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Old 11-22-2007, 09:24 PM   #61
 
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Click on the link for the editor and get the 404 error. Anyone else having problems downloading the editor.
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Old 11-25-2007, 05:13 PM   #62
 
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yup, because the link includes the permanent server for NHLDepot, which is currently under construction. Here's the new download link (for now):

http://www.nhldepot.net/ndforums/dow...o=file&id=1139

Hope that helps

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Old 11-25-2007, 09:25 PM   #63
 
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Yes it does, thanks for taking the time to do that. Much appreciated.

Mike
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Old 11-26-2007, 05:10 PM   #64
 
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No prob, glad to have helped
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Old 11-26-2007, 05:13 PM   #65
 
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Oh, by the way, everyone, this will work just great with NHL07!
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Old 11-27-2007, 02:52 AM   #66
 
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Quote:
Originally Posted by Barneyhearts View Post
Oh, by the way, everyone, this will work just great with NHL07!
lol no skill stick though. AI is better in NHL 07 but their goalies suck dick. EA always manages to screw something up. If it's not this, it's this.
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Old 11-28-2007, 08:13 PM   #67
 
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lol, true say. I've managed to make them satisfactory using TCE, though Thanks again, IAM!
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Old 12-24-2007, 06:37 PM   #68
 
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I changed a bunch of settings in TCE08 and I played 2 games and it seems I've found a good formula. But my graphics/video card is about 4 years old so my game is abit laggy, which may cause the results I got. I'm going to get a new video/graphics card this week and will try the game out and if I get the same, or better results, I will upload the file on here.

I play 5 min periods on medium level.

Game 1:
Score: I lost 2-1 in shootout. Shots were 33 (me) to 27 (CPU). Hits were even at 16. Faceoffs were 17-14 for the CPU.

Game 2:
Score: I won 3-2 in regulation. Shots were 23 (me) to 15 (CPU). Hits were 22-15 for me. Faceoffs were 17-11 for the CPU. The reason why shots were low was cause the game was lagging a lot at times in which I held on to the puck until it stopped lagging

Last edited by OilersFan05; 12-24-2007 at 10:59 PM..
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Old 12-26-2007, 09:39 PM   #69
 
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hey guys,

can someone upload a TCE settings file that they really like? I'm on difficult setting, messing with the sliders, and I still am winning like 6 or 7 to 1 every game. The AI just lets me skate circles around them without checking me...

any suggestions?

thanks
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Old 12-27-2007, 01:39 AM   #70
 
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Exclamation REPAIR Runtime error 13 type mismatch

REPAIR TCE08

the help is found from here http://support.microsoft.com/kb/150778/en-us

one question: could somebody do exact meaning of items in IAM's TCE 08

Last edited by depotgamer; 12-27-2007 at 02:01 AM..
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Old 12-27-2007, 07:13 AM   #71
 
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there is a thread at SG that has the meanings and you even posted in the at thread instead of reading it.

One post was enough
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Old 01-12-2008, 02:49 AM   #72
 
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Man I still can't get the CPU more offense


Goalies tend to be a heck of a lot harder, but yours tends to give up goals on a smaller amount of shots reguardless of the settings on manual goalie save power.


More tweaking needed for me.

Last edited by Seasonspeech19; 01-12-2008 at 02:51 AM..
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Old 01-12-2008, 12:14 PM   #73
 
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Wondering about some of the settings descriptions that are "TBA".
Choreo --> Checking
Defense --> Checking --> Get Carrier Dist
Defense --> Checking --> Base Gap Dist

If anyone has any theories, get back to me!
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Old 01-13-2008, 09:43 AM   #74
 
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Quote:
Originally Posted by Barneyhearts View Post
Wondering about some of the settings descriptions that are "TBA".
Choreo --> Checking
Defense --> Checking --> Get Carrier Dist
Defense --> Checking --> Base Gap Dist

If anyone has any theories, get back to me!
The only theory I have is although the TCE is a sweet tool...Im not sure it helps in many areas. For instance the step up time limit. I have set it to 1 and to 600 and did not see a difference in how the CPU played either way. As for the above the only one I know is the Get Carrier Dist = Low number sets up better for a one timer and high number means hanging on to the puck longer and scoring the garbage goal. This applies to both CPU and User. I did not figure this out myself,but it seems to be correct.
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Old 01-13-2008, 03:13 PM   #75
 
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Okay, thanks for the input Jake .
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Old 01-25-2008, 01:47 PM   #76
 
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The TCE08 support files don't work for me. I downloaded the VB6.0-KB290887-X86.exe and installed it, and then ran install_support_files.bat, but i still get the same error message when trying to run TCE08. What might I have done wrong?
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Old 01-28-2008, 10:11 AM   #77
 
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jake19ny:

I was wondering about the two changes in NHLVIEW, shoot-pass and pass-carry. I'm pretty clueless when it comes to computers and I thought perhaps you or someone else could explain exactly what I need to do in NHLVIEW. Just explain in to me as if you were explaining it to a 3 year old
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Old 01-28-2008, 04:00 PM   #78
 
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Quote:
Originally Posted by Coalinga View Post
jake19ny:

I was wondering about the two changes in NHLVIEW, shoot-pass and pass-carry. I'm pretty clueless when it comes to computers and I thought perhaps you or someone else could explain exactly what I need to do in NHLVIEW. Just explain in to me as if you were explaining it to a 3 year old

1st open NHLview click on database (top of screen)
2nd clickmodify attributes
3rd scroll through the attributes until you find shot-pass bias change both numbers to 4 check off the box marked set and exit...do the same for pass-carry except make that 6 instead of 4.
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Old 01-29-2008, 06:04 AM   #79
 
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Hey thanks man, I'm gonna start experiment with settings now that I think i've figured out how to make most of them.
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Old 02-10-2008, 10:52 AM   #80
 
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Quote:
Originally Posted by jake19ny View Post
The only theory I have is although the TCE is a sweet tool...Im not sure it helps in many areas. For instance the step up time limit. I have set it to 1 and to 600 and did not see a difference in how the CPU played either way. As for the above the only one I know is the Get Carrier Dist = Low number sets up better for a one timer and high number means hanging on to the puck longer and scoring the garbage goal. This applies to both CPU and User. I did not figure this out myself,but it seems to be correct.
For instance the step up time limit. I have set it to 1 and to 600

ok how did u get it to 600 with TCE 08?????????
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Old 02-15-2008, 11:22 AM   #81
 
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Originally Posted by ibdevil View Post
For instance the step up time limit. I have set it to 1 and to 600

ok how did u get it to 600 with TCE 08?????????
Im not sure how to answer this...If you open your AI and go to step up time limit the default is 105 with a minimum of 0 and a maximum of 600. You can slide it up or down. I hope that helps.
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Old 02-21-2008, 11:24 AM   #82
 
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Can someone make a tce08 guide....?
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Old 03-03-2008, 10:36 AM   #83
 
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Im going to give something a try...I dont think Im breaking any new ground here and I dont know if anyone looked into this before. I had some down time at work last night and I started tinkering with the TCE. I opened up the original Aidata and wrote down the default values for most of the catagories. I did this for Easy, Medium, and Difficult settings and found to no suprise that all things either went up or down as the game play level was changed. For example;
Momentum Level Mod : easy 10, medium 5, and difficult 0
Get Carrier Distance CPU : easy 7, medium 9, and difficult 14
you get the idea........
Well it occurred to me to check my A.I. that I had created for myself as well as some of the other A.I. downloads available that the guys in the community seem to be using and see how ours stack up......it turns out that many of our settings had values that would be equal to the easy or medium level. So Im going to try using my little cheat sheet to either increase or decrease the settings making an all around increased difficult game. It should make the game more difficult, but Im not sure if that will translate into a more realistic difficult game.

A few interesting facts I found with EA's default A.I.:
1. Some settings went up by such small margins from Easy to Difficult it made me wonder why they bothered
2. The Get Carrier, Max Gap, Base Gap, and Zero Gap for USER never changed from Easy to Difficult
3. Shot Delay was the only setting that did not have a steady increase or decrease as the difficulty changed it was Easy 1, Medium 4, and Difficult 1......thats wierd.

I posted this last night on TBN, but feel this is a more appropiate place...any thoughts on this please share them.....if I get good results I will post them.
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Old 04-13-2008, 06:21 PM   #84
 
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I can't get any of the updates to work on Vista, a few people tell me to do it through My Documents, but that folder does not exist on Vista... either that or I can't make sence of anything on my new laptop... P-S I HATE VISTA
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Old 05-07-2008, 03:10 PM   #85
 
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Please where can I get the TCE_support_package, I cant find it. thx

Last edited by pipasik; 05-07-2008 at 03:22 PM..
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Old 01-04-2009, 09:26 PM   #86
 
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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.
__________________________

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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Old 01-03-2010, 07:43 AM   #87
 
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anyone know how to mod AI for NHL09? any files created, email me please? paulixs75@gmail.com ???
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Old 01-03-2010, 04:40 PM   #88
 
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you can use the same program for 09
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