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Stray Doug
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Originally posted by mandyross
I think that the current code in the VPB, var oldNormalGain = Math.round(75 * Math.exp(-0.038 * (attVal - 1)));, should have the factor of 1.6 applied here before the Math.round, that's to say

var oldNormalGain = Math.round(1.6*75 * Math.exp(-0.038 * (attVal - 1)));

And then the 1.6 factor in the later lines defining var ret should be dropped. This change seems to give the training gains that are actually observed on the training page, especially at high attribute values.


Gee, where'd you pick that theory up?
 
mandyross
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Originally posted by Stray Doug
Gee, where'd you pick that theory up?


hmmmm. some no-mark I guess.

( )

 
AngryDragon
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is there a script that incorporates the new changes yet?
 
TrevJo
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Originally posted by AngryDragon
is there a script that incorporates the new changes yet?


You mean besides the one in the OP?
 
AngryDragon
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Originally posted by TrevJo
You mean besides the one in the OP?


nvm I figured out my problem. I had an old version 3 in my GM scripts that was messing stuff up. I uninstalled both versions and then installed the OP script again and everything works now.
 
Antonine
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When I simulate a build starting day 40, it's giving me 10 starting BT. Players now start with 12, I think?
 
greengoose
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Originally posted by Antonine
When I simulate a build starting day 40, it's giving me 10 starting BT. Players now start with 12, I think?


Edit the code to make it 12, it's simple - it's on line 970 of the code.

setBonusTokens(10);

Change that to 12.
 
Antonine
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Thanks
 
AirMcMVP
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Originally posted by Antonine
When I simulate a build starting day 40, it's giving me 10 starting BT. Players now start with 12, I think?


Don't know how its gone this long with no one mentioning that to me (not even my testers). I just made the update and uploade a new version of the script.

http://userscripts.org/scripts/show/107902
 
Antonine
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Great. Thanks a lot I've been using it since you made it, but only spotted it yesterday.
 
VolBrian
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Question,

I was trying to plan some builds for next season and some of the majors/minors aren't matching up when I start the build.

For instance, after I hit ok to reset everything and then choose say hb_scat_back archetype, catching isn't a major OR minor and speed is a minor. On qb_deep_passer doesn't have strength as a major.

Am I doing it wrong or is it even possible to plan a build the way I am trying without creating the player first?
 
avidday
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Originally posted by VolBrian
Question,

I was trying to plan some builds for next season and some of the majors/minors aren't matching up when I start the build.

For instance, after I hit ok to reset everything and then choose say hb_scat_back archetype, catching isn't a major OR minor and speed is a minor. On qb_deep_passer doesn't have strength as a major.

Am I doing it wrong or is it even possible to plan a build the way I am trying without creating the player first?


Load my script here: http://userscripts.org/scripts/show/115138

Once you start the VPB, either click the refresh button or just anywhere on the page to make the changes to the correct majors/minors, PLUS, you get the ALGs to 79 on the page as a bonus.
 
VolBrian
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Sweet, thanks
 
avidday
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I just found a substantial bug with the VPB:

If you change it to run games on even days instead of odd, run through a number of days, then press the previous day button at any time, it will reset to odd days and the rest of your run will be wrong.
 
Kctwarrior
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I've noticed that when running VPB, boosting from lvl 66 to 67 gains 26sp??
 
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