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Rickster101 New OSCD Roster Update

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Old 08-24-2006, 02:44 PM   #41
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Re: Rickster101 New OSCD Roster Update

New to the community...quick question are these updates for xbox only or PS2 as well? Thanks.
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Old 08-25-2006, 04:48 PM   #42
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Re: Rickster101 New OSCD Roster Update

These are for the current XBOX with a just a few more updates to come moving players and correcting some positions and numbers on the teams.





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Old 08-29-2006, 07:36 PM   #43
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Re: Rickster101 New OSCD Roster Update

Yeah, can someone explain what the different files do? Like what the difference between With Full Edits vs Dlin
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Old 08-29-2006, 10:47 PM   #44
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Re: Rickster101 New OSCD Roster Update

The Dline edits just have the aggression adjusted for that particular position. The full edits have the 64/127 aggression adjustment for every position. The community rosters are like the "stock" rosters you would get if you purchased the game new. They have no adjustments. Try them both and see what fits for you. If you will look at the posts for community rosters and then the aggression threads it will give you all the detail you need. You just have to sift through everything but you'll get it.
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Old 09-05-2006, 09:38 PM   #45
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Re: Rickster101 New OSCD Roster Update

This is the current edtion for the rosters featured in this thread following the now older version OSCD 27 this is as it says OSCD 28.

On a simular note OSCD28Dline rosters do not include edits to the aggression attributes for DTs and DEs just to clarify things.







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There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man's fears and the summit of his knowledge. This is the dimension of imagination. It is an area which we call The Twilight Zone aka "OS...Da Spot".
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Attached Files
File Type: zip ESPNNFL2K5_OSCD28_With_Full_Edits.zip (282.5 KB, 26 views)
File Type: zip ESPNNFL2K5_OSCD28Dlin.zip (282.7 KB, 6 views)
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Last edited by Rickster101; 09-05-2006 at 09:56 PM.
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Old 09-05-2006, 09:54 PM   #46
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Re: Rickster101 New OSCD Roster Update

Rickster,

I am going to give these a try with a version of your 0 sliders.

Thanks for all the hard work you have done on making this game so great.

By the way, if I am playing franchise with these, I assume i turn on edit rookies and just change aggression for the position they play. Is this correct??
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Old 09-05-2006, 10:10 PM   #47
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Re: Rickster101 New OSCD Roster Update

Quote:
Originally Posted by UMDDogs
Rickster,

I am going to give these a try with a version of your 0 sliders.

Thanks for all the hard work you have done on making this game so great.

By the way, if I am playing franchise with these, I assume i turn on edit rookies and just change aggression for the position they play. Is this correct??




Yeah you'd pretty much have to applie the "Aggression Model", "Speed Edits" along with other edits to have it balance out for the players in the rookies classes to take advantage of the edit changes and I myself don't use this type of editing much for Franchises thats why there are several versions, these extreamly high end edits don't adhere well for the games code to play set-up in "Normal" circumstances 127 was never the intention of the programers (VC Crew) to be in the hands of casual gamers (Like you and I)
but we (Editors and Gamers alike) figured alot of things out using editing skills and observing its gameplay.






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Rickster101 aka "Jack Bauer"

There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man's fears and the summit of his knowledge. This is the dimension of imagination. It is an area which we call The Twilight Zone aka "OS...Da Spot".
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Old 09-06-2006, 11:04 AM   #48
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Re: Rickster101 New OSCD Roster Update

So when you play franchise, do you use rosters with no edits?

Or if you do use edits which ones do you use?

I know the major issue with the game back in the day was int's. (cpu throwing too many)

Do you have that problem with your franchise if you use non-editted rosters.

thanks for the info.
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