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04-01-2006, 09:37 PM
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#1
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IAM TCE anyone?
Well, I made the mistake of uninstalling my NHL06 (so I could reinstall it, long story) just before the downfall of DMHN. I have most of the mods I need, but I cannot find IAM's Total Control Editor anywhere on this site or any others. Could anyone help me out?
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04-01-2006, 09:48 PM
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#2
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Status: Juniors
Join Date: Apr 2002
Location: Toronto, Ontario Canada
Posts: 13
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Yeah Same here, I need it too, forgot to back it up when I reinstalled windows
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04-01-2006, 10:02 PM
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#3
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Status: NHL Depot Roster Maker
Join Date: Oct 2003
Location: Montréal, Québec
Posts: 1,690
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I uploaded it on the file server, enjoy
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¥~{£µGèÑé-ÞøWë®}~¥
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04-01-2006, 10:12 PM
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#4
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Status: Juniors
Join Date: Apr 2002
Location: Toronto, Ontario Canada
Posts: 13
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Quote:
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Originally Posted by Eugene Power
I uploaded it on the file server, enjoy
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Thanks Man 
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04-01-2006, 10:28 PM
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#5
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Status: NHL Depot Roster Maker
Join Date: Oct 2003
Location: Montréal, Québec
Posts: 1,690
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Np 
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04-01-2006, 10:39 PM
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#6
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Status: 4th liner
Join Date: Nov 2005
Location: Calgary, Canada
Posts: 79
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Are you going to be uploading more stuff from Doubleminor? I still need a couple files.
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04-02-2006, 01:15 AM
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#7
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Status: 3rd liner
Join Date: Mar 2002
Location: Ottawa, Ontario
Posts: 105
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Quote:
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Originally Posted by Marter
Are you going to be uploading more stuff from Doubleminor? I still need a couple files.
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what do you need?
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04-02-2006, 03:42 AM
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#8
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Status: NHL Depot Roster Maker
Join Date: Oct 2003
Location: Montréal, Québec
Posts: 1,690
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Quote:
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Originally Posted by Marter
Are you going to be uploading more stuff from Doubleminor? I still need a couple files.
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Most of the files I have are too big and I can't upload them
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¥~{£µGèÑé-ÞøWë®}~¥
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04-02-2006, 02:29 PM
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#10
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Status: NHL Depot Roster Maker
Join Date: Oct 2003
Location: Montréal, Québec
Posts: 1,690
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Quote:
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Originally Posted by Achilles
I hope you can put BHVs rosters on the site if you can 
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Look in the archives
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04-02-2006, 02:43 PM
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#11
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Status: Cynic
Join Date: Mar 2006
Location: WATFORD,ENGLAND
Posts: 91
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Achilles ,watis aka Bernd vH uses the alias masler round here & all his superb rosters along with EPs excellent ones are here.
I know he had me confused llast year I thought who the hell is this rip off merchant masler lol !!
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04-03-2006, 03:06 AM
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#12
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One thing I know I will need (hopefully someone saved it), is the thread from DMHN that had the meaning of each attribute within IAMs editor. It was a sticky over there, and will definately be needed to keep tweaking things. Anyone have?
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01-04-2009, 09:27 PM
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#13
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Status: Juniors
Join Date: Nov 2007
Posts: 12
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Manual Deke:
Chances of successfully keeping puck control while executing a manual deke.
The higher the value, the less chance players have to keep puck control when executing manual dekes.
Tab Deke:
Chances of successfully executing a tap deke.
The higher the value, the less chance players have to successfully complete a tap deke.
Spin Deke:
Chances of successfully keeping puck control while executing a spin deke.
The higher the value, the less chance players have to keep puck control when executing spin dekes.
(Momentum) Level Mod:
Affects the amount of "comeback AI" pressure by the CPU if they are losing or being outplayed. An amount of 0 will result in tremendous pressure and often "simulated cheating" by the CPU to score tying and winning goals, as well as players with increased abilities and user controlled players with decreased abilities. An amount of 50 results in no pressure (OFF SWITCH).
(Faceoffs) CPU changes:
Percentage modifier of how often the CPU will win faceoffs. An amount of 0 means the user will win all faceoffs - an amount of 100 means the CPU wins all faceoffs.
Pass Intercept CPU:
Modifier used to set the chances of USER passes to be intercepted by CPU players (they will intercept any pass that comes near them from stick to skates).
The higher the value, the more chance USER passes have to be intercepted by CPU players. (These values are also increased/decreased if you use the slider called Pass Interceptions ingame)
Pass Intercept User:
Modifier used to set the chances of CPU passes to be intercepted by USER players (they will intercept any pass that comes near them from stick to skates).
The higher the value, the more chance CPU passes have to be intercepted by USER players. (These values are also increased/decreased if you use the slider called Pass Interceptions ingame)
Burst Percent CPU:
Percentage modifier for how quickly the CPU moves when using speed burst in comparison to normal skating - affected by player stats in speed and acceleration, and ingame sliders for Game Speed, Speed Burst, and Player Acceleration.
Burst Percent User:
Percentage modifier for how quickly the user moves when using speed burst in comparison to normal skating - affected by player stats in speed and acceleration, and ingame sliders for Game Speed, Speed Burst, and Player Acceleration.
Get Carrier Distance CPU:
The lower the number for Get Carrier Distance, the less likely the CPU will carry the puck to the net. They will pass it off for a one timer every time. A higher number results in hanging on to the puck for too long and a higher chance of the CPU scoring garbage goals or behind the net goals. (edit: the higher up your value is, the CPU will take more shots, but hang on to the puck longer - meaning they don't give up possession easily by just dumping or shooting it away)
Get Carrier Distance User:
If the USER number is high, its less likely that your accompanying players will set up to receive a one-timer. If its low, they set up perfectly for a one-timer.
Max Gap Distance CPU:
A higher number results in immediate engagment by the defense - often dragging 2-3 defenders as well, since their values are high. A lower number means less likelyhood of being chased, and the CPU setting up defensively (passively) like the original.
Max Gap Distance User:
Same thing - your defense will pursue a puck carrier if he comes near his "range" and they will follow him and get out of position if the number is higher. A lower number and they will not give chase as much, and defend just as passive.
Base Gap Mult CPU:
Probably the Mult amplify the Gap effects - so if you put it up really high, they will react erratically.
Base Gap Mult User:
Probably the amplify the Gap effects - so if you put it up really high, they will react erratically.
Zero Gap Distance CPU:
The distance where the CPU will perform an action on a player - hook, poke, or hit. If its a higher value, they will do one of the following excessively and aggressively.
Zero Gap Distance User:
Same thing - for the USER its your CPU controlled players that are affected by this.
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Tie Up Radius:
Value representing the radius size around players where tie-ups may occurs.
Tie-up may occur whenever an opposing player enters this radius limit.
The lower the value, the closer both players must be before a tie-up occurs.
(Step Up) Time Limit - Player:
Time it takes for an opposing player to move toward the puck carrier.
The higher the value, the longer it takes for opposing players to move toward the puck carrier.
Step up Distance:
The linear distance between the puck carrier and every other CPU players, who is nearest to the value, you have chosen. This player will move towards you. Too, the lower the value is, that the faster the cpu player "steps up" from his position to attack you.
Example: If you choose a low value (f.e. 5), a CPU-Player with distance 5 will step up to you, if you choose 25, the player with the distance 25 will step up to you, not the nearer player with distance 5. (This is the meaning for the defence. Some people think, that changing values also make changes to the offence, but this has to be tested)
Close to net Distance:
Defence: When a player is considered "close to the net", it results in attacking the puck carrier. The higher the value (radius), the earlier the CPU attacks you.
Offence: the higher I set the value, the more dangerous/aggressive is the Offence of the cpu and of the cpu-controlled players of my team.
Example: When you set the "Close to the net Distance" value to 50 or higher, it is very hard for the User to win a game. The CPU is making great pressure in offense and is scoring many goals by deflections, because the players are standing right in front of The User's net. But also the User's players are better in offense and make more deflection goals. A low value makes the offence (and probably the defence too) less dangerous/agressive.
(Accuracy) Hit Post:
The frequency how often the posts are hit by shots on goal (this value is depending on the values of (Accuracy) Hit Goal). Decreasing means, that the posts are hit very often and increasing means that the posts are never hit.
(Accuracy) Hit Goal:
The exactness/accuracy a shot hits a goal. Decreasing means, that nearly every shot exactly hits the goal. The more you increase the value, the wider a shot will fail the goal.
Winner/Loser User Adjust:
The value is used for something unknown, but its a modifier that probably tells what happen if you're the winner of a check...or the loser. With the default settings (CPU higher than player), you will never win those scrambles. Making the two values equal, you will win a check now and again.
Winner/Loser CPU Adjust:
The value is used for something unknown, but its a modifier that probably tells what happen if you're the winner of a check...or the loser. With the default settings (CPU higher than player), you will never win those scrambles. Making the two values equal, you will win a check now and again.
Base speed mod:
The ratio between CPU players speed and the User players. When the ratio is higher than 1, the CPU players are faster than the ones controlled by the user. On the contrary, when the ratio is lower than 1, the CPU players are slower than the ones controlled by the user. For example, if this value is set to 1.32, therefore, the CPU players will be 1.32 times faster than the players controlled by the user.
(Checking) Humanity Weight:
Affects a player's recovery after a bodycheck. With low values, a player will still stand up and keep control of the puck, even while he's being crunched into the boards. With high values a player will fall to the ice and loose the puck after he's been hit along the boards.
Shot Delay:
Time elapsed before a player who got possession of the puck triggers a shot. High values result in long times, low values in short times.
Pass Delay:
Time elapsed before a player who got possession of the puck triggers a pass. High values result in long times, low values in short times.
Deke Chance:
Chances to see CPU players use dekes.
The higher the value, the more chance the CPU will use dekes when carrying the puck.
Penalty Global Frequency CPU:
the higher the value, the more actions of the CPU end in the penalty box. Has imho something to do with the ingame sliders.
Penalty Global Frequency User:
the higher the value, the more actions of the User end in the penalty box.
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