Log in

View Full Version : Alright Boyz, 'ere we go... WAAAAAAGGGGHHH!!! (The Blood Bowl Impressions Thread)


Pages : 1 [2]

Fidatelo
07-06-2009, 10:09 AM
Am I alone in always choosing to kick off in the first half? I love getting the ball first in the second so i always choose to kick first.

When I was doing my Orc campaign, this was always my strategy. Kick the ball, try to beat the other team down as they advance, in hopes that even if they score and I don't have time in that half, things will be easier in the second for me to score because they will be depleted.

In my Wood Elf competition I started off the same way, kicking to start, but quickly realised that was a mistake. I'm now on the receiving end of the beatdowns most games, and by the second half I'm often starting less than 11 players. So with my Elves I ask for the ball, try to get a quick score, and then hope to either hold off the other team until half or try to score another quick one before the half ends.

Calis
07-06-2009, 10:25 AM
I almost always want the ball first, especially if I'm facing a quick team. I want to whittle down their players before they get a chance to score. I'd rather worry about say 7 Skaven than all 11.

Its nice to set the pace early also. I usually am not trying for a quick score but instead to punish the other team and make them force me to score by trying riskier moves. Puts a lot of pressure on them in the 2nd because they're down but they also don't want to score too quickly.

Against a human player(actual human not in-game) I might kick though because I like to see how they play, and it is nice forcing a turnover deep for an easy TD.

thesloppy
07-06-2009, 11:40 AM
I almost always want the ball first, especially if I'm facing a quick team. I want to whittle down their players before they get a chance to score. I'd rather worry about say 7 Skaven than all 11.

Yeah, as humans I always choose to receive first, knowing that it may be the only time I have the ball with 11 guys still on the pitch....if i had a better armor value as a team, I might use a different strategy.

BYU 14
07-06-2009, 10:01 PM
I always choose to receive first as well. The ideal scenario is a 6 turn drive that ends in a score and some injuries/KO's to the opponents.

If I have the lead going into the second half I will play my runners back and try and take out their best skill players with my blitzers.

I think in 24 games I have only scored twice in a half two times and only scored three touchdowns once. I tend to win a lot of 2-1 and 1-0 games with a few 2-0 wins thrown in using this strategy.

Calis
07-06-2009, 10:31 PM
I'm pretty close to the same scoring-wise except against Dwarves. Anyone else think the AI struggles the most with Dwarves? I have been mauling Dwarves lately, even racking up a 5-0 win in one instance, and 4-0 in another. I think the problem is they treat the Dwarves like a Human team almost, they always end up sending 2 Blitzers deep into my territory as receivers which is a terrible idea for Dwarves. It basically makes it a 2 man advantage for me off the bat, coupled with the fact the AI is a little hesitant to move the ball forward and it equals a killing.

I'm always excited when I get a Dwarf matchup because I know I'll be loading up on SPP's. :)

thesloppy
07-06-2009, 11:04 PM
I think the problem is they treat the Dwarves like a Human team almost, they always end up sending 2 Blitzers deep into my territory as receivers which is a terrible idea for Dwarves.

Yeah, I ignore those dudes completely. They'll have the ball deep in their own territory, and then send those guys long, and I'm thinking to myself "Come ON, you won't even be close enough to SNIFF those dudes in 4 turns."

Eaglesfan27
07-06-2009, 11:38 PM
Yeah, I ignore those dudes completely. They'll have the ball deep in their own territory, and then send those guys long, and I'm thinking to myself "Come ON, you won't even be close enough to SNIFF those dudes in 4 turns."

I was doing that and just got burnt by a long pass, dodge, and TD run (against my Orcs.) Oh yeah, I'm addicted to this game, playing it much too late tonight.

Fidatelo
07-06-2009, 11:46 PM
I hate playing Dwarves, I think they highlight the AI flaws the most of any race. I get so frustrated to watch them plod down the field an inch at a time when they are losing by 1 with 2 turns left. I also hate watching them dodge players out of contact with one of my guys to go be part of their cage, because they inevitably fail a couple times a game and leave themselves in a poor position.

Dwarves also seem to have a tendency to kill my players, which is another good reason to hate them :)

BYU 14
07-06-2009, 11:58 PM
I will jump on the AI treats Dwarves strangely bandwagon. I play them myself and always take a very patient, grind it out approach.

I find other Dwarf teams to be my easiest opponents because the AI does play them a little more wide open than they should be played and it definitely hurts them.

Tasan
07-07-2009, 01:18 AM
I hate playing Dwarves, I think they highlight the AI flaws the most of any race. I get so frustrated to watch them plod down the field an inch at a time when they are losing by 1 with 2 turns left. I also hate watching them dodge players out of contact with one of my guys to go be part of their cage, because they inevitably fail a couple times a game and leave themselves in a poor position.

Dwarves also seem to have a tendency to kill my players, which is another good reason to hate them :)

Ugh, tell me about it. I just suffered my first deaths to the hands of Dwarves. They killed a level 3 lineman and, more sadly, my level 4 Ogre. That one is gonna hurt vs the Chaos coming up next, because I don't have the cash to replace him.

Honolulu_Blue
07-07-2009, 08:15 AM
I will jump on the AI treats Dwarves strangely bandwagon. I play them myself and always take a very patient, grind it out approach.

I find other Dwarf teams to be my easiest opponents because the AI does play them a little more wide open than they should be played and it definitely hurts them.

I agree with this. I have played the dwarves probably 4 or 5 times and they have only ever scored 1 TD against me. That was a total fluke. They had one of those "blitzes" on the opening kickoff, my thrower couldn't pick up the ball, so everything went pear shaped and they scored right off the bat.

Every other game has been a shutout.

Honolulu_Blue
07-07-2009, 08:19 AM
Can anyone tell me exactly how contracts work in the blitz campaign mode?

I understand that there are 5 periods (tournaments) in a season and it appears that all of my guys have signed for 4 seasons. (I think. If that's the case, I have each guy for 20 periods at least? Is that right?)

How do contract negotiations happen? Do I have to wait until the end of the 4th season and then re-negotiate with all of my players or can I do it after one season? In re-negotiating do I have to pay them their full value right up front? Thus requiring me to hoarde as much cash as possible before the end of a season?

I currently have $241,000 in the bank and haven't spent it on anything over the last few games. I have 15 players, so I don't need any more than that. I could buy more re-rolls or get some equipment, but I'm afraid I will need all of that cash to re-sign my guys.

Any thoughts on how all of this works?

Does anyone buy the experienced free agents that are available at the beginning of each period?

SirFozzie
07-07-2009, 12:20 PM
Notes:

Hope no-one bought a key from g2play or online key store (a couple of stores that buy games in bulk from Asia for practically pennies on the dollar, and then turn around and sell the key for $14-20 (you have to find a source for the download yourself)., Cyanide has stated that they are going to be bulk-blacklisting these activation keys (understandable.. not only do these places charge half of what they charge, they also shift the costs of downloading the game back on to the developer/publisher).

In better news, someone has come up with an AI Mod that apparently will make the game's AI play better

Blood Bowl Digital • View topic - Help me test my AI mod... (http://www.bloodbowldigital.com/forum/index.php?f=4&t=54&rb_v=viewtopic)

aran
07-07-2009, 09:03 PM
I just started a "competition" in the "classic championship" style, which basically the European Soccer/Football league tables with relegation for the worst team and promotion for the best in each division. I think I may just do this instead of doing the campaign; there's a bit more team variety and I can get a sense of team histories from where they start and end up.

I'm playing Chaos now, after playing Orcs for five or so games in my campaign. I like how the players are interchangable so I don't feel like I have to get the ball to certain players to maximize my chances of wining. I've had different players score each of the five touchdowns the team has scored in the three games I've played so far.

I haven't had that much trouble picking up the ball and handing it off *crosses fingers*. My strategy is to cage and push on offense using handoffs to relay down the last 12 squares of the field up the sideline.

On defense I play somewhat conservative because I don't want all these skilless playesr to get knocked down going for blocks. It's a tough game of positioning but it has worked, only allowing 1 TD in the three games.

I have three level 2 beastmen at this point. I haven't rolled any doubles, so I just gave them block to keep them on their feet more. I'm hesitant to give one of them sure hands, because I know he'll end up carrying the ball too much.

Calis
07-07-2009, 09:17 PM
I just started a "competition" in the "classic championship" style, which basically the European Soccer/Football league tables with relegation for the worst team and promotion for the best in each division. I think I may just do this instead of doing the campaign; there's a bit more team variety and I can get a sense of team histories from where they start and end up.

I'm playing Chaos now, after playing Orcs for five or so games in my campaign. I like how the players are interchangable so I don't feel like I have to get the ball to certain players to maximize my chances of wining. I've had different players score each of the five touchdowns the team has scored in the three games I've played so far.

I haven't had that much trouble picking up the ball and handing it off *crosses fingers*. My strategy is to cage and push on offense using handoffs to relay down the last 12 squares of the field up the sideline.

On defense I play somewhat conservative because I don't want all these skilless playesr to get knocked down going for blocks. It's a tough game of positioning but it has worked, only allowing 1 TD in the three games.

I have three level 2 beastmen at this point. I haven't rolled any doubles, so I just gave them block to keep them on their feet more. I'm hesitant to give one of them sure hands, because I know he'll end up carrying the ball too much.

I've been playing a helluva lot Chaos, and I love them. It's nice having the opportunity to specialize how you want, and having 11 guys that Blitz at 4 strength sure is nice as well.

I so far have begun by giving the majority of my Beastman Block and a couple Guard as well which is an almost must have as well. You would not be in bad shape if you gave them all Block/Guard with their first two levels.

I personally do give one Sure Hands, but I've been going Extra Arms first(Gives +1 to all pick-up, hand-off, and not sure what else rolls. It might even do catch/interception.) It's a huge bonus, and if you get a guy with Extra Arm/Sure Hands, you have someone who you know is going to pick up the ball when you need it. It doesn't matter if you have someone carrying the ball too much, only who scores. You can have him pick it up and bash it down to the goalline and hand it off.

You will have issues at some point picking it up, it's a 50/50 shot I believe in general for them to grab, and less with tackle zones. I hate to waste a turn without moving the ball.

Cool thing with Chaos is, do whatever the hell you want. :) (As long as you hurt people, that's a requirement...I usually set two of my Beastmen up as maulers and give them Block/Mighty Blow/Piling On...Piling On REALLY racks up the casualties.

I'm going to try a competition. I've been doing the campaign only, and I thought Competition was just a one-off tourney. That sounds like more fun to me, and I could go for the variety.

Bobble
07-07-2009, 09:35 PM
BTW, there's a way to increase the 4:00 time limit for turns (stolen from the official forums):

Use SQLite Manager Add-on for Mozilla Firefox link found here:
Tools (http://www.bloodbowldigital.com/index.php?option=com_content&view=article&id=101&Itemid=41)

Follow the example here:
Modifying Attributes for the Stock Teams and Players (http://www.bloodbowldigital.com/index.php?option=com_content&view=article&id=114:modifying-the-attributes-for-the-stock-teams-and-players&catid=29:data)

Locate and backup yourCampaignName.db found here:
\My Documents\BloodBowl\Saves\Campaigns

Modify yourCampaignName.db found here:
\My Documents\BloodBowl\Saves\Campaigns

Table Rule_Listing modify:
MatchDuration_iTT
from 240 to whatever value in seconds (tried in at 600)

It worked for me...

marcmoustache2
07-08-2009, 04:29 PM
How long does a single player game take to play please? Sounds like I might be able to get quite a bit of enjoyment out of the single player game, even if I can;t find time to play or be in the right time zone to play MP.

Honolulu_Blue
07-08-2009, 04:35 PM
How long does a single player game take to play please? Sounds like I might be able to get quite a bit of enjoyment out of the single player game, even if I can;t find time to play or be in the right time zone to play MP.

I'd say about an hour or so?

Calis
07-08-2009, 04:37 PM
Varies depending how fast you play but I'd say around 45 minutes or so on average.

Edit: probably is closer to an hour like HB says. I tend to play pretty quick, and pay for it at times. :)

Eaglesfan27
07-08-2009, 04:38 PM
All of my games have been 50-60 minutes with the rare exception that goes a few minutes over an hour.

Honolulu_Blue
07-08-2009, 04:38 PM
BTW, there's a way to increase the 4:00 time limit for turns (stolen from the official forums):

Use SQLite Manager Add-on for Mozilla Firefox link found here:
Tools (http://www.bloodbowldigital.com/index.php?option=com_content&view=article&id=101&Itemid=41)

Follow the example here:
Modifying Attributes for the Stock Teams and Players (http://www.bloodbowldigital.com/index.php?option=com_content&view=article&id=114:modifying-the-attributes-for-the-stock-teams-and-players&catid=29:data)

Locate and backup yourCampaignName.db found here:
\My Documents\BloodBowl\Saves\Campaigns

Modify yourCampaignName.db found here:
\My Documents\BloodBowl\Saves\Campaigns

Table Rule_Listing modify:
MatchDuration_iTT
from 240 to whatever value in seconds (tried in at 600)

It worked for me...

While I think for someone who has never played before the 4:00 timer could be an issue, but I really haven't found it to be. I have only had one turn end on me because of the timer and that's because I was fussing around too long.

I have a much bigger issue with the timer during kick-offs. For some reason, the computer always has at least one of my blizters off the field and usually one of my throwers. I find it hard to tell guys apart, so I'm often exchanging the wrong guys and stuff. It's a bit of a pain in the ass, especially with little time.

No thoughts/suggestions as to how contracts work, eh?

Eaglesfan27
07-08-2009, 04:48 PM
Oops, wrong thread. Anyway, I meant to post in this thread that I have no idea about contracts and would love to hear from someone who knows more about them. I also share the issue of kickoffs not giving enough time to set up, although I can usually tell my guys by the graphics now.

Calis
07-08-2009, 06:41 PM
I don't know if this is common knowledge or not, but I'll post it for the sake of anyone who doesn't know, you can use the 'G' key to toggle on tackle zones for opposing players, and more importantly you can use 'N' to toggle through several different details, that'll pop up the amount of SPP players have, their names, and I can't remember what else.

Might be something everyone knows, but I went about a week playing before I noticed it. :)

Eaglesfan27
07-08-2009, 06:46 PM
I didn't know that. Thanks for sharing. :)

Axxon
07-08-2009, 07:35 PM
I don't know if this is common knowledge or not, but I'll post it for the sake of anyone who doesn't know, you can use the 'G' key to toggle on tackle zones for opposing players, and more importantly you can use 'N' to toggle through several different details, that'll pop up the amount of SPP players have, their names, and I can't remember what else.

Might be something everyone knows, but I went about a week playing before I noticed it. :)

I found this out the hard way in our match. With all the other junk messing up I was really pissed to see these unfamiliar overlays and having no idea how I got them there or how to make them go away but at the same time thinking, oh, this would be extremely helpful. :)

Calis
07-08-2009, 08:26 PM
Heh, yeah I especially like seeing how many SPP a player has because it drove me crazy to not be sure who was close to leveling at the end of the game so I could try and make sure they got enough points.

It's a bit of a mess though, especially in a mass of players, you have to zoom in quite a bit but at least it is there.

RendeR
07-08-2009, 08:27 PM
Maybe I missed it, but I've had 2 players retire on me. I'm assuming this is the case as they both were almost out of age time. I went into a new match and they simply weren't on my roster any longer and I can't find them anywhere but the hall of Fame records. Any ideas on where I can review the retired players?

The worst one was my best player a Catcher I named TJ Houshmanzadeh. He was max level and danced through blockers like they were stripper poles.

I will miss mighty TJ. He holds 4 of the 7 all time records in my single player campaign. Going to be interesting trying to beat them.

Axxon
07-08-2009, 08:27 PM
Heh, yeah I especially like seeing how many SPP a player has because it drove me crazy to not be sure who was close to leveling at the end of the game so I could try and make sure they got enough points.

It's a bit of a mess though, especially in a mass of players, you have to zoom in quite a bit but at least it is there.

Yeah, and for a novice like me some of it is extremely helpful.

CleBrownsfan
07-08-2009, 09:10 PM
I just CAN NOT get into this game. Don't know what it is but it's just not my cup up tea. I'd be willing to sell my key (not sure if this is legit but...) for $30 (or I'd be willing to trade for game(s) as well)

thesloppy
07-08-2009, 09:33 PM
Maybe I missed it, but I've had 2 players retire on me. I'm assuming this is the case as they both were almost out of age time. I went into a new match and they simply weren't on my roster any longer and I can't find them anywhere but the hall of Fame records. Any ideas on where I can review the retired players?

This has happened to me a bunch, and I hate it. You get no warning, before or after, and then they just disappear in the middle of a season, and if you're not paying attention you might not even notice they're gone until you're in the middle of a game. I have had some of those dudes then show up later in the 'free agent' list, and that makes no sense. If he's retired why is he now available to sign, and if it was just an expired contract, then why would it expire in the middle of the season? Frustrating.

RendeR
07-08-2009, 09:36 PM
I'm hoping that perhaps TJ will show up as a "star Player" that I can hire for a game at at ime now and then =)

thesloppy
07-09-2009, 03:10 AM
I just started a "competition" in the "classic championship" style, which basically the European Soccer/Football league tables with relegation for the worst team and promotion for the best in each division. I think I may just do this instead of doing the campaign; there's a bit more team variety and I can get a sense of team histories from where they start and end up.


You intrigued me, so I created a competition from within the 'customize' menu. I chose a 'blitz championship' style, which is like the premier league, as you said, except when you're creating your own blitz-style competition you can also choose which of the blitz rules you want to keep, and I got rid of pretty much all of the options (extra inducements, aging, contracts, negotiations, sponsors) except for 'skilled players' (because I'm not sure what that means), and 'star players' and 'kick off events' (because I like that stuff). Then you can modify the number of divisions and teams, so I bumped mine all the way up to the max 56 teams, split between 4 divisions, which equals to a 13 game season.....should be interesting, but I like the concept more than the campaign, which was kind of wonky. And I like the idea of keeping my players until they die or I cut 'em (at least I hope that's how it works), I was getting tired of having them disappear for reasons I didn't entirely grasp.

Honolulu_Blue
07-09-2009, 07:11 AM
You intrigued me, so I created a competition from within the 'customize' menu. I chose a 'blitz championship' style, which is like the premier league, as you said, except when you're creating your own blitz-style competition you can also choose which of the blitz rules you want to keep, and I got rid of pretty much all of the options (extra inducements, aging, contracts, negotiations, sponsors) except for 'skilled players' (because I'm not sure what that means), and 'star players' and 'kick off events' (because I like that stuff). Then you can modify the number of divisions and teams, so I bumped mine all the way up to the max 56 teams, split between 4 divisions, which equals to a 13 game season.....should be interesting, but I like the concept more than the campaign, which was kind of wonky. And I like the idea of keeping my players until they die or I cut 'em (at least I hope that's how it works), I was getting tired of having them disappear for reasons I didn't entirely grasp.

This actually sounds like the way to go.

Bobble
07-09-2009, 07:45 AM
While I think for someone who has never played before the 4:00 timer could be an issue, but I really haven't found it to be. I have only had one turn end on me because of the timer and that's because I was fussing around too long.

For a veteran, it's probably not a problem. I'm still learning and I like to take my time to sort out where to put what guy so the tackle zones work in my favor. Not to mention that I'm usually "watching" a baseball game or something while I play -- or as in the case last night, watching my neighbor get hauled away by the cops. Ah, the mean streets of Livonia...

I have a much bigger issue with the timer during kick-offs. For some reason, the computer always has at least one of my blizters off the field and usually one of my throwers. I find it hard to tell guys apart, so I'm often exchanging the wrong guys and stuff. It's a bit of a pain in the ass, especially with little time.

I couldn't find anything in the .db file that refers to the kick-off timer. I would have liked to change that as well.

No thoughts/suggestions as to how contracts work, eh?

No idea, I'm afraid.

Honolulu_Blue
07-09-2009, 08:37 AM
And I like the idea of keeping my players until they die or I cut 'em (at least I hope that's how it works), I was getting tired of having them disappear for reasons I didn't entirely grasp.

How do you cut players?

Fidatelo
07-09-2009, 08:47 AM
You intrigued me, so I created a competition from within the 'customize' menu. I chose a 'blitz championship' style, which is like the premier league, as you said, except when you're creating your own blitz-style competition you can also choose which of the blitz rules you want to keep, and I got rid of pretty much all of the options (extra inducements, aging, contracts, negotiations, sponsors) except for 'skilled players' (because I'm not sure what that means), and 'star players' and 'kick off events' (because I like that stuff). Then you can modify the number of divisions and teams, so I bumped mine all the way up to the max 56 teams, split between 4 divisions, which equals to a 13 game season.....should be interesting, but I like the concept more than the campaign, which was kind of wonky. And I like the idea of keeping my players until they die or I cut 'em (at least I hope that's how it works), I was getting tired of having them disappear for reasons I didn't entirely grasp.

I just finished my second season of a competition and I agree, I like it much more than the campaign. Feels more like a sport. Unfortunately I didn't understand how to customize the rules before I started, so I've got some annoying things like contracts and aging that I'm really not enjoying. I might start over before I get too much further, now that I know what I'm doing and what rules I like/don't like.

Mizzou B-ball fan
07-09-2009, 09:14 AM
-- or as in the case last night, watching my neighbor get hauled away by the cops. Ah, the mean streets of Livonia...

This needs its own thread.

RendeR
07-09-2009, 09:41 AM
I see the problem with the roster limit and the aging system.

My original team was 11 men, I added a couple over time so that I had at least 2 replacements at any given time.

Now as my 5th event in teh campaign is heading toward the playoffs and I sit in 4th place in division 1 of 2, I have 5 yes folks FIVE players on my roster and 20k to spend.

My team rating has fallen from a high of 2550 down to 1250.

I've had 4 guys DIE in the last 3 games and the rest ran out of aging time and retired.

I don't think this campaign is gonna last much longer. Its hard to even get a draw when you're out numbered from the get go.


Gonna try y'alls idea of customizing the setup.

Honolulu_Blue
07-09-2009, 09:52 AM
Obviosuly, as a big fan of sports text sims, I love the concept of aging/retiring and contract negotiations and all of the management part of the game. Unfortunately, it's just really poorly implemented here.

While, I haven't played enough games to have everyone retire or need to re-negotiate contracts, it seems like the following problems are likely to occur.

1. While everyone ages differently because players lose age points for getting injured and ko'd and for playing, there really isn't that great a disparity among players. Just checking my own roster, all of my guys are roughly within 10 age points of one another. So, in essence, like what happened with Render, all of a sudden my guys will start disappearing from my roster over a short period of time, leaving me scrambling to re-fit the roster, which necessitates sitting on a large reserve of cash in case that happens. Since I don't know of anyway to "cut" or "sell" players, you can't seem to plan ahead, but getting rid of guys early to avoid a mass exodus.

The fact that you need to click on "player details" to see age and that guys just disappear really doesn't help.

2. The same thing seems to be in the future for contracts. Since all of your players start out with 4 year deals, at the end of the 4th season (assuming they haven't retired) you would be forced to re-negotiate with your entire team at once.

Ageing and contracts work well if it's on a rolling basis. A couple of guys retire here and there, you can replace them, a contract or two need to be re-negotiated after each season, etc.

Honolulu_Blue
07-09-2009, 09:53 AM
It's beginning to look like they really should have had people Beta test the single player game and not just multiplayer.

Honolulu_Blue
07-09-2009, 09:56 AM
For the record, despite my complaints, I still love the game and will play it. I think the way to go is the route aran and thesloppy have suggested. It's too bad the management portion of the game isn't quite up to snuff, but the rest of it's really a ton of fun and still worth the while.

aran
07-09-2009, 11:38 AM
Another problem I see with contracts is that you don't get more money than standard BB rules dictate (aside from the cup victory reward). The BB rules aren't built for having to renew contracts, only for having to hire new players to replace dead once no more than a couple at a time. You could potentially only make 400,000 gold in a season even if you are undefeated (40,000 gold reward per game, 10 game season). Half of that will probably be spent on apothecaries and rerolls for your players as well as perhaps hiring a replacement for a dead or injured player. When contracts are up, you probably won't have more than 200,000 gold in your coffers. That's nowhere near enough to resign a full team. BB rules aren't balanced for this kind of expenditure.

Although I may be entirely wrong about how contracts work. I got tired of playing only human, skaven, and dwarves all the time in campaign (and always giving up 200k+ in inducements), so I switched to playing competitions.

Passacaglia
07-09-2009, 11:44 AM
Ah, the mean streets of Livonia...



Seriously. I don't even like driving my car through that place. :p

thesloppy
07-09-2009, 12:20 PM
How do you cut players?

Click on he red X next to their names on the teams summary page.

Honolulu_Blue
07-09-2009, 12:22 PM
Click on he red X next to their names on the teams summary page.

Can you do this at any time between games?

thesloppy
07-09-2009, 12:28 PM
Can you do this at any time between games?

Ummm, I think so, but I'm not sure.....you try it out and tell me!

Bobble
07-09-2009, 03:00 PM
This needs its own thread.

It'll be fairly lame, but I'll launch one...

Seriously. I don't even like driving my car through that place. :p

Hey, you roll through here all frontin' and these kids will whip out their iphones and txt message your azz. Believe dat!

MacroGuru
07-09-2009, 03:14 PM
Just lost my first match, I have had a couple of draws but I usually win...

I created some Orcs for a Blitz Campaign and I am into my second season and lost 1-0 to a Human team....I couldn't get a correct roll if I wanted to...3 attack dice...all red skulls....grr...

Anyways...Its fun that they countered my tactics I used to win primarily for the first season and now I will need to change it up a bit.

aran
07-09-2009, 03:38 PM
Have you been using the AI mod? I'll be playing my first game with that mod soon. Should be fun.

Fidatelo
07-09-2009, 04:15 PM
As daffy as the AI is, I still lose on a frequent enough basis because I'm pretty daffy myself. In my 10 games as a wood elf team I went 3-2 in season 1 and 4-1 in season 2, so 7-3 overall. I'm afraid that if the AI played smarter I wouldn't win any games :)

aran
07-09-2009, 04:45 PM
I decided to time the pre-match loading screen. It takes 1 minute and 21 seconds to load a match. That's on my desktop machine I built earlier this summer. It has 6 GB of RAM, a quad-core processor, and a solid state harddrive. It's basically optimized for loading stuff fast.

That's extraordinarily slow load time.

path12
07-09-2009, 05:01 PM
I decided to time the pre-match loading screen. It takes 1 minute and 21 seconds to load a match. That's on my desktop machine I built earlier this summer. It has 6 GB of RAM, a quad-core processor, and a solid state harddrive. It's basically optimized for loading stuff fast.

That's extraordinarily slow load time.

What the hell? Seriously? I've been really intrigued but that would bug the crap out of me. And I've only got 2GB and a dual-core.

Eaglesfan27
07-09-2009, 05:36 PM
What the hell? Seriously? I've been really intrigued but that would bug the crap out of me. And I've only got 2GB and a dual-core.

FWIW, my older computer which is similiar to your specs takes about 2 minutes to load a match. I just read something and the wait isn't bad.

Calis
07-09-2009, 05:44 PM
Loading is definitely long, but I'm in the camp that it doesn't bother me too much. It could definitely be optimized because it shouldn't take that long, but a minute and a half of loading for an hour of playing is probably pretty close to most games out there. I don't mind it too much, I either browse the net, find something to read, or think about the carnage I'm going to cause. :)

I might try out that AI mod later tonight as well, but I'm in the same boat..currently trying Skaven and I have a lot more games not go my way than when I play as Chaos or Orcs.

RendeR
07-09-2009, 08:53 PM
Ok, I started a custom championship today. No extra inducements, no player contracts or aging, but everything else thrown in.

I decided to try Chaos since I've tried Humans and Lizards already.

I set the league on Medium difficulty.

I'm 0-7 and haven't been close in 6 of those games. Totally unable to get a dice roll of ANY kind. One game against skaven I NEVER PICKED UP A BALL. Every single time teh ball was on the ground my player FAILED TO PICK UP THE BALL.

Now my players agility is just as good as humans and even most skaven, why the frack is it failing 7 out of 8 tries? and there is no one around these guys, its wide open field.

I'm baffled by this. I understand I can't generate a real passing game until Inget some levels and some skill players built up, but at this rate I'll never leave level 9 of my 36 team championships.

Color me seriously fucking frustrated. How do any of you use the chaos team? I honestly can't see how they ever win a game.

Calis
07-09-2009, 09:07 PM
Chaos can be insanely frustrating until you get a Beastman or two with Extra Arms or Sure Hands..or maybe both. I think in a normal situation with no tackle zones threatened they need to roll a 3 to pick up the ball, but it always seems like they drop it more often than that. The thing with Humans, Skaven, Orcs and the like is they all have a group of players with access to Sure Hands or something similar so they don't seem to have near the problem. Lizards are the only guys with about the same issues.

You have to always assume that the ball won't be picked up and plan for it. Surround the ball before picking it up, and make sure no tackle zones are threatening. Always pick up last. You'll miss a lot but you want to make sure that the opposition has a helluva time picking it up if you fail.

It's frustrating and is the main downside to Chaos early. I think that's the sole reason they're spoken as being a tougher team and for more experienced coaches, because I think it's a solid team apart from that. They're low on skills but I think having 11 players capable of Blitzing at 4+ strength is a very nice bonus.

Sounds like you got a serious of terrible rolls. I've given up many a touchdown due to not being able to pick up the kickoff, but if you play it more conservatively you'll usually get a couple tries, and you can be bashing the hell out of the team while you're trying.

aran
07-09-2009, 09:25 PM
I've noticed the AI making more mistakes since I've put the AI mod in. Oops. I wonder if it's just that my understanding of the game has improved or if the AI mod causes problems. It's mainly around when setting up a tackle on a ball-carrier. Instead of moving over to my ball-carrier to assist a tackle, the opponent moved their catcher to BLITZ some random player on my team and failed a dodge.

I don't find the loading that bad, myself. I just thought it was worth noting how unbelievably long it takes considering the quality of the graphics. This game shouldn't take 40 seconds to load sounds when I HAVE THE SOUND OFF. Also, why does Crysis take less long to load when it's a significantly more demanding game? It's poor coding and, unfortunately, it complements the poor game design in some other places and the wonky interface.

aran
07-09-2009, 09:27 PM
Color me seriously fucking frustrated. How do any of you use the chaos team? I honestly can't see how they ever win a game.

Put several beastmen around the ball before attempting to pick it up. Set all of your other players up in a reaosnable cage before moving your last beastman over to make the attempt. Maybe the ball will scatter to a teammate, giving you another 50/50 or better chance at grabbing the ball.

thesloppy
07-09-2009, 09:42 PM
I don't find the AI all that bad, but that could be because it's still challenging me. I swear there are some times that it seems it DOES recognize that time is winding down, and makes appropriately risky moves, but than there are some times when it obviously doesn't.

You know what I'd like to see addressed, and it might take less work than re-doing the entire gameplay AI, is the AI for selecting skills when a player levels up. It certainly seem that the AI does it randomly, and if it followed some basic logic for each race it could have a positive effect on gameplay.

aran
07-09-2009, 09:51 PM
I wonder what the roster building AI is like. I've not really paid attention to it so far, because I haven't played through a campaign long enough to particularly care (or be bothered by it). I am seeing reasonable TV growth in my current competition, though the teams really got worn down by the end of the first season. It's only a 5 game season (I think?) and teams were ending it with an average TV barely breaking 900. I'm in the fourth game of the second season ATM and I'm seeing an average TV of over 1100. This is good; maybe there isn't a problem here. (Note that I'm playing without aging and contracts.)

One minor annoyance I've noticed is that the simulation engine may be wonky. I have NOT seen a sim end in a draw a single time in 6 or more seasons. It also seems like there's way too much scoring in simmed games. The games I play rarely have more than 3 TDs. Most of the simmed games have at least 4. Even when you've got Orcs playing Dwarfs.

SirFozzie
07-09-2009, 10:05 PM
you don't want to know how it decides scores. trust me.

aran
07-09-2009, 10:07 PM
2d6-2, drop the lower of the two dice, probably.

Honolulu_Blue
07-09-2009, 10:14 PM
I started a custom competition as suggested. 56 teams, 4 divisions, no ageining, contracts or negotiations.

I played my first game ever against the lizards. That was fun. By then end of the game they had about 5 guys left. I won 3-0.

SirFozzie
07-09-2009, 10:14 PM
In reply to aran:

(note, I'm putting this in a spoiler, because.. well.. you may not want to see how the sausage gets made here.)

Here are two lines from the XML file.

<RangeNbTouchdownsLoser>(0,2)</RangeNbTouchdownsLoser>
<RangeNbTouchdownsWinnerToAdd>(1,3)</RangeNbTouchdownsWinnerToAdd>

So in other words, it decides who loses, gives them a random score from 0-2, and then adds 1-3 to determine the winner's score.

Honolulu_Blue
07-09-2009, 10:14 PM
Ummm, I think so, but I'm not sure.....you try it out and tell me!

You can. That red is very large. I never really noticed it before.

thesloppy
07-09-2009, 10:29 PM
In reply to aran:

(note, I'm putting this in a spoiler, because.. well.. you may not want to see how the sausage gets made here.)

Here are two lines from the XML file.

<RangeNbTouchdownsLoser>(0,2)</RangeNbTouchdownsLoser>
<RangeNbTouchdownsWinnerToAdd>(1,3)</RangeNbTouchdownsWinnerToAdd>

So in other words, it decides who loses, gives them a random score from 0-2, and then adds 1-3 to determine the winner's score.

Oh man, that is horrible. So....why....ummm...I don't even want to touch on the question of why it takes two minutes to 'sim' 13 games. How can the sponsorship crap be based on all that complex roto-style crap, and then the sim engine be that simple? I assume the injuries and SPPs are handed out in a similar manner?

SirFozzie
07-09-2009, 10:32 PM
Oh man, that is horrible. So....why....ummm...I don't even want to touch on the question of why it takes two minutes to 'sim' 13 games. How can the sponsorship crap be based on all that complex roto-style crap, and then the sim engine be that simple? I assume the injuries and SPPs are handed out in a similar manner?

That would probably be correct

BYU 14
07-09-2009, 11:07 PM
In reply to aran:

(note, I'm putting this in a spoiler, because.. well.. you may not want to see how the sausage gets made here.)

Here are two lines from the XML file.

<RANGENBTOUCHDOWNSLOSER>(0,2)</RANGENBTOUCHDOWNSLOSER>
<RANGENBTOUCHDOWNSWINNERTOADD>(1,3)</RANGENBTOUCHDOWNSWINNERTOADD>

So in other words, it decides who loses, gives them a random score from 0-2, and then adds 1-3 to determine the winner's score.

Not really what I wanted to read, are you pretty certain on this Foz?

Still, it doesn't detract from my enjoyment playing the game, but I was really hoping for more.

aran
07-09-2009, 11:29 PM
In reply to aran:

(note, I'm putting this in a spoiler, because.. well.. you may not want to see how the sausage gets made here.)

Here are two lines from the XML file.

< RangeNbTouchdownsLoser>(0,2)< /RangeNbTouchdownsLoser>
< RangeNbTouchdownsWinnerToAdd>(1,3)< /RangeNbTouchdownsWinnerToAdd>

So in other words, it decides who loses, gives them a random score from 0-2, and then adds 1-3 to determine the winner's score.


That is super freaking intense beyond-belief moronic. You think it would just run AI vs. AI games at the fastest possible speed without showing graphics. Are the devs completely amateur? This is unbelievably weak for a $50 game where the entire single player involves these "simulations" being run thousands of time.

I wonder if I can generate draws by changing the win add to "0,3". Or will the game be moronic and think that a team "won" even though they have the same score as their opponent?

What file is that in?

EDIT: Found it: Blood Bowl\Data\Manager\Match.xml

SirFozzie
07-10-2009, 12:18 AM
Not really what I wanted to read, are you pretty certain on this Foz?

Still, it doesn't detract from my enjoyment playing the game, but I was really hoping for more.

There's a thread on the Cyanide board where this was found.

RendeR
07-10-2009, 01:19 AM
I'm kinda stunned at how little real programming cyanide did for this, then again, they had to deal with Games Workshop and were probably told to do it the simplest least time comsuming (programming wise) way possible. to save a few bucks.


In my chaos competition I'm playing season 2 after finishing 36th out of 36 =( in season 1.

I started out 0-2 but then tied wood elves twice and after that a funny event occurred.

I went to start a new match expecting a game with either skaven or the human team in my division. but no team was listed, it just showed a 0-0 record and 0 for the team name.

I went ahead with everything and ended up playing a superhuman chaos team with NO beastmen, 8 chaos warriors starting and 3 count them THREE minotaurs on the starting line!!!

Every one of them was listed as 1st level players but every one of them had mad amounts of skills and mutations. The team value was 2550!!

Mine being only 1200 I got a shitload of cash to spend and bought apothacaries and re-rolls.

To say I was nervous was an understatement. I figured my team would get butchered, irregardless of the final score. I'd have like 3 guys alive or something.

I WON 1-0 suffering no severe injuries or deaths (permanent ones anyway, I saved one with an apothecary)

I'm still not going to advance to level 8 in the 9 division championship but I'm 1-0-2 in my last 3 after starting 0-8 and after handling that sick team I'm feeling far better about myself =)

Seriously though, WTF was up with that =)

aran
07-10-2009, 01:49 AM
I'm kinda stunned at how little real programming cyanide did for this, then again, they had to deal with Games Workshop and were probably told to do it the simplest least time comsuming (programming wise) way possible. to save a few bucks.


A spade's a spade. Even if they were somehow not allowed to make a good game around BB, Cyanide have still really half-assed this game and the game suffers for that.

As per your ridiculous story:

Did you install that mod that adds the stronger teams to the game? have you installed any mods? Maybe your competition DB got messed up somehow... That's a very odd story.

Honolulu_Blue
07-10-2009, 08:23 AM
A spade's a spade. Even if they were somehow not allowed to make a good game around BB, Cyanide have still really half-assed this game and the game suffers for that.

As per your ridiculous story:

Did you install that mod that adds the stronger teams to the game? have you installed any mods? Maybe your competition DB got messed up somehow... That's a very odd story.

This really goes back around to the earlier observation in this thread that what's great about this game is the Games Workshop original Blood Bowl stuff. Cyanide did a great job translating the boardgame in look, feel, rules, etc. exceptionally well. That's why multi-player is so good.

That said, the rest of the stuff is incredibly half-assed. I mean, other than the AI (which has it's issues, but is decent enough) and some decent (yet limited) graphics/animations what did Cyanide really add that one couldn't already find in fumbbl.com?

Again, despite all of this, I'm still having a lot of fun with the game, but it's because I really love Blood Bowl. In order to make the game really work single player you essentially have to deactivate all of Cyanide's implementations (ageing, negotiations, contracts).

The sim thing is absurd.

Honolulu_Blue
07-10-2009, 08:25 AM
I'm kinda stunned at how little real programming cyanide did for this, then again, they had to deal with Games Workshop and were probably told to do it the simplest least time comsuming (programming wise) way possible. to save a few bucks.

The "Dawn of War" games and others are all Games Workshop games and those games don't seem to have been programmed on a shoestring budget.

Cyanide recently bought the video game rights to the George RR Martin series. I have dim hopes for those games.

RendeR
07-10-2009, 09:31 AM
The "Dawn of War" games and others are all Games Workshop games and those games don't seem to have been programmed on a shoestring budget.

Cyanide recently bought the video game rights to the George RR Martin series. I have dim hopes for those games.



GW doesn't really give a shit about Blood Bowl though, they don't support it they don't update it. The only thing they're involved with with that title is money.

The dawn of war series of games however is based on their flagship titles that they continue to build, grow and support. They'll fall all over themselves for 40k and fantasy based titles. Blood Bowl is just a money maker that they don't have to really care about.

Calis
07-10-2009, 09:55 AM
Dawn of War also came from a very big studio with a much better reputation in Relic. Those are definitely AAA level games.

I think it was simply they saw Cyanide ripping them off with Chaos League and thought they might as well capitalize on it. I doubt that they forked over a lot of cash for it.

I'm leery of how much support Cyanide will give though. I guess that depends on sales, but I was extremely disappointed at their lack of support for their Rugby Manager game.

I never played the tabletop version of BB as mentioned but I definitely agree that the enjoyment of this game for me is based on the ruleset. I will give them credit for translating that well but I can't think of anything else they added. The Blitz rules I find to be a joke and imbalancing.

Still been playing the hell out of it but I think I'm going to take some time off from it apart from my league matches. I think I've OD'ed on it and need a break.

Calis
07-10-2009, 02:35 PM
D_Wilson's Big Boy Mod (http://www.bloodbowldigital.com/index.php?option=com_content&view=article&id=127:big-boy-mod&catid=31:mods&Itemid=54)

I just saw this mod for the game I thought some folks might be interested in. Sounds like it beefs up the campaign difficulty and for anyone who has followed it for a while apparently adds a bunch of Blood Bowl teams from the game's history and players.

I personally have gone over to the Competition route after a couple people here recommended it.

There are some decent looking model changes on their as well. I might install the Wardancer one because I thought they do look pretty odd in game.

I see someone has made a mod to play as the Norse also.(Are the Norse just a bashier Human team or what?) Obviously uses existing models, but that's a good sign.

Looks like there are a good chunk of people working on things, just have to hope it is relatively easy to modify but with how everything else is you have to wonder. :)

Are there many teams that could be added without the need for new skills?

Glengoyne
07-11-2009, 12:00 PM
For those doing the competition style. I've gone that route, and liked my first experience better than the campaign route. I've only done a small competition as a test.

I've got a few questions.
-The rules say my team will start at the bottom of four divisions, and work its way up the ranks. If I select 20 teams, and two divisions, will my team only work up one level...or are there actually three other leagues with twenty teams and two divisions?
-If I deselected aging and contracts, does that pretty much "fix" the rosters save for cuts and on pitch incidents?

MacroGuru
07-11-2009, 12:02 PM
D_Wilson's Big Boy Mod (http://www.bloodbowldigital.com/index.php?option=com_content&view=article&id=127:big-boy-mod&catid=31:mods&Itemid=54)

I just saw this mod for the game I thought some folks might be interested in. Sounds like it beefs up the campaign difficulty and for anyone who has followed it for a while apparently adds a bunch of Blood Bowl teams from the game's history and players.

I personally have gone over to the Competition route after a couple people here recommended it.

There are some decent looking model changes on their as well. I might install the Wardancer one because I thought they do look pretty odd in game.

I see someone has made a mod to play as the Norse also.(Are the Norse just a bashier Human team or what?) Obviously uses existing models, but that's a good sign.

Looks like there are a good chunk of people working on things, just have to hope it is relatively easy to modify but with how everything else is you have to wonder. :)

Are there many teams that could be added without the need for new skills?

I installed the Wardancer and Lizzie skins but I have been holding off on the Big Boy mod, anyone install it and play with it? If so, feedback?

Glengoyne
07-11-2009, 12:04 PM
... (http://www.bloodbowldigital.com/index.php?option=com_content&view=article&id=127:big-boy-mod&catid=31:mods&Itemid=54)

Are there many teams that could be added without the need for new skills?

I think so. There would be new models, for new races and the like. The Chaos Dwarves would require new Chaosy dwarves, hob goblins, and centaurs. I think most of the skills are IN, with the exception of the ones that are only assigned to specific race/position combos.

RendeR
07-11-2009, 02:30 PM
I installed the Wardancer and Lizzie skins but I have been holding off on the Big Boy mod, anyone install it and play with it? If so, feedback?



Yeah I'm waiting on this as I don't want to lose the championship I'm currently sucking wind in.

MacroGuru
07-11-2009, 03:10 PM
Just lost to a Skaven team 3-2, my thrower attempted to pick it up twice towards my end of the field and failed both times...allowing them to scoop up the ball and run it in with the final turn of the game.

BYU 14
07-11-2009, 03:44 PM
Just had an epic game against a Dwarf team with my Humans. Up 2-1, with two turns left and I have 6 players left on the pitch.

They have broken out of their cage and I have only 2 players (my thrower and a Blitzer) that can stop the tying score.

I move my thrower adjacent, then blitz, making a GFI role and knock the ball loose, my Thrower dodges, scoops up the ball, then hits a long pass to my best catcher (needed a 5) who has two Dwarves adjacent to him. They miss the Interception, he catches, dodges out of both tackle zones and hits 2 GFI's to get to their 1. Needless to say they have nobody that can catch him and I walk in on the last turn and take the 3-1 win. Great turnaround that needed a lot of luck!

RendeR
07-11-2009, 07:13 PM
My third season in competition mode is going much better than the first two. I am 1-1-2 after 4 games and I'm sitting in 3rd (of 4) with 2 games to play. If I manage to play well I could actually get promoted this season, gonna be tough though!

Godzilla Blitz
07-11-2009, 10:55 PM
Took a quick look on the last couple of pages and it doesn't look like this has been posted yet...

GoGamer has Blood Bowl on their 48-hour madness for $27.90 (http://www.gogamer.com/Blood-Bowl--I--for-PC-All-PC-Games_stcVVproductId77157812VVcatId444774VVviewprod.htm) plus shipping. I was thinking of picking this up, but does anyone know if there would be anything different about the international version that I would run into problems with in the US (online play, etc.)?

RendeR
07-11-2009, 11:06 PM
I've finally won division 9 and been promoted to division 8. Its taking time but slowly as the skills start building up Chaos becomes a far more playable team. I even have a semblance of a reliable passing game now.

aran
07-12-2009, 12:09 AM
It's probably a good idea to turn player aging on when you do a competition. Otherwise everyone in the entire league ends up being a legendary-quality player. The AI makes terrible skill selections, so your intelligently built team will probably start really wiping the floor with everyone.

I just hope that the AI will buy players to replace the retired guys and not just rely on inducements.

RendeR
07-12-2009, 12:31 AM
It's probably a good idea to turn player aging on when you do a competition. Otherwise everyone in the entire league ends up being a legendary-quality player. The AI makes terrible skill selections, so your intelligently built team will probably start really wiping the floor with everyone.

I just hope that the AI will buy players to replace the retired guys and not just rely on inducements.


I think my goal is simply to win the top division. once I do that I'll start over with a new team and export the legendary one for posterity. I'll also try and count the total seasons it takes me to manage to win the top level as well.

BYU 14
07-12-2009, 01:53 AM
Took a quick look on the last couple of pages and it doesn't look like this has been posted yet...

GoGamer has Blood Bowl on their 48-hour madness for $27.90 (http://www.gogamer.com/Blood-Bowl--I--for-PC-All-PC-Games_stcVVproductId77157812VVcatId444774VVviewprod.htm) plus shipping. I was thinking of picking this up, but does anyone know if there would be anything different about the international version that I would run into problems with in the US (online play, etc.)?

A Godzilla Blitz sighting!!!

I don't believe it would be an issue since as far as I know international version is the the same one released in Britain and there is at least one online league I know of with both English players and a couple east coast US players.

aran
07-12-2009, 11:52 AM
I think all copies out now are the international version, so it makes sense that they'd all play well together. I hope when the US version is released in September that there aren't separate servers or any other such nonsense.

Godzilla Blitz
07-12-2009, 02:18 PM
A Godzilla Blitz sighting!!!

I don't believe it would be an issue since as far as I know international version is the the same one released in Britain and there is at least one online league I know of with both English players and a couple east coast US players.

Hi BYU! :)

Thanks for the info. I'm going to order this one this evening. Looking forward to it.

RendeR
07-12-2009, 06:59 PM
Welcome Back GB! Haven't seen you in ages!

Groundhog
07-12-2009, 08:55 PM
Dissapointed to read some of these impressions re: the single player mode. I guess it's what I expected anyway. Any issues with the multiplayer side of things?

RendeR
07-12-2009, 09:09 PM
Multiplayer is almost perfect, other than unneeded animations during game play its fantastic and as perfect a translation of the board game that you could ask for.

The single player is just basically an AI thing, its weak. As the people work on mods for the game I'm sure this will get far better. Its only been 10 days and there are already a number of mods out for both game play and imagery and they're all pretty awesome.

If you want real entertainment from the multiplayer do a custom league and turn off the contracts and negotiations and possibly even aging and the game rocks!

I started a 36 team, 9 division championship with no contracts/negotiations/aging/extra crap and it took me 3 seasons to advance from division 9 up to division 8. I'm using chaos and its been a real challenge to compete and get draws, let alone WIN games (it could just mean that I suck too) but now that the players are starting to advance a little its starting to turn around.

I'm really enjoying this. Don't let the negative stuff bother you over much, its really not that huge an issue. Its a rocking fun game!

Passacaglia
07-12-2009, 09:11 PM
Can this be played in windowed mode?

aran
07-12-2009, 09:15 PM
Welcome aboard, GB!

I have really enjoyed the single-player experience, regardless of some of the questionable design and general laziness on Cyanide's part. Playing competitions in the "championship" style is very fun--I think it's more fun than playing the campaign. You can customize a lot of stuff, like the number of teams, the number of divisions, the number or matches, and what extra "blitz" rules to use.

The AI mod is pretty good, as well. There are some basic flaws in the AI, unfortunately (it plays all the teams the same) but it can provide a challenge and is a good tool for learning the game.

I've gotten 20 hours out of single-player easily. This game has a lot more replayability than a lot of recent games released.

EDIT: @Passacaglia: yes, it can. You can select windowed mode in the options when you load up the game.

Groundhog
07-12-2009, 09:21 PM
What races are included? All the standard ones including stunties?

Calis
07-12-2009, 09:31 PM
Humans, Orcs, Dwarves, Chaos, Skaven, Wood Elves, Goblins,and Lizardmen. Undead and Dark Elves are apparently in the works but not in the game yet.

The SP has issues as we've mentioned in the thread but I've still had a lot of fun with it. I definitely wouldn't feel ripped off if that was all I had played, I've easily put in 20 or more hours in the singleplayer, and probably a lot more.

I do think the Multiplayer has some issues also, there's some occasionally wonkiness, and the league functionality and such is pretty minimum. The actual games themselves are great fun though.

Glengoyne
07-12-2009, 09:31 PM
...

I started a 36 team, 9 division championship with no contracts/negotiations/aging/extra crap and it took me 3 seasons to advance from division 9 up to division 8. ...

So you are playing in a four team division, and you have to work your way up through nine levels to win the championship?

I think I like that format. I shall name it the Render Ruleset.:)

RendeR
07-12-2009, 09:33 PM
Wood elves
Dwarves
Humans
Orcs
Goblins
Chaos
Lizardmen
Skaven

Glengoyne
07-12-2009, 09:35 PM
I just rolled a double five with a human catcher on a relatively rookie team.

So Guard? +MA? I'm torn.

To do my research I went to the first place I usually do just things...talkbloodbowl.com. It has been down now since Friday evening. I'm wondering if the new traffic from the Cyanide game is causing some bandwidth issues for that forum.

RendeR
07-12-2009, 09:39 PM
So you are playing in a four team division, and you have to work your way up through nine levels to win the championship?

I think I like that format. I shall name it the Render Ruleset.:)


I'd love to take creadit for it but others have done the same before me =)

You can have as many as 56 teams in the championship, but I wanted to start modestly =)

Groundhog
07-12-2009, 09:40 PM
I just rolled a double five with a human catcher on a relatively rookie team.

So Guard? +MA? I'm torn.

To do my research I went to the first place I usually do just things...talkbloodbowl.com. It has been down now since Friday evening. I'm wondering if the new traffic from the Cyanide game is causing some bandwidth issues for that forum.

With a catcher I'd always take the +MA.

Groundhog
07-12-2009, 09:42 PM
Dissapointed that my two favourite races - Chaos Dwarves & Dark Elves - aren't included.

Glengoyne
07-12-2009, 09:43 PM
With a catcher I'd always take the +MA.

That is where I'm at. It does make the most sense. The thought of being able to have a very mobile guard early in a league is tempting.

I think the long term thing to do is the MA. That is if you consider the life expectancy of a +MA catcher to be "long term"

Glengoyne
07-12-2009, 09:44 PM
Dissapointed that my two favourite races - Chaos Dwarves & Dark Elves - aren't included.


The fact that they held the Dark Elves out, screams "There's going to be an expansion!". I just hope the Chaos Dwarves make the cut.

RendeR
07-12-2009, 09:46 PM
Even if they don't put out an expansion pack, its a guarentee that the people making Mods for the game will make several new races to play as time goes on, someone already added a "Norse" human team.

Godzilla Blitz
07-12-2009, 10:02 PM
Oh, balls. GoGamer is out of stock. Grrrr.

Atocep
07-12-2009, 10:13 PM
The fact that they held the Dark Elves out, screams "There's going to be an expansion!". I just hope the Chaos Dwarves make the cut.

Dark Elf and Undead files are already in the game for the most part and Cyanide said they'd be patching them in sometime after release.

aran
07-12-2009, 10:40 PM
When all the races are in the game, I think the singleplayer will have enough variety to last a long time regardless of the numerous flaws. I've only played orcs, humans, and chaos so far and I've had a lot of fun.

Groundhog
07-12-2009, 11:16 PM
That is where I'm at. It does make the most sense. The thought of being able to have a very mobile guard early in a league is tempting.

I think the long term thing to do is the MA. That is if you consider the life expectancy of a +MA catcher to be "long term"

Yeah, I always aim to have a defensive catcher with guard or dauntless, but I think it depends on how you build your humies, and I think it's a skill I'd consider on any double except a 10. When I play humies I build all four blitzers as guard/stand firmers (though I believe the stand firm rules are different now in the latest rules? I'm not familiar with them) and look to score with my catchers when I'm receiving mainly, and use my one defensive catcher as a safety when I'm kicking off.

aran
07-13-2009, 12:46 AM
I put a new competition together after reinstalling the game (that big boy mod messed up the teams in the beginning of the competitions, leading to playing teams that have 1400+ TV in the first season. I don't think that's particularly fun). I've got the most recent version of the AI mod and a few sim adjustments in place. I think the sim adjustments are necessary considering the insane beating AI teams get with default injury rates. It's also nice to get draws. If anyone wants me to post my changes, I'd be happy to.

I'm playing humans. 40 team league in four divisions, championship-style. Started off by beating another human team and a dwarf team each 2-0. I dominated the human team and outmaneuvered the dwarves. The games were more interesting than with the default AI. I faced my first real test versus a Skaven team. After rolling double skulls twice on the first turn, they got good downfield position on me before my thrower could even pick up the ball. They manage to bust my half-cage set up to protect my thrower and bring the ball in to make the game 1-0, early. I manage to score before the half, tying the game, thanks to my catcher making a double dodge and two GFIs to get to the endzone.

I thought I was doomed in the second half. They caged up and were ready to fly down my flank, but they had to make an intermediate pass to a lineman before putting the ball towards a gutter runner to put it in for the score. The pass was dropped by the lineman, leading to a massive brawl around the center of the field. I rushed my catcher up to grab the ball, but he's quickly knocked out. I barely managed to get the ball into the hands of my thrower, then run it down to a lineman (who was formerly beating people up around where my catcher was stationed downfield). Tow linerats get to the lineman before he can get into the endzone--he makes the dodge roll and scores the game winning touchdown! I had no rerolls left at that point, so it was a bit of a nailbiter.

One of the best games I've played yet.

Icy
07-13-2009, 04:25 AM
Please aran, post the AI xml and the rest of changes you did to the sim engine.

Honolulu_Blue
07-13-2009, 07:13 AM
That is where I'm at. It does make the most sense. The thought of being able to have a very mobile guard early in a league is tempting.

I think the long term thing to do is the MA. That is if you consider the life expectancy of a +MA catcher to be "long term"

Both are great. I had a +1 MA catcher and then gave him sure feet and sprint and he scored about 2 TDs a game. That said, guard would be helpful since catchers make great assist blockers. Then again, I usually try to keep them out of a situation where guard would be useful because they are so fragile.

aran
07-13-2009, 01:41 PM
Please aran, post the AI xml and the rest of changes you did to the sim engine.

This is my AI.xml (Data/Match/AI/AIxml)

&lt;?xml version="1.0" encoding="utf-8"?>
&lt;AI.xml>
&lt;Coach>
&lt;RoleAttributionMultipliers>
<BallCarrier>
&lt;Strength>1.5&lt;/Strength>
&lt;Agility>1.5&lt;/Agility>
&lt;MovementAllowance>2&lt;/MovementAllowance>
&lt;ArmorValue>0.5&lt;/ArmorValue>
&lt;/BallCarrier>
&lt;Catcher>
&lt;Strength>0.5&lt;/Strength>
&lt;Agility>2&lt;/Agility>
&lt;MovementAllowance>2&lt;/MovementAllowance>
&lt;ArmorValue>1&lt;/ArmorValue>
&lt;/Catcher>
&lt;Protector>
&lt;Strength>1.5&lt;/Strength>
&lt;Agility>0.5&lt;/Agility>
&lt;MovementAllowance>0.5&lt;/MovementAllowance>
&lt;ArmorValue>1.5&lt;/ArmorValue>
&lt;/Protector>
&lt;Hunter>
&lt;Strength>1.5&lt;/Strength>
&lt;Agility>0.5&lt;/Agility>
&lt;MovementAllowance>1.5&lt;/MovementAllowance>
&lt;ArmorValue>1.0&lt;/ArmorValue>
&lt;/Hunter>
&lt;Safety>
&lt;Strength>1.5&lt;/Strength>
&lt;Agility>1&lt;/Agility>
&lt;MovementAllowance>2&lt;/MovementAllowance>
&lt;ArmorValue>0.5&lt;/ArmorValue>
&lt;/Safety>
&lt;CatcherProtector>
&lt;Strength>2&lt;/Strength>
&lt;Agility>0.5&lt;/Agility>
&lt;MovementAllowance>1.5&lt;/MovementAllowance>
&lt;ArmorValue>1&lt;/ArmorValue>
&lt;/CatcherProtector>
&lt;Pressure>
&lt;Strength>1.5&lt;/Strength>
&lt;Agility>1&lt;/Agility>
&lt;MovementAllowance>1&lt;/MovementAllowance>
&lt;ArmorValue>1.5&lt;/ArmorValue>
&lt;/Pressure>
&lt;DefensiveBack>
&lt;Strength>1.5&lt;/Strength>
&lt;Agility>1&lt;/Agility>
&lt;MovementAllowance>1.5&lt;/MovementAllowance>
&lt;ArmorValue>1&lt;/ArmorValue>
&lt;/DefensiveBack>
&lt;Linebacker>
&lt;Strength>1.5&lt;/Strength>
&lt;Agility>0.5&lt;/Agility>
&lt;MovementAllowance>1&lt;/MovementAllowance>
&lt;ArmorValue>1&lt;/ArmorValue>
&lt;/Linebacker>
&lt;Defender>
&lt;Strength>2&lt;/Strength>
&lt;Agility>0.5&lt;/Agility>
&lt;MovementAllowance>1.5&lt;/MovementAllowance>
&lt;ArmorValue>0.5&lt;/ArmorValue>
&lt;/Defender>
&lt;/RoleAttributionMultipliers>
&lt;Attack>
&lt;BallCarrier>
&lt;TimerStep>300&lt;/TimerStep>
&lt;/BallCarrier>
&lt;Protector>
&lt;TimerStep>100&lt;/TimerStep>
&lt;/Protector>
&lt;Safety>
&lt;TimerStep>300&lt;/TimerStep>
&lt;/Safety>
&lt;Hunter>
&lt;TimerStep>500&lt;/TimerStep>
&lt;/Hunter>
&lt;/Attack>
&lt;Defense>
&lt;Pressure>
&lt;TimerStep>300&lt;/TimerStep>
&lt;/Pressure>
&lt;Linebacker>
&lt;TimerStep>150&lt;/TimerStep>
&lt;/Linebacker>
&lt;DefensiveBack>
&lt;TimerStep>400&lt;/TimerStep>
&lt;/DefensiveBack>
&lt;/Defense>
&lt;Common>
&lt;DodgeLimit>0.5&lt;/DodgeLimit>
&lt;AgressivityLimit>1.0&lt;/AgressivityLimit>
&lt;Catcher>
&lt;TimerStep>400&lt;/TimerStep>
&lt;/Catcher>
&lt;CatcherProtector>
&lt;TimerStep>200&lt;/TimerStep>
&lt;/CatcherProtector>
&lt;Midfielder>
&lt;TimerStep>500&lt;/TimerStep>
&lt;/Midfielder>
&lt;Defender>
&lt;TimerStep>400&lt;/TimerStep>
&lt;/Defender>
&lt;/Common>
&lt;Neutral/>
&lt;OrderTimer>100&lt;/OrderTimer>
&lt;/Coach>
&lt;Character>
&lt;Catcher>
&lt;Placement>
&lt;ReplacementInterval>(3000, 7000)&lt;/ReplacementInterval>
&lt;DeathZoneInfluenceMultiplier>5&lt;/DeathZoneInfluenceMultiplier>
&lt;BorderInfluence>34&lt;/BorderInfluence>
&lt;DestinationDistInfluence>1&lt;/DestinationDistInfluence>
&lt;/Placement>
&lt;Dodge>
&lt;TotalLimit>0.5&lt;/TotalLimit>
&lt;NbCellFromDest>8&lt;/NbCellFromDest>
&lt;/Dodge>
&lt;FreeFlag>
&lt;TotalLimit>60&lt;/TotalLimit>
&lt;AgilityMultiplier>2&lt;/AgilityMultiplier>
&lt;MovementMultiplier>2&lt;/MovementMultiplier>
&lt;TotalDivider>15&lt;/TotalDivider>
&lt;EnemyDistanceMultiplier>3&lt;/EnemyDistanceMultiplier>
&lt;PassDistanceBase>5&lt;/PassDistanceBase>
&lt;PassDistanceDivider>8&lt;/PassDistanceDivider>
&lt;PassDistanceMultiplier>5&lt;/PassDistanceMultiplier>
&lt;DistanceFromPDBBase>32&lt;/DistanceFromPDBBase>
&lt;DistanceFromPDBDivider>1.2&lt;/DistanceFromPDBDivider>
&lt;/FreeFlag>
&lt;Agressivity>
&lt;TotalLimit>0.6&lt;/TotalLimit>
&lt;EnemyArmorLimitDown>45&lt;/EnemyArmorLimitDown>
&lt;EnemyArmorLimitUp>55&lt;/EnemyArmorLimitUp>
&lt;/Agressivity>
&lt;/Catcher>
&lt;CatcherProtector>
&lt;Placement>
&lt;MinActionTimerInterval>200&lt;/MinActionTimerInterval>
&lt;MaxActionTimerInterval>15000&lt;/MaxActionTimerInterval>
&lt;/Placement>
&lt;Agressivity>
&lt;TotalLimit>0.7&lt;/TotalLimit>
&lt;/Agressivity>
&lt;/CatcherProtector>
&lt;Safety>
&lt;Tabassage>
&lt;SafetyArmorLimit>50&lt;/SafetyArmorLimit>
&lt;/Tabassage>
&lt;Agressivity>
&lt;TotalLimit>0.8&lt;/TotalLimit>
&lt;EnemyArmorLimitUp>75&lt;/EnemyArmorLimitUp>
&lt;/Agressivity>
&lt;/Safety>
&lt;Protector>
&lt;Placement>
&lt;NbCellFromCenter>4&lt;/NbCellFromCenter>
&lt;MovementPercent>80&lt;/MovementPercent>
&lt;/Placement>
&lt;Agressivity>
&lt;TotalLimit>1&lt;/TotalLimit>
&lt;EnemyArmorLimitDown>25&lt;/EnemyArmorLimitDown>
&lt;EnemyArmorLimitUp>75&lt;/EnemyArmorLimitUp>
&lt;/Agressivity>
&lt;Dodge>
&lt;TotalLimit>0.3&lt;/TotalLimit>
&lt;NbCellFromDest>4&lt;/NbCellFromDest>
&lt;NegativeScoreMinDiff>2&lt;/NegativeScoreMinDiff>
&lt;NegativeScoreMaxDiff>5&lt;/NegativeScoreMaxDiff>
&lt;PositiveScoreDiff>0&lt;/PositiveScoreDiff>
&lt;/Dodge>
&lt;/Protector>
&lt;BallCarrier>
&lt;Placement>
&lt;PositionTimerOffsetInterval>(50, 50)&lt;/PositionTimerOffsetInterval>
&lt;MovementPercent>100&lt;/MovementPercent>
&lt;/Placement>
&lt;Agressivity>
&lt;TotalLimit>0.6&lt;/TotalLimit>
&lt;EnemyArmorLimitDown>35&lt;/EnemyArmorLimitDown>
&lt;EnemyArmorLimitUp>65&lt;/EnemyArmorLimitUp>
&lt;/Agressivity>
&lt;Dodge>
&lt;TotalLimit>0.4&lt;/TotalLimit>
&lt;NegativeScoreMinDiff>2&lt;/NegativeScoreMinDiff>
&lt;NegativeScoreMaxDiff>5&lt;/NegativeScoreMaxDiff>
&lt;PositiveScoreDiff>0&lt;/PositiveScoreDiff>
&lt;/Dodge>
&lt;/BallCarrier>
&lt;Pressure>
&lt;Dodge>
&lt;TotalLimit>0.4&lt;/TotalLimit>
&lt;NegativeScoreMinDiff>2&lt;/NegativeScoreMinDiff>
&lt;NegativeScoreMaxDiff>5&lt;/NegativeScoreMaxDiff>
&lt;PositiveScoreDiff>0&lt;/PositiveScoreDiff>
&lt;/Dodge>
&lt;Agressivity>
&lt;TotalLimit>0.8&lt;/TotalLimit>
&lt;EnemyArmorLimitDown>35&lt;/EnemyArmorLimitDown>
&lt;EnemyArmorLimitUp>75&lt;/EnemyArmorLimitUp>
&lt;/Agressivity>
&lt;/Pressure>
&lt;Hunter>
&lt;Agressivity>
&lt;TotalLimit>0.8&lt;/TotalLimit>
&lt;EnemyArmorLimitDown>35&lt;/EnemyArmorLimitDown>
&lt;EnemyArmorLimitUp>75&lt;/EnemyArmorLimitUp>
&lt;/Agressivity>
&lt;Dodge>
&lt;TotalLimit>0.4&lt;/TotalLimit>
&lt;NegativeScoreMinDiff>2&lt;/NegativeScoreMinDiff>
&lt;NegativeScoreMaxDiff>5&lt;/NegativeScoreMaxDiff>
&lt;PositiveScoreDiff>0&lt;/PositiveScoreDiff>
&lt;/Dodge>
&lt;Foul>
&lt;NotationLimit>80&lt;/NotationLimit>
&lt;TotalMultiplier>6&lt;/TotalMultiplier>
&lt;/Foul>
&lt;/Hunter>
&lt;DefensiveBack>
&lt;Agressivity>
&lt;TotalLimit>0.7&lt;/TotalLimit>
&lt;EnemyArmorLimitDown>45&lt;/EnemyArmorLimitDown>
&lt;EnemyArmorLimitUp>75&lt;/EnemyArmorLimitUp>
&lt;/Agressivity>
&lt;Dodge>
&lt;TotalLimit>0.3&lt;/TotalLimit>
&lt;NegativeScoreMinDiff>2&lt;/NegativeScoreMinDiff>
&lt;NegativeScoreMaxDiff>5&lt;/NegativeScoreMaxDiff>
&lt;PositiveScoreDiff>0&lt;/PositiveScoreDiff>
&lt;/Dodge>
&lt;/DefensiveBack>
&lt;Linebacker>
&lt;Dodge>
&lt;TotalLimit>0.3&lt;/TotalLimit>
&lt;NegativeScoreMinDiff>2&lt;/NegativeScoreMinDiff>
&lt;NegativeScoreMaxDiff>5&lt;/NegativeScoreMaxDiff>
&lt;PositiveScoreDiff>0&lt;/PositiveScoreDiff>
&lt;/Dodge>
&lt;Placement>
&lt;SlowFastMultiplier>15&lt;/SlowFastMultiplier>
&lt;DistanceDiminution>0.5&lt;/DistanceDiminution>
&lt;BaseDistance>10&lt;/BaseDistance>
&lt;/Placement>
&lt;Agressivity>
&lt;TotalLimit>0.8&lt;/TotalLimit>
&lt;EnemyArmorLimitDown>45&lt;/EnemyArmorLimitDown>
&lt;EnemyArmorLimitUp>75&lt;/EnemyArmorLimitUp>
&lt;/Agressivity>
&lt;/Linebacker>
&lt;/Character>
&lt;Difficulty>
&lt;Easy>
&lt;OrderTimer>1000&lt;/OrderTimer>
&lt;ProbaModifier>0.7&lt;/ProbaModifier>
&lt;/Easy>
&lt;Medium>
&lt;OrderTimer>250&lt;/OrderTimer>
&lt;ProbaModifier>0.3&lt;/ProbaModifier>
&lt;/Medium>
&lt;Hard>
&lt;OrderTimer>100&lt;/OrderTimer>
&lt;ProbaModifier>0&lt;/ProbaModifier>
&lt;/Hard>
&lt;/Difficulty>
&lt;FieldThird>7&lt;/FieldThird>
&lt;MidfieldersEnabled>1&lt;/MidfieldersEnabled>
&lt;PassTotalLimit>200&lt;/PassTotalLimit>
&lt;PassCatcherDZInfluence>10&lt;/PassCatcherDZInfluence>
&lt;AutonomousAIMinNbCellToMove>5&lt;/AutonomousAIMinNbCellToMove>
&lt;AutoBlockDistanceMax>3&lt;/AutoBlockDistanceMax>
&lt;/AI.xml>

This is my Match.xml


&lt;?xml version="1.0" encoding="utf-8"?>
&lt;Match.xml>
&lt;MatchDebriefing>
&lt;Spectators>
&lt;AddPerTouchdown>1000&lt;/AddPerTouchdown>
&lt;AddPerCasualty>1000&lt;/AddPerCasualty>
&lt;Multiplier>5000&lt;/Multiplier>
&lt;/Spectators>
&lt;Rating>
&lt;Range>(1,20)&lt;/Range>
&lt;Dead>
&lt;TT>
&lt;GreaterThan>
&lt;Nb>2&lt;/Nb>
&lt;Add>2&lt;/Add>
&lt;/GreaterThan>
&lt;GreaterThan>
&lt;Nb>3&lt;/Nb>
&lt;Add>2&lt;/Add>
&lt;/GreaterThan>
&lt;/TT>
&lt;RT>
&lt;GreaterThan>
&lt;Nb>3&lt;/Nb>
&lt;Add>2&lt;/Add>
&lt;/GreaterThan>
&lt;GreaterThan>
&lt;Nb>4&lt;/Nb>
&lt;Add>2&lt;/Add>
&lt;/GreaterThan>
&lt;/RT>
&lt;/Dead>
&lt;Touchdowns>
&lt;TT>
&lt;Multiplier>2.5&lt;/Multiplier>
&lt;/TT>
&lt;Max>8&lt;/Max>
&lt;/Touchdowns>
&lt;Casualties>
&lt;RT>
&lt;Multiplier>0.5&lt;/Multiplier>
&lt;/RT>
&lt;Max>4&lt;/Max>
&lt;/Casualties>
&lt;BallActions>
&lt;RT>
&lt;Multiplier>0.5&lt;/Multiplier>
&lt;/RT>
&lt;Max>4&lt;/Max>
&lt;/BallActions>
&lt;ScoreDifference>
&lt;Max>5&lt;/Max>
&lt;Threshold>1&lt;/Threshold>
&lt;/ScoreDifference>
&lt;/Rating>
&lt;Points>
&lt;Win>3&lt;/Win>
&lt;Draw>1&lt;/Draw>
&lt;Loss>0&lt;/Loss>
&lt;/Points>
&lt;Treasury>
&lt;RandomMoney>(1000,10000)&lt;/RandomMoney>
&lt;AddPerDead>10000&lt;/AddPerDead>
&lt;AddToMVPTeam>5000&lt;/AddToMVPTeam>
&lt;Share>
&lt;Winner>67&lt;/Winner>
&lt;Loser>33&lt;/Loser>
&lt;/Share>
&lt;/Treasury>
&lt;Popularity>
&lt;Winner>
&lt;Probability>33&lt;/Probability>
&lt;Nb>1&lt;/Nb>
&lt;/Winner>
&lt;Loser>
&lt;Probability>33&lt;/Probability>
&lt;Nb>-1&lt;/Nb>
&lt;/Loser>
&lt;Touchdown>
&lt;Nb>2&lt;/Nb>
&lt;ProbabilityModifier>15&lt;/ProbabilityModifier>
&lt;/Touchdown>
&lt;Casualty>
&lt;Nb>2&lt;/Nb>
&lt;ProbabilityModifier>15&lt;/ProbabilityModifier>
&lt;/Casualty>
&lt;/Popularity>
&lt;PrematureEndOfMatch>
&lt;NbTouchdownsToAdd>2&lt;/NbTouchdownsToAdd>
&lt;/PrematureEndOfMatch>
&lt;SpirallingExpenses>
&lt;Value>
&lt;Range>(0,1740)&lt;/Range>
&lt;Cash>0&lt;/Cash>
&lt;/Value>
&lt;Value>
&lt;Range>(1750,1890)&lt;/Range>
&lt;Cash>10000&lt;/Cash>
&lt;/Value>
&lt;Value>
&lt;Range>(1900,2040)&lt;/Range>
&lt;Cash>20000&lt;/Cash>
&lt;/Value>
&lt;Value>
&lt;Range>(2050,2190)&lt;/Range>
&lt;Cash>30000&lt;/Cash>
&lt;/Value>
&lt;Value>
&lt;Range>(2200,2340)&lt;/Range>
&lt;Cash>40000&lt;/Cash>
&lt;/Value>
&lt;Value>
&lt;Range>(2350,2490)&lt;/Range>
&lt;Cash>50000&lt;/Cash>
&lt;/Value>
&lt;Value>
&lt;Range>(2500,2640)&lt;/Range>
&lt;Cash>60000&lt;/Cash>
&lt;/Value>
&lt;Max>
&lt;Value>2650&lt;/Value>
&lt;Step>150&lt;/Step>
&lt;Cash>10000&lt;/Cash>
&lt;/Max>
&lt;/SpirallingExpenses>
&lt;/MatchDebriefing>
&lt;ForcesAndWeaknesses>
&lt;Refresh>60000&lt;/Refresh>
&lt;AgilityDividor>4&lt;/AgilityDividor>
&lt;MovementAllowanceDividor>5&lt;/MovementAllowanceDividor>
&lt;ArmourValueDividor>6&lt;/ArmourValueDividor>
&lt;StrengthDividor>3&lt;/StrengthDividor>
&lt;PassRun>
&lt;Dividor>3&lt;/Dividor>
&lt;Clamp>(-3,3)&lt;/Clamp>
&lt;/PassRun>
&lt;CoolViolent>
&lt;Dividor>3&lt;/Dividor>
&lt;Clamp>(-3,3)&lt;/Clamp>
&lt;/CoolViolent>
&lt;SlowFast>
&lt;Dividor>2&lt;/Dividor>
&lt;Clamp>(-3,3)&lt;/Clamp>
&lt;/SlowFast>
&lt;/ForcesAndWeaknesses>
&lt;Simulator>
&lt;RangeNbTouchdownsLoser>(0,2)&lt;/RangeNbTouchdownsLoser>
&lt;RangeNbTouchdownsWinnerToAdd>(0,2)&lt;/RangeNbTouchdownsWinnerToAdd>
&lt;WorstTeamValuePercentage>10&lt;/WorstTeamValuePercentage>
&lt;Statistics>
&lt;BallPossession>
&lt;StartingPercentage>25&lt;/StartingPercentage>
&lt;/BallPossession>
&lt;PitchOccupation>
&lt;StartingPercentage>20&lt;/StartingPercentage>
&lt;/PitchOccupation>
&lt;MetersPassing>
&lt;AverageAgilityDividor>10&lt;/AverageAgilityDividor>
&lt;PassRunRatioMultiplier>2&lt;/PassRunRatioMultiplier>
&lt;PercentageMultiplier>20&lt;/PercentageMultiplier>
&lt;/MetersPassing>
&lt;Interceptions>
&lt;RandomMultiplier>(0.1,0.8)&lt;/RandomMultiplier>
&lt;/Interceptions>
&lt;MetersRunning>
&lt;MaxAverageAgility>100&lt;/MaxAverageAgility>
&lt;AverageAgilityDividor>10&lt;/AverageAgilityDividor>
&lt;PassRunRatioMultiplier>2&lt;/PassRunRatioMultiplier>
&lt;Multiplier>10&lt;/Multiplier>
&lt;RangeNbBallCarriers>(6,10)&lt;/RangeNbBallCarriers>
&lt;PercentageMultiplier>30&lt;/PercentageMultiplier>
&lt;/MetersRunning>
&lt;Tackles>
&lt;RangeNbInMatch>(1,6)&lt;/RangeNbInMatch>
&lt;/Tackles>
&lt;Passes>
&lt;MinNbModifier>0&lt;/MinNbModifier>
&lt;MinPassRunRatioMultiplier>2&lt;/MinPassRunRatioMultiplier>
&lt;MaxNbModifier>1&lt;/MaxNbModifier>
&lt;MaxPassRunRatioMultiplier>3&lt;/MaxPassRunRatioMultiplier>
&lt;/Passes>
&lt;Catches>
&lt;RandomPassesPercentageMultiplier>(1,20)&lt;/RandomPassesPercentageMultiplier>
&lt;/Catches>
&lt;KO>
&lt;InflictedBySpectatorsPercentage>15&lt;/InflictedBySpectatorsPercentage>
&lt;Step>
&lt;Nb>0&lt;/Nb>
&lt;Max>1&lt;/Max>
&lt;/Step>
&lt;Step>
&lt;Nb>1&lt;/Nb>
&lt;Max>12&lt;/Max>
&lt;/Step>
&lt;Step>
&lt;Nb>2&lt;/Nb>
&lt;Max>26&lt;/Max>
&lt;/Step>
&lt;Step>
&lt;Nb>3&lt;/Nb>
&lt;Max>41&lt;/Max>
&lt;/Step>
&lt;Step>
&lt;Nb>4&lt;/Nb>
&lt;Max>57&lt;/Max>
&lt;/Step>
&lt;Step>
&lt;Nb>5&lt;/Nb>
&lt;Max>71&lt;/Max>
&lt;/Step>
&lt;Step>
&lt;Nb>6&lt;/Nb>
&lt;Max>82&lt;/Max>
&lt;/Step>
&lt;Step>
&lt;Nb>7&lt;/Nb>
&lt;Max>89&lt;/Max>
&lt;/Step>
&lt;Step>
&lt;Nb>8&lt;/Nb>
&lt;Max>95&lt;/Max>
&lt;/Step>
&lt;Step>
&lt;Nb>9&lt;/Nb>
&lt;Max>98&lt;/Max>
&lt;/Step>
&lt;Step>
&lt;Nb>10&lt;/Nb>
&lt;Max>100&lt;/Max>
&lt;/Step>
&lt;/KO>
&lt;Dead>
&lt;InflictedBySpectatorsPercentage>15&lt;/InflictedBySpectatorsPercentage>
&lt;Step>
&lt;Nb>0&lt;/Nb>
&lt;Max>7&lt;/Max>
&lt;CoolViolentRatioMultiplier>-8&lt;/CoolViolentRatioMultiplier>
&lt;/Step>
&lt;Step>
&lt;Nb>1&lt;/Nb>
&lt;Max>35&lt;/Max>
&lt;CoolViolentRatioMultiplier>6&lt;/CoolViolentRatioMultiplier>
&lt;/Step>
&lt;Step>
&lt;Nb>2&lt;/Nb>
&lt;Max>50&lt;/Max>
&lt;CoolViolentRatioMultiplier>2&lt;/CoolViolentRatioMultiplier>
&lt;/Step>
&lt;/Dead>
&lt;Casualties>
&lt;InflictedBySpectatorsPercentage>15&lt;/InflictedBySpectatorsPercentage>
&lt;Step>
&lt;Nb>0&lt;/Nb>
&lt;Max>3&lt;/Max>
&lt;CoolViolentRatioMultiplier>-10&lt;/CoolViolentRatioMultiplier>
&lt;/Step>
&lt;Step>
&lt;Nb>1&lt;/Nb>
&lt;Max>7&lt;/Max>
&lt;CoolViolentRatioMultiplier>4&lt;/CoolViolentRatioMultiplier>
&lt;/Step>
&lt;Step>
&lt;Nb>2&lt;/Nb>
&lt;Max>30&lt;/Max>
&lt;CoolViolentRatioMultiplier>3&lt;/CoolViolentRatioMultiplier>
&lt;/Step>
&lt;Step>
&lt;Nb>3&lt;/Nb>
&lt;Max>45&lt;/Max>
&lt;CoolViolentRatioMultiplier>2&lt;/CoolViolentRatioMultiplier>
&lt;/Step>
&lt;Step>
&lt;Nb>4&lt;/Nb>
&lt;Max>50&lt;/Max>
&lt;CoolViolentRatioMultiplier>1&lt;/CoolViolentRatioMultiplier>
&lt;/Step>
&lt;/Casualties>
&lt;/Statistics>
&lt;/Simulator>
&lt;Inducements>
&lt;AI>
&lt;Wizard>
&lt;Weight>50&lt;/Weight>
&lt;/Wizard>
&lt;Supporter>
&lt;WeightIfWizardBought>50&lt;/WeightIfWizardBought>
&lt;/Supporter>
&lt;Hooligan>
&lt;NbOpponentCashThreshold>100000&lt;/NbOpponentCashThreshold>
&lt;WeightIfLess>0&lt;/WeightIfLess>
&lt;WeightIfMore>20&lt;/WeightIfMore>
&lt;/Hooligan>
&lt;BriberyOfReferee>
&lt;Weight>20&lt;/Weight>
&lt;/BriberyOfReferee>
&lt;BriberyOfPlayer>
&lt;Weight>20&lt;/Weight>
&lt;/BriberyOfPlayer>
&lt;Bodyguard>
&lt;Weight>10&lt;/Weight>
&lt;/Bodyguard>
&lt;BoostPlayer>
&lt;NbPlayersThreshold>12&lt;/NbPlayersThreshold>
&lt;WeightIfLess>0&lt;/WeightIfLess>
&lt;WeightIfMore>30&lt;/WeightIfMore>
&lt;/BoostPlayer>
&lt;DopePlayer>
&lt;NbPlayersThreshold>12&lt;/NbPlayersThreshold>
&lt;WeightIfLess>0&lt;/WeightIfLess>
&lt;WeightIfMore>30&lt;/WeightIfMore>
&lt;/DopePlayer>
&lt;DopeTest>
&lt;Weight>30&lt;/Weight>
&lt;/DopeTest>
&lt;Luck>
&lt;NbRerollsThreshold>3&lt;/NbRerollsThreshold>
&lt;WeightIfLess>40&lt;/WeightIfLess>
&lt;WeightIfMore>20&lt;/WeightIfMore>
&lt;/Luck>
&lt;InsolentLuck>
&lt;NbRerollsThreshold>3&lt;/NbRerollsThreshold>
&lt;WeightIfLess>40&lt;/WeightIfLess>
&lt;WeightIfMore>10&lt;/WeightIfMore>
&lt;/InsolentLuck>
&lt;BadLuck>
&lt;NbRerollsThreshold>3&lt;/NbRerollsThreshold>
&lt;WeightIfLess>10&lt;/WeightIfLess>
&lt;WeightIfMore>40&lt;/WeightIfMore>
&lt;/BadLuck>
&lt;StopWhenCashLessThan>10000&lt;/StopWhenCashLessThan>
&lt;/AI>
&lt;Cash>
&lt;MostValuedTeamCash>0&lt;/MostValuedTeamCash>
&lt;TeamValueDifferenceMultiplier>2000&lt;/TeamValueDifferenceMultiplier>
&lt;/Cash>
&lt;PettyCash>
&lt;AI>
&lt;CashThreshold>400000&lt;/CashThreshold>
&lt;CashToAdd>200000&lt;/CashToAdd>
&lt;/AI>
&lt;/PettyCash>
&lt;/Inducements>
&lt;Training>
&lt;DefaultDuration>0.0&lt;/DefaultDuration>
&lt;/Training>
&lt;NbTurn>16&lt;/NbTurn>
&lt;/Match.xml>

RendeR
07-13-2009, 01:49 PM
I feel totally inadequate after reading those....

RendeR
07-13-2009, 01:50 PM
Can you give some examples of how this makes the AI stronger? I'm old and feeble and totally not understanding most of what I read.

Godzilla Blitz
07-13-2009, 02:14 PM
Back in stock at GoGamer! Just ordered it! Woot! Should be here in ....

7-15 days. Oh.

Guess I have a bit of a wait for this one.

RendeR
07-13-2009, 02:18 PM
Back in stock at GoGamer! Just ordered it! Woot! Should be here in ....

7-15 days. Oh.

Guess I have a bit of a wait for this one.


Hang in there GB =)

aran
07-13-2009, 02:44 PM
Can you give some examples of how this makes the AI stronger? I'm old and feeble and totally not understanding most of what I read.

The AI is more aggressive and more willing to pass. They tend to cage more loosely, as well. It's not significantly better than what we currently have, but it has led the AI to make some pretty smart plays occasionally whereas before it would be too conservative.

Arles
07-13-2009, 02:59 PM
Back in stock at GoGamer! Just ordered it! Woot! Should be here in ....

7-15 days. Oh.

Guess I have a bit of a wait for this one.
I broke down and paid the extra $2 ($4.99 instead of $2.99) to get 3-5 days USPS Priority mail ;)

Godzilla Blitz
07-13-2009, 03:06 PM
I broke down and paid the extra $2 ($4.99 instead of $2.99) to get 3-5 days USPS ;)

You are smarter than I am.

I just clicked through things as fast as I could. Go go go. If I had stopped to read things, I would have added the $2 to do the same thing as you did. :banghead:

Arles
07-13-2009, 03:17 PM
You can try calling them and see if they will change it

Tasan
07-13-2009, 06:13 PM
Ugh...sold out again. I'm trying to get this cheaply for a friend of mine.

Godzilla Blitz
07-15-2009, 12:21 AM
Ugh...sold out again. I'm trying to get this cheaply for a friend of mine.

S'okay. I just got an email that my order is on backorder.

"We expect to deliver within 30 days."

I'll just play vicariously through you all.

Honolulu_Blue
07-15-2009, 08:13 AM
S'okay. I just got an email that my order is on backorder.

"We expect to deliver within 30 days."

I'll just play vicariously through you all.

I started a lizardman team recently. I will gladly name one of them after you. It'd be a crime not to.

Arles
07-15-2009, 10:40 AM
S'okay. I just got an email that my order is on backorder.

"We expect to deliver within 30 days."

I'll just play vicariously through you all.
I guess the more expensive shipping was key as I got an email with a tracking number yesterday. According to USPS, it should be at my house by tomorrow.

I've used both normal and priority for gogamer, but I think I will go priority from now on. Seems like they fill orders first with that and then go to the "slow boat" crowd.

Honolulu_Blue
07-16-2009, 09:05 AM
Quick question:

I didn't check the rules, but if you're standing next to an opposing player, can you "blitz" that player (as your one blitz action that turn) and then keep moving?

I thought you could, but I couldn't seem to find that option in the PC game.

Thanks.

Fidatelo
07-16-2009, 09:12 AM
Quick question:

I didn't check the rules, but if you're standing next to an opposing player, can you "blitz" that player (as your one blitz action that turn) and then keep moving?

I thought you could, but I couldn't seem to find that option in the PC game.

Thanks.

I'll confirm that you can't do it in the PC version, but I don't know if you are supposed to be able to or not. The only time you can do it in the PC game is if you are prone on the ground, then you can blitz as part of your stand up action, hit the guy beside you, and run around after (assuming you are still alive!).

Honolulu_Blue
07-16-2009, 09:25 AM
I'll confirm that you can't do it in the PC version, but I don't know if you are supposed to be able to or not. The only time you can do it in the PC game is if you are prone on the ground, then you can blitz as part of your stand up action, hit the guy beside you, and run around after (assuming you are still alive!).

Thanks. That's been my experience with the game as well.

I was meaning to check the LBR5 rules this morning on it, but I forgot.

Honolulu_Blue
07-16-2009, 09:37 AM
Because of my crazy and unpredictable work schedule (that's one gets when one is a the lackey to a crazy, work-a-holic ego maniac), I really can't be counted on to play a multiplayer league and I don't play random people, so I am pretty much stuck playing single player. And, despite the many flaws and the fact that the AI is really quite awful, I can't stop playing this game. I am sure I will get tired of it at some point, but I'm still getting enjoyment out of it.

Fidatelo
07-16-2009, 09:42 AM
From the LRB5:
BLITZ MOVES
Once per turn a player on the moving team is allowed to make a
special Blitz move. A blitz allows the player to move and make a
block. The block may be made at any point during the move, but
costs one square of movement for the player to make. The
player may carry on moving after the effects of the block have
been worked out if he has any squares of movement left.

So it sort of sounds like you should be able to blitz a guy you're standing beside, then move around. But perhaps it depends on how you read the "costs one square of movement for the player to make". Does that maybe mean you have to use a movement action before the blitz (which would be why standing up works)?

Or, more likely, Cyanide just implemented it wrong or made the interface to perform it sufficiently impossible to discover :)

Fidatelo
07-16-2009, 09:43 AM
Because of my crazy and unpredictable work schedule (that's one gets when one is a the lackey to a crazy, work-a-holic ego maniac), I really can't be counted on to play a multiplayer league and I don't play random people, so I am pretty much stuck playing single player. And, despite the many flaws and the fact that the AI is really quite awful, I can't stop playing this game. I am sure I will get tired of it at some point, but I'm still getting enjoyment out of it.

I am the same, I play strictly single player, and I'm still loving it, despite the flaws. Just started a Chaos competition recently, those guys are fun to use!

Honolulu_Blue
07-16-2009, 09:45 AM
From the LRB5:
BLITZ MOVES
Once per turn a player on the moving team is allowed to make a
special Blitz move. A blitz allows the player to move and make a
block. The block may be made at any point during the move, but
costs one square of movement for the player to make. The
player may carry on moving after the effects of the block have
been worked out if he has any squares of movement left.

So it sort of sounds like you should be able to blitz a guy you're standing beside, then move around. But perhaps it depends on how you read the "costs one square of movement for the player to make". Does that maybe mean you have to use a movement action before the blitz (which would be why standing up works)?

Or, more likely, Cyanide just implemented it wrong or made the interface to perform it sufficiently impossible to discover :)

I agree. The bolded language really seems to support your abilitly to block first and then move during a "blitz" action. I haven't played the table top game in almost 15, but I remember it working like that.

SirFozzie
07-16-2009, 09:59 AM
To do a block-then-move blitz, you have to select the player to do the action and then, before you do the block, click the lightning bolt on the right side of the screen

Honolulu_Blue
07-16-2009, 10:10 AM
To do a block-then-move blitz, you have to select the player to do the action and then, before you do the block, click the lightning bolt on the right side of the screen

Cool. I will have to look for it next time I play.

Fidatelo
07-16-2009, 10:12 AM
To do a block-then-move blitz, you have to select the player to do the action and then, before you do the block, click the lightning bolt on the right side of the screen

I thought I had tried that and it didn't work. I'll have to try again.

Groundhog
07-16-2009, 06:28 PM
I bought this yesterday. Played two single player games on medium difficulty, using Dwarves. Overall the AI is comparable to some of the poorer level players you'd find on fumbbl, maybe worse. I think the real problem is the make-up of the teams you play. I played another dwarf team that had a whole heap of blockers, one troll slayer, and one runner. Naturally I just took out the runner ASAP, and watched the AI try and pickup the ball with its blockers. I also played a human team (and beat them to an absolute pulp) that had 4 catchers, 1 thrower, no blitzers or ogre, and the rest of the team linemen.

The AI has trouble dealing with frenzy, moving lots of its guys 2 squares from the side, leading to many opportunities for crowd surfing with my troll slayers. But hey, so do a lot of folks on FUMBBL I guess. :)

Outside of that, very very fun. I played the heck out of the old DOS Blood Bowl single player back in the day, and this is miles ahead of that one.

I don't know how much I'll play with the online stuff, considering FUMBBL is probably better suited for that, but the single player stuff looks like it will keep my attention for some time.

Now I just need to get a grasp on some of these new skills in the latest Blood Bowl ruleset...

thesloppy
07-16-2009, 06:31 PM
My favorite example of shabby AI:

When the dwarves use their death tractor, with no hands, to try and pick up the ball.

Groundhog
07-16-2009, 07:14 PM
My favorite example of shabby AI:

When the dwarves use their death tractor, with no hands, to try and pick up the ball.

LOL oh dear...

Not all that surprised. At one point in my game the ball was loose and in a tacklezone. The AI had two players who could reach the ball, a blocker and a runner. They decide to dodge with the AG 2 blocker, successfully mind you, and then pick the ball up in the TZ, which mercifully failed.

Also in the final turn of my Dwarves-Human game, I was stalling with my runner and it was the AI's final turn of the half. They had one guy who could reach the ball carrier, a prone catcher, with a dwarf blitzer TZ on him. Instead of blitzing with the catcher, they just stood him up and made no effort to stop me scoring on turn 8.

I'll bump it up to the hardest setting tonight and see if it makes a difference, though I'm not hopeful.

aran
07-16-2009, 07:31 PM
From what I've read in the Cyanide forums, "hard" means "super-conservative". It's actually easier to beat than medium.

A good bet for a better game is to send me a PM or IM and set up a game with me! I'm available most nights after 8PM.

Fidatelo
07-16-2009, 11:03 PM
Just got absolutely destroyed by the computer in my Chaos competition. I took my 8 win, 0 loss, 1 draw, 1450 TV team against a bottom-feeding 970TV Skaven team that I'd beaten 2-0 earlier in the season.

Final score: 5-0 skavens

I couldn't do anything, I had about 5 turns end on my first dice-rolling action, I used up re-rolls like no tomorrow, I got knocked all over the pitch. It was sick.

Groundhog
07-16-2009, 11:14 PM
Just got absolutely destroyed by the computer in my Chaos competition. I took my 8 win, 0 loss, 1 draw, 1450 TV team against a bottom-feeding 970TV Skaven team that I'd beaten 2-0 earlier in the season.

Final score: 5-0 skavens

I couldn't do anything, I had about 5 turns end on my first dice-rolling action, I used up re-rolls like no tomorrow, I got knocked all over the pitch. It was sick.

The beauty of Blood Bowl. :)

I've had some very frustrating games in FUMBBL and on the actual board game over the years that have gone down just like you say.

Havok
07-17-2009, 12:20 PM
I've still never lost a game to the computer :(

I almost want to lose one. I've had a few 2-1 and 1-0 wins, but even on my human competition, i regularly beat the computer 3-0, and 4-0. (I should probably use gobo's next since they suck terribly)

The A.I. is just terrible. Everything that came from the actual blood bowl game itself is fantastic, but everything Cyanide added, such as the A.I., the campaign, the computer choosing new skills, Team Roster screen, etc... is all just terrible in my opinion.

Groundhog
07-19-2009, 06:45 PM
I played the hell out of this on the weekend, single player only. I was actually beaten once by a wood elf team. I think the AI did a good job using a team like that, but it was mainly because they never failed their numerous dodges or throws and catches in to tackle zones. Ended up losing 3-1, but it would have been 4-0 if not for two absolute BS plays that I managed to pull off. Outside of that I've had two 1-1 draws, but the vast majority of my games have been easy 3-0 or 4-0 wins.

I've been manually editing each team I play against and changing their skills to more realistic choices prior to the game, and this has made it a bit more challenging. I still can't believe they just have the players take random skills, considering skills are probably the most important aspect of the game. It gives you a massive advantage when you are playing against a team that has no linemen with block, yet two blitzers with strong arm...

Despite all the flaws, I'm enjoying the game. Created a 3 division 36 team comp, and got promoted up to division 2, where I'm 7-0 so far with my Chaos. I like how the mutations show up on your models, that's a nice touch.

Eaglesfan27
07-19-2009, 07:11 PM
I still can't believe they just have the players take random skills, considering skills are probably the most important aspect of the game. It gives you a massive advantage when you are playing against a team that has no linemen with block, yet two blitzers with strong arm...

Despite all the flaws, I'm enjoying the game. Created a 3 division 36 team comp, and got promoted up to division 2, where I'm 7-0 so far with my Chaos. I like how the mutations show up on your models, that's a nice touch.

What?!? That is how CPU teams pick their skills? That is disheartening. :(

Groundhog
07-19-2009, 07:17 PM
What?!? That is how CPU teams pick their skills? That is disheartening. :(

Well, at least I hope that's how it works, because if they actually designed it so we'd get players who can't pick up the ball taking "strong arm" or "sure hands", it's worse than I thought...

Seriously, the designers should have just gone to hxxp://fumbbl.com/skills.php and used that as the skill advance table. Even if there was absolutely zero deviation from that, it would have made the game a heck of a lot more challenging.

Havok
07-20-2009, 12:26 AM
Well, at least I hope that's how it works, because if they actually designed it so we'd get players who can't pick up the ball taking "strong arm" or "sure hands", it's worse than I thought...

Seriously, the designers should have just gone to hxxp://fumbbl.com/skills.php and used that as the skill advance table. Even if there was absolutely zero deviation from that, it would have made the game a heck of a lot more challenging.

Yep... that's what i can't figure out. How the hell does something like that 'slip' by the devs? I saw an Ogre on a computer team with strong arm, and sure hands!!!!!!!

They really really really did a shitty job with the single player stuff, but the multi-player and the translation of the rules is very good.

SirFozzie
07-20-2009, 02:32 AM
It's not random, I think, but I think in the files there is an AIWeight scioreon how much in general it should weigh those skills.

SirFozzie
07-20-2009, 02:34 AM
Dola: Additional teams mod released:

Blood Bowl Digital &bull; View topic - All (Possible) Teams for Single Player (http://bloodbowldigital.com/forum/index.php?f=5&t=133&rb_v=viewtopic)

Havok
07-20-2009, 01:12 PM
Im trying to add it using SQL lite but im having problems. I keep getting an error.

Nobody explians in very much detail how exactly to use SQL lite and how to add these mods. I have no modding experience what so ever.

Calis
07-20-2009, 02:05 PM
It's not random, I think, but I think in the files there is an AIWeight scioreon how much in general it should weigh those skills.

From what I can tell the AIWeight score handles how they weigh using the skills not how they weigh picking them. I definitely could be wrong though.

I am sadly leaning towards complete randomness on picking. if it isn't random someone should lose their programming badge. :)

Capital
07-20-2009, 03:48 PM
Is this game available in the states? I haven't seen it anywhere.

Just saw that it was available at gogamer. I could buy it from there...

Honolulu_Blue
07-20-2009, 03:54 PM
Is this game available in the states? I haven't seen it anywhere.

Just saw that it was available at gogamer. I could buy it from there...

It's available for digital download now (anywhere), but it wont be made available in any other format until September.

Arles
07-20-2009, 04:16 PM
I got it last week from gogamer on PC DVD for $30. So, I think it's out there now in a non-download format.

thesloppy
07-20-2009, 04:18 PM
I switched from a human campaign, to an orc premiere-style competition a while ago, and lately I've been a little too dominant, much like everybody else. After playing the humans, the Orcs have been a breeze, because of their relatively high armor and strength....unfortunately, because my competition is so long (13 games), and because I'm playing without aging or contracts, my team outvalues all of the other 54 teams by a sizable margin, to the point that a team I was playing the other day got over a million dollars in inducements. My orcs never seem to get injured, whereas the computer teams are getting tore up in their 'sim' games, so the longer things go on, the easier it's getting....it still is kinda fun to mop the floor with people though, and the dice stick me with a draw here and there.

Groundhog
07-20-2009, 06:13 PM
It's not random, I think, but I think in the files there is an AIWeight scioreon how much in general it should weigh those skills.

I edited the skills of the human team I was about to play against last night, and they had a level 3 Ogre with leap and strong arm. :(

Godzilla Blitz
07-21-2009, 01:10 AM
I got it last week from gogamer on PC DVD for $30. So, I think it's out there now in a non-download format.

And back in stock there for $35. My game shipped today from last week's sale! Woot!

RendeR
07-21-2009, 10:52 AM
I've been busily playing my 36 team championships with 9 division of 4. My Chaos team took 3 seasons to move from the 9th level up to 8th and then got promoted each year up to 5th.

I've hit a fucking brick wall. I've lost 2 straight games and tied a third. I'm worried I might actually get demoted this season. The teams are playing smarter and doing a lot more of the risky plays when the opportunity presents itself.

I need to work hard just to stay in these games this season. Its kinda freakish.

Neon_Chaos
07-22-2009, 08:20 AM
I've finally found a boxed version of this here in the Philippines. Apparently, the store was only sent ONE COPY. It's $41.00, and I've reserved it and am picking it up tomorrow.
<input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden"><input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden">

Neon_Chaos
07-23-2009, 06:42 AM
Picked the game up, took it for a spin before going to work, played around 3 matches as Dwarves, and am very happy with my purchase. :)

Can't wait to get home and begin a proper game.
<input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden">

Neon_Chaos
07-30-2009, 07:51 AM
SirFoz, you should update the first post with the usernames of people in Bloodbowl. It would be nice if I can see you guys on and challenge for a game or two.

Mine is simple enough: NeonChaos
<input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden">

Neon_Chaos
08-06-2009, 07:53 AM
Uh oh.

Blood Bowl &bull; View topic - [Solution] You DONT have to DC to cheat death. (http://www.cyanide-studio.com/forumBB/viewtopic.php?f=25&t=5992)

Trouble for Cyanide. A serious programming flaw has been exposed within the multiplayer portion of the game.

Essentially, all the die rolls you make, and all the player ratings for multiplayer are housed on your local PC, and not on the multiplayer server.

Essentially, you can make the game act however you want. No injuries? Then only allow injuries for double 7's. You want to have 6 STR, 6 AGI, 12 AV Goblins? Tweak it in the file, there is no server-side validation on team creation.
<input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden">

Honolulu_Blue
08-06-2009, 08:18 AM
Uh oh.

Blood Bowl • View topic - [Solution] You DONT have to DC to cheat death. (http://www.cyanide-studio.com/forumBB/viewtopic.php?f=25&t=5992)

Trouble for Cyanide. A serious programming flaw has been exposed within the multiplayer portion of the game.

Essentially, all the die rolls you make, and all the player ratings for multiplayer are housed on your local PC, and not on the multiplayer server.

Essentially, you can make the game act however you want. No injuries? Then only allow injuries for double 7's. You want to have 6 STR, 6 AGI, 12 AV Goblins? Tweak it in the file, there is no server-side validation on team creation.
<INPUT id=gwProxy type=hidden><!--Session data--><INPUT id=jsProxy onclick=jsCall(); type=hidden>

You know, as much as I enjoy playing this game, Cyanide is really coming across as a horrible studio. I don't know if they are just lazy or totally incompotent, but the number of things they have (or haven't) done with this game that any group of reasonable, intelligent people could have come up with is shocking.

Passacaglia
08-06-2009, 08:26 AM
I've been busily playing my 36 team championships with 9 division of 4. My Chaos team took 3 seasons to move from the 9th level up to 8th and then got promoted each year up to 5th.

I've hit a fucking brick wall. I've lost 2 straight games and tied a third. I'm worried I might actually get demoted this season. The teams are playing smarter and doing a lot more of the risky plays when the opportunity presents itself.

I need to work hard just to stay in these games this season. Its kinda freakish.

Is there a limit to the number of teams or something? I like the idea of 9 divisions and really working you way up, but -- 4 in each division? That seems low.

Passacaglia
08-06-2009, 08:28 AM
Uh oh.

Blood Bowl &bull; View topic - [Solution] You DONT have to DC to cheat death. (http://www.cyanide-studio.com/forumBB/viewtopic.php?f=25&t=5992)

Trouble for Cyanide. A serious programming flaw has been exposed within the multiplayer portion of the game.

Essentially, all the die rolls you make, and all the player ratings for multiplayer are housed on your local PC, and not on the multiplayer server.

Essentially, you can make the game act however you want. No injuries? Then only allow injuries for double 7's. You want to have 6 STR, 6 AGI, 12 AV Goblins? Tweak it in the file, there is no server-side validation on team creation.
<input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden">


Whoops. I guess I'm glad I'd only be interested in playing SP, or against people I already know.

BYU 14
08-06-2009, 08:31 AM
Uh oh.

Blood Bowl • View topic - [Solution] You DONT have to DC to cheat death. (http://www.cyanide-studio.com/forumBB/viewtopic.php?f=25&t=5992)

Trouble for Cyanide. A serious programming flaw has been exposed within the multiplayer portion of the game.

Essentially, all the die rolls you make, and all the player ratings for multiplayer are housed on your local PC, and not on the multiplayer server.

Essentially, you can make the game act however you want. No injuries? Then only allow injuries for double 7's. You want to have 6 STR, 6 AGI, 12 AV Goblins? Tweak it in the file, there is no server-side validation on team creation.
<INPUT id=gwProxy type=hidden><!--Session data--><INPUT id=jsProxy onclick=jsCall(); type=hidden>

Just wow, it looks like they really took some shortcuts. They did do a great job capturing the gameplay, but things like this are just inexcusable.

Honolulu_Blue
08-06-2009, 08:42 AM
Whoops. I guess I'm glad I'd only be interested in playing SP, or against people I already know.

Same here.

Neon_Chaos
08-06-2009, 08:49 AM
At least they're constantly coming out with patches...

Blood Bowl &bull; View topic - [UPDATE] 1.0.1.7 PATCH (AUGUST 6) SOON AVAILABLE (http://www.cyanide-studio.com/forumBB/viewtopic.php?f=25&t=6089)

Morg N' Thorg is finally available for all races.
<input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden">

RendeR
08-06-2009, 09:19 AM
Is there a limit to the number of teams or something? I like the idea of 9 divisions and really working you way up, but -- 4 in each division? That seems low.


You can have up to 56 teams in your championship or as few as 8 I think.

You cans et the # of teams in each division to all of them in 1 or 2 divisions or 4 or 8 etc etc. It will divide them accordingly.

You also have the option of playing each team 1x or 2x each round of play.

I put in 36 teams, 9 divisions, 4 teams each playing each team twice per season. So I have to play 6 games each season and win my division to advance up the chain.

RendeR
08-06-2009, 09:19 AM
Just wow, it looks like they really took some shortcuts. They did do a great job capturing the gameplay, but things like this are just inexcusable.


+1000000000000000000000

Capital
08-06-2009, 12:45 PM
Realizing that the single-player / computer run teams have some problems, are people enjoying the SP experience? I'm likely to only play SP and was considering purchasing the game via download for the weekend.

RendeR
08-06-2009, 02:47 PM
I'll put it this way.

I'm in both MP leagues.

I have 1 campaign that is ongoing, though I am at the pinnacle tournament at this point.

I have the following SP championships running and play each of them as the fancy takes me:

Chaos team (36 team league, 9 divisions 4 teams each)
Skaven team (54 team league 14 divisions 4 teams each)
Wood Elf team (54 team league 14 divisions 4 teams each)
Skaven team (54 team league 4 divisions 14 teams each) (FOFC dynasty thread)


I love the game, yes it has some serious issues and Cyanide is either going to bust their ass and fix them or go broke when everyone stops buying their stuff due to pathetic showing here but in general single player is fun, entertaining and can be tweaked to even become competitive over the long haul.

Love the game.

Galaril
10-23-2009, 09:49 AM
Is this any good AI wise for single player? I was reall pumped for this when it first came out but most of what i had read was that single player AI was broke and so this was mostlya MP game. Is this true. I see Dark Elves is going to be released next month and a new full version including them is also coming out.

Honolulu_Blue
10-23-2009, 10:01 AM
Is this any good AI wise for single player? I was reall pumped for this when it first came out but most of what i had read was that single player AI was broke and so this was mostlya MP game. Is this true. I see Dark Elves is going to be released next month and a new full version including them is also coming out.

No. It's not. I really had a blast with this game for a couple of weeks, but after a while the horrible AI just makes the game boring. Unless you get horribly unlucky with the dice, it's not a question of whether you will win or not, but by how many touchdowns.

The campaign portion of the game with contracts and agining is deeply flawed. It just doesn't work.

The AI is horrible. There is little rhyme or reason as to the skills the computer assigns its players. So, as your team keeps getting better and better through wisely chosen skill options, the computer teams can't keep up. If you play on "medium", the computer will take more chances and thus possibly making the game more challenging. The flipside, however, is that it takes a lot of stupid chances that make no sense and often result in a quick turnover. Playing on "hard" difficulty, reduces these stupid plays, but also makes the computer play so conservatively that it's stupid.

I think the skill choice problem would be an easy fix. That would go a long well in balancing things for single player. The actual in-game AI, I would imagine, would be much harder to improve.

That said, there are apparently a few mods floating around out there that were designed to improve AI, including skill decisions and actual in game play. I haven't downloaded or installed any of them, so I have no idea how they affect actual game play.

I play the game only occasionaly now. Once or twice every couple of weeks. Me and buddy of mine have a Lizardman team that we're having a lot of fun with. We play it while watching football on Sundays, since it's really best to have something else to do while watching the Lions.

Galaril
10-23-2009, 10:49 AM
No. It's not. I really had a blast with this game for a couple of weeks, but after a while the horrible AI just makes the game boring. Unless you get horribly unlucky with the dice, it's not a question of whether you will win or not, but by how many touchdowns.

The campaign portion of the game with contracts and agining is deeply flawed. It just doesn't work.

The AI is horrible. There is little rhyme or reason as to the skills the computer assigns its players. So, as your team keeps getting better and better through wisely chosen skill options, the computer teams can't keep up. If you play on "medium", the computer will take more chances and thus possibly making the game more challenging. The flipside, however, is that it takes a lot of stupid chances that make no sense and often result in a quick turnover. Playing on "hard" difficulty, reduces these stupid plays, but also makes the computer play so conservatively that it's stupid.

I think the skill choice problem would be an easy fix. That would go a long well in balancing things for single player. The actual in-game AI, I would imagine, would be much harder to improve.

That said, there are apparently a few mods floating around out there that were designed to improve AI, including skill decisions and actual in game play. I haven't downloaded or installed any of them, so I have no idea how they affect actual game play.

I play the game only occasionaly now. Once or twice every couple of weeks. Me and buddy of mine have a Lizardman team that we're having a lot of fun with. We play it while watching football on Sundays, since it's really best to have something else to do while watching the Lions.

Ok so I guess my money will go to Wolverine studios new basketball game DDPB2 and AI War. Thanks!

Icy
10-23-2009, 11:30 AM
I also liked it a lot during the first two weeks, but the campaign mode is poorly done.

It was really a shock to discover that the CPU vs CPU simmed games were just like throwing a coin in the air to decide who wins, and then a dice to decide the scoreboard, but there was not a real game sim engine based on teams skills etc so the standings were not based on real teams power. also the CPU team doesn't use any kind of AI to upgrade his own team players but is just random again, so you could find throwers upgrading his tacking skills etc.

I had big hopes for it, and even the game AI while not great was challenging enough for me, as i was new to the series, but the lack of depth in the campaign mode killed it for me.

Honolulu_Blue
10-23-2009, 11:34 AM
I also liked it a lot during the first two weeks, but the campaign mode is poorly done.

It was really a shock to discover that the CPU vs CPU simmed games were just like throwing a coin in the air to decide who wins, and then a dice to decide the scoreboard, but there was not a real game sim engine based on teams skills etc so the standings were not based on real teams power. also the CPU team doesn't use any kind of AI to upgrade his own team players but is just random again, so you could find throwers upgrading his tacking skills etc.

I had big hopes for it, and even the game AI while not great was challenging enough for me, as i was new to the series, but the lack of depth in the campaign mode killed it for me.

Yes, that was a very stunning and disappointing revelation.

DeToxRox
10-23-2009, 11:37 AM
Maximum Blood Bowl?

RendeR
10-23-2009, 12:02 PM
OK I gave in, after while I just stopped getting anything out of this game. Until they entirely re-write the AI and how games are simmed I've gotten everything I can from it.

Like the real thing its great for a few one-off games, but with any GW product it just seems to fail in the long term.

SirFozzie
10-23-2009, 12:08 PM
well... I'm disappointed as anyone, but let me be a tempter.

BloodBowl (http://www.bloodbowl-game.com/)

they announced today (just now) that the Dark Elves will be available as a free download soon.

RendeR
10-23-2009, 12:09 PM
Yeah I got the email. But the basis of the game is still seriously flawed. I've just grown bored with it. I've also had some major crashing issues lately adding to my frustration.

Fidatelo
10-23-2009, 12:48 PM
I got annoyed with it because it would only take a couple simple fixes to make it very, very playable:

1) Make the AI teams aware of what turn it is. Right now they will play out the last couple of turns as though they have all day, and once you discover that you can basically trick them into wasting their final turns setting up a play that, if the game went on for another 2-3 turns might work, but in reality just ends up with them holding the ball at midfield as they end their last turn. This would be crazy-easy to fix, I would think. If nothing else, just have them ramp up their 'risk taking' rating over the last couple turns, something that is already built into the AI.

2) The skill assignment issue, as mentioned by H_B. A relatively simple decision table based on team and player type would go a loooong way. Again, anything smarter than "random skill choice" would be a big improvement.

I get frustrated because people have suggested these fixes months ago, and it should seemingly take very little time to implement, but Cyanide just ignores it for whatever reason. I don't think I'll ever buy another Cyanide game again, because their support is atrocious.

Honolulu_Blue
10-23-2009, 12:59 PM
I get frustrated because people have suggested these fixes months ago, and it should seemingly take very little time to implement, but Cyanide just ignores it for whatever reason. I don't think I'll ever buy another Cyanide game again, because their support is atrocious.

I agree with this, which is depressing because they are the ones who will be making the computer games based on my beloved fantasy series, George RR Martin's "A Song of Ice & Fire."

Not only is their support atrocious, but the entire game reeks of laziness. The computer v. computer is the worst/best example of this. The only things that really "work" in the game are the things that came directly from GW: the rules of Blood Bowl, the skills, etc. Anything new or any aspect of the game Cyanide appeared to try and implement on its own is pretty bad.

The game was in development for a number of years. They had a strong foundation on which to build and, for whatever reason, didn't take advantage of it. At all.

WVUFAN
01-02-2010, 04:45 PM
Really lame advertisement for a dynasty coming up:

I just bought this game on Steam, and after a brutal couple of games (I am not good at this game at all), I decided to try a competition. How do you change the number of teams from 24 to something higher?

Participate in my new Blood Bowl dynasty: The Blood Bowl: An interactive dynasty - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=76174)

aran
01-02-2010, 07:19 PM
How rampant is GW's stranglehold over the the BB rules? If someone implemented a BB game that had credible single-player but didn't provide any of the distinctive marks of BB (i.e. the name, logo, perhaps even the teams and skills), would they care?

Actually, this would be an interesting test-case for copyright law.

Mota
01-03-2010, 06:59 PM
Cyanide, the creators of the Blood Bowl videogame have already done this. They initially started with a "ripoff" of BB and somehow they're now the developers of the official game.

WVUFAN
01-04-2010, 08:42 AM
When you're first buying your team, is there a way to pick skills to start a player with? In other words, can I purchase a human thrower with a different starting skill than Pass and Sure Hands?

SirFozzie
01-04-2010, 08:45 AM
nope. Every human thrower will have pass/sure hands to start

Passacaglia
07-29-2010, 10:38 AM
All right! I've had the game for a few weeks now, but it did not run well at all on my laptop. Got my new desktop working last night, and will install the game sometime today. I'm going to join this league, http://oldworldfootball.com/ -- for those of you HFLers who remember Thul, he's in this league. If you want to join with me, that'd be fun!

I'm trying to decide what race to play -- the race with the fewest teams are Goblins (2), Humans (4), Dwarves (4), Wood Elves (4). Thul told me not to play Goblins, and Humans sound boring, so that leaves Dwarves and Wood Elves. Someone has a Wood Elf team in the "training league" so I guess I should do dwarves, but I remember looking at the rulebook and liking Wood Elves. Is there something I'm missing, and dwarves aren't as bad as they seem?

Honolulu_Blue
07-29-2010, 10:55 AM
I'm trying to decide what race to play -- the race with the fewest teams are Goblins (2), Humans (4), Dwarves (4), Wood Elves (4). Thul told me not to play Goblins, and Humans sound boring, so that leaves Dwarves and Wood Elves. Someone has a Wood Elf team in the "training league" so I guess I should do dwarves, but I remember looking at the rulebook and liking Wood Elves. Is there something I'm missing, and dwarves aren't as bad as they seem?

Yeah, don't take goblins. I always liked taking human teams. They may seem boring, but they are actually a lot of fun. I tend prefer to take teams that are less bashy and more flashy, so I'd go with wood elves over dwarves. Dwarves are a solid choice, however.

I really wish this game was better for single player.

Warhammer
07-29-2010, 02:03 PM
Dwarves are the anti-woody team. Wood Elves while fragile, you can win a game with 5 on the pitch. Not sure if it is still possible, but you used to be able to get each player with blodge, which makes for a solid player and eliminates much of their downside which is their fragility.

Passacaglia
07-30-2010, 09:05 AM
I'm thinking I'll go dwarves. I was playing as wood elves last night, and I think I realized that I play pretty bashy, even with fast teams. This morning, though, I started a campaign as dwarves, and my first match was against dwarves -- we basically just hit each other the entire first half.

Anyway, I left blood bowl open overnight last night, and this morning, it was closed -- no big deal, looks like the computer restarted. But this morning, I stepped away from it to feed the baby, and when I got back it was closed again, and this time the PC hadn't restarted. Is that something with the game ( I had it "paused" by clicking menu) or maybe a Windows 7 thing?

Shepp
10-29-2010, 12:42 PM
It looks like the "Legendary Edition" is now out. Is anyone still interested in this? Can anyone say if this version has any improved mechanics or if its just the same game with a bunch of new teams added?

Honolulu_Blue
10-29-2010, 12:46 PM
I poked around a bit on the forums and couldn't get a good read as to whether its the same game with a bunch of new teams or something more.

My biggest gripe with the game was the horrible AI, since I really only play single player and my sense is that they really haven't done much to improve the AI. It sounds like they did fix the stupid SPP point issue, where teams would assign non-sensical abilities to certain players. That helps a lot, if true, but I am not sure if it's enough.

I may pick it up at some point when I find it in the bargain bin during some super Steam sale or something.

Warhammer
05-14-2012, 02:00 PM
Figured I would bump this since anyone interested would most likely look at the thread...

Any of you guys up on FUMBBL.com? Would it make sense to make a FOFC league?

Groundhog
05-14-2012, 06:07 PM
I've been looking to get back into FUMBBL the past month or so. I'd be interested, but could be an issue organising game times given my timezone.

SirFozzie
05-14-2012, 08:02 PM
I'd be interested.

Also, a third edition of BB is set to be released, adding four or so n ew teams and general fixes (Blood Bowl: Chaos Edition)

Groundhog
05-15-2012, 12:19 AM
Chaos Dwarves are my fave team so I'm excited for the new version. I've never played even a single online game using the BB video game as I think FUMBBL is better for that kind of thing, but I enjoy beating up on the (generally hopelessly inept) AI.

NobodyHere
04-15-2014, 02:53 PM
Little short on gameplay info, but me wants!

<iframe src="//www.youtube.com/embed/6XcAeOAA0o0" allowfullscreen="" frameborder="0" height="315" width="560"></iframe>

Honolulu_Blue
04-15-2014, 03:08 PM
I definitely ended up getting my money's worth in the first one, but... I still find this game to be a major disappointment. I love everything that was "Blood Bowl" about the game, just hated everything Focus/Cyanide did or was asked to do:

The AI for the computer teams was awful. Just awful. Regardless of what race you were playing or what was happening in the game, they just formed the cage and made a bunch of stupid moves.

The lack of customization for your team and players was pretty bad too. There should be a ton of options to better customize your guys.

The match-making system for multi-player was awful. That spinning coin, sitting there waiting for a match to start with no real reason what was happening or why things weren't working.

The way computer teams' games were simulated in a season were a joke as well.

I haven't heard anything to indicate that Blood Bowl 2 will fix the AI problem, which is a shame.

Groundhog
04-15-2014, 06:29 PM
Given the amount of races and tactics, I think it's more difficult to produce a solid Bloodbowl AI than it is a chess AI. I don't think we'll ever see a single-player experience that can compete with playing folks on FUMBBL.

Having said that, there's no excuse for the AI not knowing the turn count, having dumb skill progression, dodging into 2 tacklezones on it's first action of a turn, etc. I also don't think it's a big ass for teams to have a template style of play - undead/orcs cage and bash, elves pass and run, etc. Every team tries to play the same currently.

SirFozzie
04-15-2014, 09:56 PM
The graphics may be updated, but the gameplay is going to be a huge step backwards as BBII will only have 8 teams.

Groundhog
04-15-2014, 11:22 PM
Don't worry, 6 expansion packs later I'm sure they'll all be in there.... What a joke.

Groundhog
04-15-2014, 11:23 PM
dola

Unless they are working on the race-specific AI, in which case I could understand the staggered release of teams. I highly doubt it, though.