurus on 06-03-2014 19:11
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ruben
Oh yeah, I knew you definately can add minmax levels. Just seemed a lot of work for nothing in my eyes.
Could've told you guys that before Embarassed

Used to do that in PCM 2009 to fix TT-ers
Edited by ruben on 06-03-2014 20:49
 
Kentaurus
ruben wrote:
Oh yeah, I knew you definately can add minmax levels. Just seemed a lot of work for nothing in my eyes.
Could've told you guys that before Embarassed

Used to do that in PCM 2009 to fix TT-ers


Well learning it would work didn't really change how long it would take, I'm working on a new XML that has 16 levels. I'll use 4 of them for the fighter stat, the other 12 for the rest.
AZTECA - NBCSN pcmdaily.com/files/Micros16/azt.png
 
ruben
16... holy fuck Grin
 
Oglalakev
Kentaurus wrote:
ruben wrote:
Oh yeah, I knew you definately can add minmax levels. Just seemed a lot of work for nothing in my eyes.
Could've told you guys that before Embarassed

Used to do that in PCM 2009 to fix TT-ers


Well learning it would work didn't really change how long it would take, I'm working on a new XML that has 16 levels. I'll use 4 of them for the fighter stat, the other 12 for the rest.


Excellent, I can see how that would be useful but definitely glad it's not me trying to make it work.
 
Jesleyh
Sounds a lot of work.
Really curious about the results Wink
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Feyenoord(football) and Kelderman fanboy


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Oglalakev
How are the more complicated XMLs progressing Kent?
 
thore56
Hello everyone,
Do you know how are calculated stats limits for already existing riders at the beginning of a career ?
Do files like those for young riders exist for this ?
 
ruben
Yes the young rider files do that

check potentialmax in xml files, that's used for calculating stat limits for excisting riders
 
thore56
Yes but how the game do when the limit is under the actual stat ?
Because lots of riders have very high limit (83-84-85) whereas they have low potentials.
 
ruben
That's what I and Kent explained in the previous page.

Give a low potential to a current rider and he will have wacky stats, he will always have 2/3 points improvement above his current stats.

That's why the DB needs heavy editing on potential of current riders, even 35yo olds
 
ruben
That's what I and Kent explained in the previous page.

Give a low potential to a current rider and he will have wacky stats, he will always have 2/3 points improvement above his current stats.

That's why the DB needs heavy editing on potential of current riders, even 35yo olds
 
Kentaurus
Okay so bringing this back again now, I thought I was done with a new set, however the game seems to be freaking out about having 16 minmax values.

I'll add them to this post, so the others that work on these can look at them and see if I messed up somewhere that is causing this. And I wish them luck, its only 3,930 lines to look at.
Kentaurus attached the following file:
kent14xmlv3broken.7z [14.82kB / 303 Downloads]

Edited by Kentaurus on 02-04-2014 08:31
AZTECA - NBCSN pcmdaily.com/files/Micros16/azt.png
 
ruben
That's funny. I tried to add 3 minmax values myself today.. and thought I did everything perfectly. But the talents were freakishly wrong.. and then i gave up.

Going to take a look regardless
 
Oglalakev
I will have a look in the next 2-3 days, i'm a bit busy this week. But I had problems when I tried messing with an extra level so I am not convinced the game uses it properly. I think we will just have to go with the standard 8 levels.
My most recent and almost certainly final ones are in my own thread in this section. I have been using them and I quite like the results.
 
Kentaurus
Well I had a test with 10 levels (0-9) and it seemed to work just fine. I wonder if it just can't handle the 2nd digit? I'm a bit burned on it at the moment, so it will probably be a day or two before I try to revamp it again.
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