| 1.51/bbupdate.exe
This is the final version uploaded to
the site. Here are the changes:
-Fixed issues with inseason player development
-Corrected the number of recruiting scholarships used in some instances
-Updated the budget process (overall and recruiting) to tie more into
performance.
-Changed season grades for playoff leagues to be more accurate, esp. for
teams that advanced further in the playoff.
The last item also helped improve the budget process for playoff leagues
as well.
This update isn't a major change (as always, old saves are fine), but I
did tidy up a few things that were left in the feedback areas (also fixed
some minor grammar/pbp type issues as well).
1.50/BBUpdate150.exe
Updated for 1.5:
1. Tightening up play by play - this involves adding the missing plays
in the game log, updating some grammar/sp issues and cleaning up other
aspects of it.
2. Fixed taking a knee, spiking, and AI timeout usage.
3. Adjusted the engine to reward better defensive teams. Now, teams with
more talented defenses should allow fewer points on average.
4. Improve the transfer logic - if an effort is made to play the player
in the prior season, it now means more. Also, you get an email in the
final week of camp giving feedback on potential transfer risks when
redshirting players.
5. Improved the polls - Strength of schedule has been made more of a
factor. The main emphasis here has been trying to improve the poll logic
in the middle weeks since that's where most of the remaining problems
still remain. Usually, things work themselves out by the end of the
season, but you sometimes see teams ride out some generous slotting in
the middle of the season.
6. Improving the recruit pitch process - Now, you will get an email
after you scout a recruit that gives some additional insight on his
pitch. It's still going to be handled the same (ie, you only get 1
chance to get the bonus - no partial credit). But, now atleast you have
more information to work with. It also adds another reason to scout
players early.
7. Added inseason player development. Players will now develop during
the season and you can check this on the roster (the checkbox for
changes).
8. Added inseason recruiting options. You get an email every week with a
game from three potential recruits that would like to visit. You can
only choose one and if you win, the player’s interest may go up. If
you lose, it may go down. Interest levels get updated every 4-5 weeks.
Also, when a player visits, you automatically get the full color scale
view for that player’s interest. That, combined with players that
visit getting shaded yellow, will help you track who has visited. AI
will handle this for you if you select AI to handle recruiting.
9. Fixed around 15 different penalty/AI issues in the engine.
10. Fixed the issue with turnover margin not being displayed properly.
11. Adjusted overall recruiting logic to mimic regional/state numbers
found on recruiting sites.
12. Tweaked the player pool to better reflect the college game.
13. Fixed some MP issues including instances where recruits might not
commit to human teams late in the process.
14. Fixed an instance of incorrect stat tracking (for QB sacks).
15. Added comments to gamelogs on things like bad passes, great catches,
missed tackles, dropped passes…
16. Fixed PBP issues involving QB keepers and other issues.
17. Changed MP import notifications.
18. Adjusted award criteria.
19. Fixed Scheduling issues ranging from inproper number of home games
to having the same rival scheduled twice.
20. Some Hotkey support. You can now use ‘ and / to move up and down
most grids. Also, if you mouse over a button, it may tell you a hotkey
you can use instead. The ‘Yes’/’No’ message box has this as do
some of the offseason screens.
21. Major overhaul on the option offense. Updated all AI gameplans to
favor more runs, changed the engine logic to include more QB keepers.
You will need to advance to camp in your game to see the changes though.
22. Improved AI use of offensive gameplan. Going into each camp the AI
will setup specific gameplans based on their offense type. Then, at each
matchup during the season, the AI will do a better job at choosing its
gameplan based on injuries, opponent, opponent's tendencies and its own
play success rate. The AI also does more with the play information data
collected for every team on every play.
23. IMPORTANT USER NOTE - The 4 stock gameplans will be changed before
camp and when you change your offense in camp to reflect the team's new
offense. If you want a specific gameplan that will never change, make
sure to create a new gameplan outside of the 4 stock ones. User created
gameplans will not be changed.
24. Added an "oldschool bowl" method. If you go into the
"bowlGames" table in the pstats.dat and set the GDCS field to
0 for all bowl games, the AI will not use the GDCS to set any games.
Instead, it will rely exclusively on the conference matchups specified
in the table. If you wish to use this, make sure to fill in the proper
conference matchups for the current GDCS games or it may not work. After
the bowl games are played without the GDCS fields, the national champion
will be the team rated number 1 by the Coaches Poll. In this setup, the
GDCS controls nothing and is only a guide.
25. Improved the multiplayer import process. it should be more
informative for commishes and not skip teams when a failed import
occurs.
26. IMPORTANT MP ADDITION - Starting in version 1.47, when a user
exports his file for use in an MP league, all of his AI settings are
also passed in the file. So, if Team1 has Academics set to "CPU
run", his exported team file will have that information. This will
allow each MP owner to tailor the AI useage much like a SP game without
any help from the commish. Also, when a user loads the main save from
the commish, his options will still be there meaning no need to change
them after the first time for future exports. The commish will still
have the ability to set the team to be "AI run" for a certain
period like normal (ie, an owner goes out of town or leaves). But, this
should help both the commish and individual owners manage their tasks.
27. Improved special teams selection involving injured players. Now, the
AI will be less likely to recommend a questionable player that you may
be sitting for health reasons.
28. Improved SOS impact on prestige for lower teams. Now, if you are a
lower team that schedules tougher opponents, you will get treated
differently when it comes to the impact of your record on prestige than
someone who just schedules a bunch of patsies for an extra win. This is
based on the logic that more marquee opponents means more national
exposure (which helps prestige). It's not an enormous impact, but it's
enough to make people consider scheduling atleast one good team when you
are a smaller school.
29. Fixed turnover margin on Team Overview report.
30. "Team Recovery Report" sent via email each week where
atleast one injured player is now 100%. Should help remind people to put
these guys back in the lineup.
31. Fixed CPU "Suggest All" button sometimes assigning a
negative number for adaptability in training.
32. Fixed the blocked kick name gamelog.
33. Fixed YPG issue on player stats report.
34. Fixed the MP import skipping teams.
35. Fixed bowl games to now have bowl game attendence (not home team
attendence).
36. Conference movement. You can set it up in the game options – the
choices are None, Low, Average, High. The basic algorithm is that the
game goes through at the start of each offseason and checks to see if
any teams should be swapped. All conferences are broken up into 4 layers
– GDCS (top 8), tier 1, tier 2 and independents. Movement occurs
between each grouping and there’s always a “swapping” of teams.
For instance, in my testing, I had Utah replace Stanford in the Pac 10
after three seasons. Stanford then went to Utah’s conference and took
its place. There’s also some region protection meaning a team in the
West can only go to the Midlands and West, Midlands can go West,
Midlands and Midwest, Midwest can go Midlands and Midwest, SE can go SE
and AE, AE can go AE and SE. I had to setup a couple regions for each
team otherwise you could hit situations where movement was deadlocked
because of regions. However, you shouldn’t see teams like Fresno State
going into the SEC.
One final comment for conference movement: The choice levels dictate the
chance movement will occur and the qualifications for a movement to
occur. The highest level needs atleast 2 positive seasons for the moving
up team (at a certain level) and 2 negative for the teams moving down.
Those change to 3 and 4 for the average and low levels. There are also
prestige restrictions meaning a team like Auburn or USC won’t get
demoted if they have a couple bad seasons. Finally, make sure you turn
it on in the game options if you want to use it. It defaults to
“None” for saves and new games (it does work with old saves).
1.47/BBUpdate147.exe
Here is a BETA 1.47. You simply need
to run the update EXE and make sure it writes over your old bb2005.exe. It
will work with old saves. You can also go directly from 1.11 to this
version (don't need 1.46). Here's the list of changes:
1. Fixed more timeout issues (esp on defensive side).
2. Fixed ranking email error where national ranking was repeated.
3. Fixed PBP issues involving QB keepers and other issues.
4. Fixed some penalty logic on things like personal fouls on fourth downs
and other situations.
5. Fixed a wierd repeating pop-up that happened on the gameplan screen
when you put in over 100% for something.
6. Fixed a newly inflicted error that introduced some JC guys as freshmen.
7. Updated the poll logic based on feedback.
8. Major overhaul on the option offense. Updated all AI gameplans to favor
more runs, changed the engine logic to include more QB keepers. You will
need to advance to camp in your game to see the changes though.
9. Improved AI use of offensive gameplan. Going into each camp the AI will
setup specific gameplans based on their offense type. Then, at each
matchup during the season, the AI will do a better job at choosing its
gameplan based on injuries, opponent, opponent's tendencies and its own
play success rate. The AI also does more with the play information data
collected for every team on every play.
10. IMPORTANT USER NOTE - The 4 stock gameplans will be changed before
camp and when you change your offense in camp to reflect the team's new
offense. If you want a specific gameplan that will never change, make sure
to create a new gameplan outside of the 4 stock ones. User created
gameplans will not be changed.
11. Added an "oldschool bowl" method. If you go into the "bowlGames"
table in the pstats.dat and set the GDCS field to 0 for all bowl games,
the AI will not use the GDCS to set any games. Instead, it will rely
exclusively on the conference matchups specified in the table. If you wish
to use this, make sure to fill in the proper conference matchups for the
current GDCS games or it may not work. After the bowl games are played
without the GDCS fields, the national champion will be the team rated
number 1 by the Coaches Poll. In this setup, the GDCS controls nothing and
is only a guide.
12. Improved the multiplayer import process. it should be more informative
for commishes and not skip teams when a failed import occurs.
13. IMPORTANT MP ADDITION - Starting in version 1.47, when a user exports
his file for use in an MP league, all of his AI settings are also passed
in the file. So, if Team1 has Academics set to "CPU run", his
exported team file will have that information. This will allow each MP
owner to tailor the AI useage much like a SP game without any help from
the commish. Also, when a user loads the main save from the commish, his
options will still be there meaning no need to change them after the first
time for future exports. The commish will still have the ability to set
the team to be "AI run" for a certain period like normal (ie, an
owner goes out of town or leaves). But, this should help both the commish
and individual owners manage their tasks.
14. Improved special teams selection involving injured players. Now, the
AI will be less likely to recommend a questionable player that you may be
sitting for health reasons.
15. Improved SOS impact on prestige for lower teams. Now, if you are a
lower team that schedules tougher opponents, you will get treated
differently when it comes to the impact of your record on prestige than
someone who just schedules a bunch of patsies for an extra win. This is
based on the logic that more marquee opponents means more national
exposure (which helps prestige). It's not an enormous impact, but it's
enough to make people consider scheduling atleast one good team when you
are a smaller school.
Just like last time, I would recommend backing up any saves you use in the
event something happens. This version should be pretty stable, but it is
still a beta version so there may still be some issues. If you run into
anything, please email me directly at arlie@greydogsoftware.com.
Thanks again to everyone checking this out!
Also, do NOT switch from 1.46 or 1.47 back to 1.1 and then back to
1.46(7). This can corrupt your save as I have tried to make the update
process seemless for 1.1 owners by adding certain things to the save on
the fly. Switching back and forth may cause the game to think you need
something that is already there (and it will cause errors that I cannot
fix).
1.46/BBUpdate146.exe
Here is a BETA for the upcoming BBCF
update. You simply need to run the update EXE and make sure it writes over
your old bb2005.exe. It will work with old saves. This has a lot of new
features/fixes, so here goes:
1. Tightening up play by play - this involves adding the missing plays in
the game log, updating some grammar/sp issues and cleaning up other
aspects of it.
2. Fixed taking a knee, spiking, and AI timeout usage.
3. Adjusted the engine to reward better defensive teams. Now, teams with
more talented defenses should allow fewer points on average.
4. Improve the transfer logic - if an effort is made to play the player in
the prior season, it now means more. Also, you get an email in the final
week of camp giving feedback on potential transfer risks when redshirting
players.
5. Improved the polls - Strength of schedule has been made more of a
factor. The main emphasis here has been trying to improve the poll logic
in the middle weeks since that's where most of the remaining problems
still remain. Usually, things work themselves out by the end of the
season, but you sometimes see teams ride out some generous slotting in the
middle of the season.
6. Improving the recruit pitch process - Now, you will get an email after
you scout a recruit that gives some additional insight on his pitch. It's
still going to be handled the same (ie, you only get 1 chance to get the
bonus - no partial credit). But, now atleast you have more information to
work with. It also adds another reason to scout players early.
7. Added inseason player development. Players will now develop during the
season and you can check this on the roster (the checkbox for changes).
8. Added inseason recruiting options. You get an email every week with a
game from three potential recruits that would like to visit. You can only
choose one and if you win, the player’s interest may go up. If you lose,
it may go down. Interest levels get updated every 4-5 weeks. Also, when a
player visits, you automatically get the full color scale view for that
player’s interest. That, combined with players that visit getting shaded
yellow, will help you track who has visited. AI will handle this for you
if you select AI to handle recruiting.
9. Fixed around 15 different penalty/AI issues in the engine.
10. Fixed the issue with turnover margin not being displayed properly.
11. Adjusted overall recruiting logic to mimic regional/state numbers
found on recruiting sites.
12. Tweaked the player pool to better reflect the college game.
13. Fixed some MP issues including instances where recruits might not
commit to human teams late in the process.
14. Fixed an instance of incorrect stat tracking (for QB sacks).
15. Added comments to gamelogs on things like bad passes, great catches,
missed tackles, dropped passes…
16. Changed MP import notifications.
17. Adjusted award criteria.
18. Fixed Scheduling issues ranging from inproper number of home games to
having the same rival scheduled twice.
19. Some Hotkey support. You can now use ‘ and / to move up and down
most grids. Also, if you mouse over a button, it may tell you a hotkey you
can use instead. The ‘Yes’/’No’ message box has this as do some of
the offseason screens.
20. Conference movement. You can set it up in the game options – the
choices are None, Low, Average, High. The basic algorithm is that the game
goes through at the start of each offseason and checks to see if any teams
should be swapped. All conferences are broken up into 4 layers – GDCS
(top 8), tier 1, tier 2 and independents. Movement occurs between each
grouping and there’s always a “swapping” of teams. For instance, in
my testing, I had Utah replace Stanford in the Pac 10 after three seasons.
Stanford then went to Utah’s conference and took its place. There’s
also some region protection meaning a team in the West can only go to the
Midlands and West, Midlands can go West, Midlands and Midwest, Midwest can
go Midlands and Midwest, SE can go SE and AE, AE can go AE and SE. I had
to setup a couple regions for each team otherwise you could hit situations
where movement was deadlocked because of regions. However, you shouldn’t
see teams like Fresno State going into the SEC.
One final comment for conference movement: The choice levels dictate the
chance movement will occur and the qualifications for a movement to occur.
The highest level needs atleast 2 positive seasons for the moving up team
(at a certain level) and 2 negative for the teams moving down. Those
change to 3 and 4 for the average and low levels. There are also prestige
restrictions meaning a team like Auburn or USC won’t get demoted if they
have a couple bad seasons. Finally, make sure you turn it on in the game
options if you want to use it. It defaults to “None” for saves and new
games (it does work with old saves).
I would recommend backing up any saves you use in the event something
happens. This version should be pretty stable, but it is still a beta
version so there may still be some issues. If you run into anything,
please email me directly at arlie@greydogsoftware.com.
Thanks again to everyone checking this out!
1.11/BBUpdate111.exe
Here are the main changes since
1.1:
-Fixed Player editor errors and issues
-Fixed an odd scheduling issue that could occur down the road
-Conf championship games no longer count as conference games.
-Adjusted the national recruit ratings to be more uniform
-Adjusted the initial starting talent pool to be weaker for lower rated
teams
-Adjusted QB overall rating
-Removed “random feel” when clicking suggest multiple times on
strategy screens
-Adjusted the prestige levels to be more dynamic at High and Very High
-Adjusted the engine to remove situations where a DL would make a tackle
on a passing play 4-5 yards downfield or recover a fumble way downfield.
-Fixed a couple odd results for the season report card
-Other reported issues
1.1/bbupdate.exe
Player
Editor
-An in-game player editor
-The ability to import a separate save game for use as a roster
base for a new league
Reporting
-Added
reports for GDCS, CPU and RPI, polls, standings, results, league
leaders, weekly leaders, standings, assistant coach list,
transfer player lists, recruits (by region) and records
-Added
a “Team Commits” report found in the offseason tab
(recruiting section). This report shows a list of all the
players that have committed to the selected school with some
extra info
-Modified
team info report to include more team stats and national ranking
in those stats
Other Additions
-Made coach prestige dynamic and have it change each season
based on numerous factors including recruiting, performance and
meeting board expectations. This value will help or hurt you
when recruiting. All coaches default to "50" to start
a career
-Added a prestige slider to change the rate at which prestige
changes (ranging from Very Low to Very High). This also impacts
the coach prestige
-Added game, season and career records for the league,
conferences and individual teams. You can see them from the
"Options" tab
-Added Points allowed, Passing TD allowed, rushing TD allowed
and point differential to team stats leader board
-Added option to autosave after each stage on game options
screen
-Adjusted the player development process to involve an
"in-season" aspect. Actual player ratings will not
change in season, but younger player will start to play more
consistent as they get more games under their belt. I also made
the amount of time played inseason even more important for the
development of players
Tweaks
and fixes
-Fixed
polls to be more realistic
-Redid
the overall poll logic
-Adjusted
late-season poll logic
1.04/bbupdate.exe
Changes:
-Remove recruits that don't get an offer
-Have recruits commit a little faster
-Tweak the player creation logic (lower prestige teams)
-Adjust grades on report card
-fix position strength for recruits (RB, WR, DT...)
-improve speed of simming
-tone down scouting error
-adjust at FG kicking results
-Fix sub issue when CPU sub turned off for PBP
-Add in jucos for later seasons
-Add more players to non-qualify list
-4th down logic adjusted
-Timeout use logic adjusted
-knock down punters a bit - inside 20 and yards
-Fix the polls
-Fix PBP and other bugs
-Adjust AI deph chart setting to better account for doubtful and
questionable players.
-Change the expectations comments to be based on a team's ability within
their own conference in certain situations.
-Add in the playoff bracket
-Change color on recruiting screens for actively recruited kids
-Remove some of the redundant prompts
-tweaked the transfer process (users have a better chance at landing
transfers)
-Academics screen should now appear in week 2 (not 1).
-Added adaptability into the college player card
-Added durability into the recruit player card (need to scout to see
it).
-Adjusted defensive suggest on PBP
-Made yearly budget changes more of a factor of a team's overall
performance
1.03/bbupdate.exe
Changes:
1. Crash To Desktop due to watch list/scouting over 100 players.
2. Fixed issue of 2 year players declaring early.
3. Depth chart interface issues (bottom grid - ST players card).
4. Fix the in-game issue of "Out" players sometimes playing.
5. Adding in the injuries option (5 levels).
6. Reduced the seriousness of injuries.
7. Button for "Suggest all" in training.
8. Option to turn off academics.
9. Fix the default OR and IR gameplans for certain offensive
philosophies. (only good for new careers)
10. Fix the FG max range issue - it now is the actual FG length, not the
yardage to the endzone.
11. Added 1-100 numerical value for prestige.
12. Adjusted engine for making Field goals.
13. Suggest for option now includes I-Form instead of Pro Set.
14. Both saves on the offensive gamplan screen now save Max FG and 4th
down preferences.
1.02/bbupdate.exe
-Fix the injury length issue
-Fix the coach switch issue on year 1
-Fix the distance issue on penalties (face mask)
-Fix the 4th down FG logic inside the 10
-Improved the late game AI
-Fix the home and home issue
-Fix advance week button
-two point conversion INT
-Fix WR limit for redshirts/change position
-underclassmen turning pro
-Fix the recruit distribution issue (by state)
-Timing issues for TOs
-Plays called should always match
-Improve CPU logic when academics given to staff
-Roughing the passer logic
-Adjust the early season poll logic
-Time coming off touchbacks
-Allow ' in team names/nicknames
-Fix coach development skills matching on the coach hire screen
-tie breakers
-hot routes in PBP
-Added an (*) after schoolname on the recruit card if the player has an
offer from that school.
-Added an email with the playoff pairings
-Flag playoff games on the postseason schedule screen
-Fixed an issue with training %s sometimes allowing a negative value.
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