Slimm44's 2k13 Roster for PC

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Re: Slimm44's 2k13 Roster for PC

Postby mtdub on Sat Jan 05, 2013 3:59 pm

I kind of been tweaking my own set of cpu sliders with your roster but yours probally are better. My main problem is the lack of free throws in which i dont think anything can be done about. i got all my fouls at 100 and average maybe 10 to 15 free throws a game which the average for the league right now according to hoopsdata is 27 a game. Heck in 1 game i had one team shoot a total of 5 free throws for the game. I hope this is a problem 2k will fix in a patch, it just takes away from the realism of the game when no fouls are being called. It makes it to arcadish. Ive read in a few different forums that others are having problems with the lack of fouls so i stopped wrecking my brains on trying to come up with a formula to get more fouls called lol.
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Re: Slimm44's 2k13 Roster for PC

Postby s.tambo on Sat Jan 05, 2013 8:01 pm

I start to put the shoes on the roster, but since Monday comeback to work and time will be little.
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Re: Slimm44's 2k13 Roster for PC

Postby apollokid on Sat Jan 05, 2013 9:37 pm

Hey slimm, do you think you will leave High Post,Iso and Cutter out for future releases? There are some cutter plays that work really well and actually create touches in addition to the High Post ones I've posted already. And Iso's, while too dominant, could at least be assigned as 3rd or 4th option for superstar scorers.

Also, while I don't have a big enough sample size for this yet, some tendencies in your roster don't seem to work for face up big men. These are just ideas, I have to test some more, but one thing is the triple threat shot tendency. It seems like big men are more willing to catch and shoot if you put this tendency higher.
And with No Triple Threat at 100 I see players like Dirk catching the ball, doing a jab step and passing it back to the PG way too often.
Now while the default rosters sucks, Bosh/Dirk type players are far more aggressive in 2ks take on rosters.
Could the attack/pass out sliders maybe influence that? I mean is it confirmed that these sliders work strictly in relation to each other? So is 0/0 really the same as 100/100? I'll run some CPU vs CPU games to sort out what could be changed to improve behaviour of face up players.
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Sat Jan 05, 2013 11:47 pm

mtdub wrote:smh, i couldnt download your latest roster from google drive. i most def would like to check out your settings for cpu games in which your roster excels bigtime. i dont know whats up wit that cause i was able to download your other roster. It might be because its in a zip and the others were just single files i think. At the moment things has been rough on my end so i pretty much been getting by wit my celly. I had to get rid of my net for the time being. It came down to the net or my celly and i had to choose my celly since i found ways to download most things that i need wit my celly, but google drive is a mutha, i must just be able to download small single files from google wit my celly. i got to get them settings tho i love peeping cpu games wit yo roster


I'll post the settings in the first post when I get some time. When I do, I'll make an update post so you know.

mtdub wrote:I kind of been tweaking my own set of cpu sliders with your roster but yours probally are better. My main problem is the lack of free throws in which i dont think anything can be done about. i got all my fouls at 100 and average maybe 10 to 15 free throws a game which the average for the league right now according to hoopsdata is 27 a game. Heck in 1 game i had one team shoot a total of 5 free throws for the game. I hope this is a problem 2k will fix in a patch, it just takes away from the realism of the game when no fouls are being called. It makes it to arcadish. Ive read in a few different forums that others are having problems with the lack of fouls so i stopped wrecking my brains on trying to come up with a formula to get more fouls called lol.


I just watched a game between Utah and San Antonio. Utah took 10 FT's (Most of their shots were jumpers) but San Antonio took 26.

s.tambo wrote:I start to put the shoes on the roster, but since Monday comeback to work and time will be little.
Warning for everyone :!: :!: :!:


Mr. Trolls sent me an PM and said that he took it upon himself to add shoe edits to my roster. Thanks, Mr. Trolls!

apollokid wrote:Hey slimm, do you think you will leave High Post,Iso and Cutter out for future releases? There are some cutter plays that work really well and actually create touches in addition to the High Post ones I've posted already. And Iso's, while too dominant, could at least be assigned as 3rd or 4th option for superstar scorers.

Also, while I don't have a big enough sample size for this yet, some tendencies in your roster don't seem to work for face up big men. These are just ideas, I have to test some more, but one thing is the triple threat shot tendency. It seems like big men are more willing to catch and shoot if you put this tendency higher.
And with No Triple Threat at 100 I see players like Dirk catching the ball, doing a jab step and passing it back to the PG way too often.
Now while the default rosters sucks, Bosh/Dirk type players are far more aggressive in 2ks take on rosters.
Could the attack/pass out sliders maybe influence that? I mean is it confirmed that these sliders work strictly in relation to each other? So is 0/0 really the same as 100/100? I'll run some CPU vs CPU games to sort out what could be changed to improve behaviour of face up players.


In the aforementioned game between the Jazz and Spurs, here is the FGA breakdown:
Splitter 15 (39 Min)
Green 21 (37 Min)
Parker 13 (43 Min)
Duncan 10 (33 Min)
Blair 6 (22 Min)

Millsap 21 (32 Min)
Jefferson 13 (39 Min)
Foye 13 (16 Min)
Hayward 13 (41 Min)
Mo Williams 10 (42 Min)

Doesn't look bad to me, but I'll continue to monitor it in-game and may consider raising the Triple Threat Shot for Face Up Bigs (Dirk, Aldridge, Love, etc) to 100 for testing purposes. Would you mind doing the same and tracking FGA?

CF Pack has been updated to Fix Alan Anderson and is in First Post. Only CF 2511 needs to be re-installed.
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1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k13 Roster for PC

Postby mudila_iz_nahabino on Sun Jan 06, 2013 1:12 am

slimm44,
Hello here I have found errors in your roster.

1) I have two players Lack CF Devin Searcy and Walker Russell. Despite the fact that I downloaded all the files in your first post.

2) Some free agents from Europe is not properly exposed citizenship such as:
Tomáš Satoranský he is from the Czech Republic. In your roster he is from Ukraine.
Marko Jarić he is from Serbia. In your roster he's from Italy!
Ognjen Kuzmić he is from Bosnia. In your roster he is from Spain.
Maybe it's not all the errors in the list of free agents, you have to be careful and check it again.

3) The growth of Alexey Shved is not 196. It is equal to 198 cm

And I have a question, will you be adding more free agents from Europe such as Viktor Khryapa and Roko Ukic?

Excuse me for my English :)
Last edited by mudila_iz_nahabino on Mon Jan 07, 2013 7:25 pm, edited 1 time in total.
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Re: Slimm44's 2k13 Roster for PC

Postby BoFF on Sun Jan 06, 2013 1:46 am

Slimm could you check out Pekovics body type...he's in skinny mode when he should be normal...
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Re: Slimm44's 2k13 Roster for PC

Postby Medevenx on Sun Jan 06, 2013 4:29 am

slimm do you still want the Body Type Change Suggestions List from my roster? BTW, my latest roster has Vannwolfhawk's Playbooks for the Retro teams too. Although I'm not so sure if you're taking an interest in retro teams too.
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Re: Slimm44's 2k13 Roster for PC

Postby Leftos on Sun Jan 06, 2013 4:43 am

I've contacted HoopData.com for access to their Shot Location tables. They should be easy enough to mine, but I'd rather not use AJAX calls and have their permission anyway. If I do get permission, I should have them in NBA Stats Tracker soon.
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Sun Jan 06, 2013 7:29 am

Medevenx wrote:slimm do you still want the Body Type Change Suggestions List from my roster? BTW, my latest roster has Vannwolfhawk's Playbooks for the Retro teams too. Although I'm not so sure if you're taking an interest in retro teams too.


Yes on the body types. I'll take a look at your classic playbooks, also. At some point I am going to edit the classic teams.
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URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k13 Roster for PC

Postby Medevenx on Sun Jan 06, 2013 6:18 pm

Sent them via PM! They're just suggestions anyway. :) Feel free to implement them or not based on your own opinion as well. :)
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Re: Slimm44's 2k13 Roster for PC

Postby s.tambo on Mon Jan 07, 2013 2:56 am

I played with the latest version of the roster and the first version of the sliders created by slimm and edited by me

link http://www.sendspace.com/file/fmjnjd

this is a my last match...great!!!
Miami (me) - Lakers (CPU)
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Re: Slimm44's 2k13 Roster for PC

Postby Medevenx on Mon Jan 07, 2013 3:08 am

You only got 1 offensive rebound? Also, Kobe Bryant only 17 points at 33%?
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Re: Slimm44's 2k13 Roster for PC

Postby s.tambo on Mon Jan 07, 2013 4:00 am

Medevenx wrote:You only got 1 offensive rebound? Also, Kobe Bryant only 17 points at 33%?

my defense :) , however, Bryant had 22 shots available
Miami is 30°in ORB see this http://basketball.realgm.com/nba/team_s ... n/orb/desc
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Re: Slimm44's 2k13 Roster for PC

Postby Menacant on Mon Jan 07, 2013 8:33 am

slimm44 wrote:Sorry about the triple post, but I wanted to post some stats in a CPU game I just watched.

Game Stats (OT)
Bulls-------------Rockets
112----------------106
46-98FG---------44-87FG
46%----------------50%
4-9 3PT--------9-16 3PT
44% 3PT---------56% 3PT
16-18 FT--------9-13 FT
88% FT----------68% FT
4 Dunks------------2 Dunks
6 FB Points---------8 FB Points
50 PIP---------------52 PIP
15 2nd Chance----4 2nd Chance
20 Bench-----------37 Bench
21 Assists----------28 Assists
14 Off--------------4 Off
40 Def--------------35 Def
6 Stl-----------------5 Stl
1 Blk-----------------3 Blk
10 TO----------------12 TO
9 Fouls---------------11 Fouls
8 Lead---------------7 Lead

Delfino 23Min, 21Pts, 4Reb, 4Ast, 1Stl, 7-12FG, 5-6 3PT
Asik 33 Min, 20Pts, 9 Reb, 1Stl, 1Blk
Harden 42Min, 19Pts, 5Ast, 2Stl, 8-14FG, 1-2 3PT
Lin 43Min, 12Pts, 6Reb, 15Ast, 4To, 5-15FG

Rose 43Min, 24Pts, 6Reb, 8Ast, 2Stl, 6To, 9-24FG
Noah 46Min, 23Pts, 17Reb, 3Stl
Boozer 37Min, 22Pts, 12Reb, 2Ast


Thanks slimm to great rosters! May I ask you, were you using sliders from first post for this CPU-CPU game?
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Re: Slimm44's 2k13 Roster for PC

Postby mudila_iz_nahabino on Mon Jan 07, 2013 7:38 pm

slimm44, You will correct the mistakes that I have written to you before?
I found a few more similar in your roster.
All of these players are not correctly filled graph University: Pablo Prigioni, Tornike Shengelia, Mirza Teletović, Viacheslav Kravtsov.
That's how it should look:
Pablo Prigioni-Argentina
Tornike Shengelia-Georgia
Mirza Teletović-Bosnia
Viacheslav Kravtsov-Ukraine
Perhaps there is an error, but this is all I found.
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Re: Slimm44's 2k13 Roster for PC

Postby charley farley on Tue Jan 08, 2013 9:38 pm

Hey Slimm44, I've been using your opening day roster since release and really enjoying them, but I've been waiting on the playbook updates as in my experience these really make the gameplay.

Tried them out today for the first time and they are just SENSATIONAL. Really, the game feels so much better, the gameplay is constantly engaging and the different team styles really come through. It's really taken the game to a whole new level from your original rosters, which had already taken a mediocre gameplay experience and made it very good.

Just wanted to say a massive thank you for all the time and effort you've put into this :)
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Re: Slimm44's 2k13 Roster for PC

Postby apollokid on Wed Jan 09, 2013 4:58 am

Hey slimm, I've tracked FGAs for big men and while I'm too lazy posting stats right now, it looks pretty good using only Low Post plays. Big men definitely get enough touches with your roster.
Still, face up play is an issue for me. I've played around with tendencies and simply can't find consistency in how tendencies determine the frequency of PFs/Cs attacking off the dribble and taking jumpers off mid range plays. It simply makes no sense, even with TThrtShot/PullUp/StepBack raised, I can't get players to take more midrange shots and I can't figure out why. The game seems to treat guards and forwards differently.

Say I assign only Mid Range plays to Pau Millsap (stupid example, it's about the principle) and raise his Midrange/Pullup/TThrtShot tendencies, he should take long jumpers most of the time, but I can't get this to work. If he catches the ball he's far more hesitant to catch and shoot than a guard.
Do you have any idea whether freelance tendencies or something else I'm missing influences how players behave when running a set play?
But that's just some OCD nit-picking, the game plays great if you just don't use play types that are flawed, love your roster! Still, I'd think about changing dribble tendencies at least for some big men. Dirk for example uses Spin/Half spin type moves frequently when driving in reality, he's a much better ball handler than most give him credit for. Just an idea though.

One thing I've started doing recently which improves AI gameplay for me is to manually edit Hedge settings for CPU teams. Auto leads to really easy penetration for quick guards while hard hedge leaves the big man open most of the time. But I''ve seen great results with soft hedge, the CPU puts pressure on the ball handler while the screener gets open looks frequently, but not too often.
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Wed Jan 09, 2013 8:16 am

mudila_iz_nahabino wrote:slimm44,
Hello here I have found errors in your roster.

1) I have two players Lack CF Devin Searcy and Walker Russell. Despite the fact that I downloaded all the files in your first post.

2) Some free agents from Europe is not properly exposed citizenship such as:
Tomáš Satoranský he is from the Czech Republic. In your roster he is from Ukraine.
Marko Jarić he is from Serbia. In your roster he's from Italy!
Ognjen Kuzmić he is from Bosnia. In your roster he is from Spain.
Maybe it's not all the errors in the list of free agents, you have to be careful and check it again.

3) The growth of Alexey Shved is not 196. It is equal to 198 cm

And I have a question, will you be adding more free agents from Europe such as Viktor Khryapa and Roko Ukic?

Excuse me for my English :)


I will fix these in the next roster update. Thanks for the head's up.

BoFF wrote:Slimm could you check out Pekovics body type...he's in skinny mode when he should be normal...


I will. Thank you for the head's up.

Menacant wrote:Thanks slimm to great rosters! May I ask you, were you using sliders from first post for this CPU-CPU game?


You're welcome! I was using the sliders in the settings file I uploaded in the first post.

mudila_iz_nahabino wrote:You will correct the mistakes that I have written to you before?
I found a few more similar in your roster.
All of these players are not correctly filled graph University: Pablo Prigioni, Tornike Shengelia, Mirza Teletović, Viacheslav Kravtsov.
That's how it should look:
Pablo Prigioni-Argentina
Tornike Shengelia-Georgia
Mirza Teletović-Bosnia
Viacheslav Kravtsov-Ukraine
Perhaps there is an error, but this is all I found.


I will fix them. Thanks for the heads-up.

charley farley wrote:Hey Slimm44, I've been using your opening day roster since release and really enjoying them, but I've been waiting on the playbook updates as in my experience these really make the gameplay.

Tried them out today for the first time and they are just SENSATIONAL. Really, the game feels so much better, the gameplay is constantly engaging and the different team styles really come through. It's really taken the game to a whole new level from your original rosters, which had already taken a mediocre gameplay experience and made it very good.

Just wanted to say a massive thank you for all the time and effort you've put into this :)


Thank you! Glad you're enjoying the edits.

apollokid wrote:Hey slimm, I've tracked FGAs for big men and while I'm too lazy posting stats right now, it looks pretty good using only Low Post plays. Big men definitely get enough touches with your roster.
Still, face up play is an issue for me. I've played around with tendencies and simply can't find consistency in how tendencies determine the frequency of PFs/Cs attacking off the dribble and taking jumpers off mid range plays. It simply makes no sense, even with TThrtShot/PullUp/StepBack raised, I can't get players to take more midrange shots and I can't figure out why. The game seems to treat guards and forwards differently.

Say I assign only Mid Range plays to Pau Millsap (stupid example, it's about the principle) and raise his Midrange/Pullup/TThrtShot tendencies, he should take long jumpers most of the time, but I can't get this to work. If he catches the ball he's far more hesitant to catch and shoot than a guard.
Do you have any idea whether freelance tendencies or something else I'm missing influences how players behave when running a set play?
But that's just some OCD nit-picking, the game plays great if you just don't use play types that are flawed, love your roster! Still, I'd think about changing dribble tendencies at least for some big men. Dirk for example uses Spin/Half spin type moves frequently when driving in reality, he's a much better ball handler than most give him credit for. Just an idea though.

One thing I've started doing recently which improves AI gameplay for me is to manually edit Hedge settings for CPU teams. Auto leads to really easy penetration for quick guards while hard hedge leaves the big man open most of the time. But I''ve seen great results with soft hedge, the CPU puts pressure on the ball handler while the screener gets open looks frequently, but not too often.


Try raising the mid-range Tendency Slider a few clicks. Not many, just one or two. I've been trying to "perfect" the sliders in CPU play and, right now, I have the shooting tendencies as such:

Inside Shots 35
Close Shots 0
Mid Range Shots 62
3PT Shots 44

The backcourt players are getting a lot of mid-range shots but the bigs still aren't getting many. I think that part of it is when the CPU runs a PNR play, regardless if it is a pop/fade/roll, the PG almost always trys to finish the play. They rarely hit the pick man for a pop or fade which is how a lot of the PF's and C's get their mid-range shots IRL. I prefer the way the Freelance PNR is coded as the CPU will find space and tend to hit the big man, either on the roll/fade/pop.

Most big men are set to shoot mid-range jumpers in a spot-up scenario. With on ball defense being low, attack the basket being low, pass out being high, help defense being very high, and hot spots being set correctly, most bigs will shoot mid-range jumpers off the drive and kick. The pull up tendency is only activated after the drive the lane tendency is activated. Most bigs don't have that tendency very high so it won't effect mutch. I may try lowering the on ball-d slider a little more because, once a drive is initiated, the player will look to pass out more the closer he gets to the rim.

I also may try raising the Triple Threat Shot Tendency to 100 for face up bigs who take several mid-range shots per 40 minutes. Whenever a player catches a pass and is standing still without a dribble or execute a face-up from the post, I believe they automatically start in the Triple Threat Position. Maybe your idea from a few days ago about raising this to 100 will help players like David West/Dirk/Duncan a little more to add to the gameplay.

Also, try playing (or watching) a game between the Suns and Blazers. Aldridge and Scola should shoot a lot of mid-range shots, based on their tendencies. They take as many mid-range shots as any other 4's or 5's in the league.
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URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k13 Roster for PC

Postby awzumcrew on Wed Jan 09, 2013 4:00 pm

hey slimm you never sent me those classic player ratings for those guys
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Wed Jan 09, 2013 10:23 pm

awzumcrew wrote:hey slimm you never sent me those classic player ratings for those guys


I know, but I'm going to. I haven't been able to do anything related to editing over the past week. I hope to get a few things knocked out soon and I'll be able to get them sent to you.
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URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
slimm44
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Posts: 1303
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Re: Slimm44's 2k13 Roster for PC

Postby apollokid on Thu Jan 10, 2013 6:23 am

Hey slimm, just did some testing with CPU playcalling, since you took the time to put in improved playbooks I wanted to see how the AI is able to use them. And I've found something that could be related to what you wrote about PnR and the lack of spot up opportunities.

I've watched a few games in coach mode with the Mavs against the 95/96 Bulls (with Lakers playbook assigned in coaching profiles).
All the players had only PnR ballhandler/man assigned to them, so you'd expect a variety of different PnR plays called throughout the game. But 2k has apparently implemented some stupid play choosing logic, so both teams ran the same 2 plays almost the whole time.
You can try this for yourself, for the Mavs it's "2 side" and "Horns Side", for the Bulls (Lakers playbook) "98 Stretch Roll" and "Loop Option". That's all they do for whole games. And it gets better if you remove these plays from the playbooks, after that the game stops to call plays most of the time and you see freelance instead. Most of the plays are never used at all!
This could be the reason why big men don't get much picknpop opportunities. The game simply never runs these plays!
If you are bored and wanna watch some crappy game design, just try this for yourself. You'll see there's definitely some playcalling scripting going on and it seems there's nothing we could do to improve this.

Great job, 2k! The AI apparently uses the same logic for choosing plays for CPU controlled teams as for the "run best play" option you can use in coach mode with you left shoulder button. If you spam this, you get the amazing AI choosing the same play over and over again. So basically we don't need improved playbooks with dozens of PnR options because 2k13 is too stupid to choose play types based on touches distribution and the particular play simply by random chance. This makes too much sense, let's hardcode the game to pick 2 plays for whole games instead!
This might only bother a bunch of basketball nerds, but to me this is incredibly lazy game design that pretty much kills the game at least for me.
They've spent more time on Justin Bieber and stupid signature shoes and WWE like pregame antics for all the 12 year old kids playing with their 99 OVR mycareer superhero, than to test even the most basic aspects of the actual game. Good job, good effort!
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Re: Slimm44's 2k13 Roster for PC

Postby awzumcrew on Thu Jan 10, 2013 8:26 am

slimm44 wrote:
awzumcrew wrote:hey slimm you never sent me those classic player ratings for those guys


I know, but I'm going to. I haven't been able to do anything related to editing over the past week. I hope to get a few things knocked out soon and I'll be able to get them sent to you.


Oh yeah sorry, no worries. Take your time
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Thu Jan 10, 2013 1:40 pm

apollokid wrote:Hey slimm, just did some testing with CPU playcalling, since you took the time to put in improved playbooks I wanted to see how the AI is able to use them. And I've found something that could be related to what you wrote about PnR and the lack of spot up opportunities.

I've watched a few games in coach mode with the Mavs against the 95/96 Bulls (with Lakers playbook assigned in coaching profiles).
All the players had only PnR ballhandler/man assigned to them, so you'd expect a variety of different PnR plays called throughout the game. But 2k has apparently implemented some stupid play choosing logic, so both teams ran the same 2 plays almost the whole time.
You can try this for yourself, for the Mavs it's "2 side" and "Horns Side", for the Bulls (Lakers playbook) "98 Stretch Roll" and "Loop Option". That's all they do for whole games. And it gets better if you remove these plays from the playbooks, after that the game stops to call plays most of the time and you see freelance instead. Most of the plays are never used at all!
This could be the reason why big men don't get much picknpop opportunities. The game simply never runs these plays!
If you are bored and wanna watch some crappy game design, just try this for yourself. You'll see there's definitely some playcalling scripting going on and it seems there's nothing we could do to improve this.

Great job, 2k! The AI apparently uses the same logic for choosing plays for CPU controlled teams as for the "run best play" option you can use in coach mode with you left shoulder button. If you spam this, you get the amazing AI choosing the same play over and over again. So basically we don't need improved playbooks with dozens of PnR options because 2k13 is too stupid to choose play types based on touches distribution and the particular play simply by random chance. This makes too much sense, let's hardcode the game to pick 2 plays for whole games instead!
This might only bother a bunch of basketball nerds, but to me this is incredibly lazy game design that pretty much kills the game at least for me.
They've spent more time on Justin Bieber and stupid signature shoes and WWE like pregame antics for all the 12 year old kids playing with their 99 OVR mycareer superhero, than to test even the most basic aspects of the actual game. Good job, good effort!


I've been seeing this trend in some play testing I've done in scrimmage mode. I went through all of Vann's playbook notes and separated the plays by Play Type and Original Team Assigned to. I then assigned all of his Cutter plays to one Playbook, his High Post plays to another, and I think all of the Mid-Range plays, also. If not all of the Mid-Range plays, it was most of them.

I found something similar to what you did, in that only about 25-30% of the plays were actually called. At this point, I am not interested in finding out why this is. I'm still pretty happy with the overall quality of the game after all the edits that have been made and I'm think about starting up an Association soon. I've spent the past 3 months editing the game to get it as realistic as I can. It's about time to start enjoying it.
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URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

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What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k13 Roster for PC

Postby apollokid on Thu Jan 10, 2013 8:22 pm

You're right of course, and the game is much more enjoyable with edited rosters. But it's kinda frustrating to see how simple and stupid the mistakes in the games' logic really are. I mean if playcalling worked the way it should, much less work would be needed to make the game play realistic. Many things pretty much all the good roster editors out there changed are caused by the screwed up logic.
For example your decision to eliminate iso plays was pretty good and looking at CPU gameplay the inflated number of shot is mainly because of the repetitive auto placalling (for Durant it's "23 Solo" all the time).

So yeah, the game is enjoyable if you don't think too much about it. But it's the same thing as with 2k11 all over again. If I know the Mavs run the same PnR all the time I know how to shut it down completely. So that's a bit of a letdown. And 2k is probably not even aware of this, so prepare for the same issues for the next years.
Still, the game is fun and I don't wanna edit and think about that stuff anymore, so I should simply play it :roll:

I've sent you a list of High plays that are not broken by the way. Seem to work for most big men.
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Re: Slimm44's 2k13 Roster for PC

Postby s.tambo on Fri Jan 11, 2013 10:42 pm

bro any news? (Y)
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