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The Revival Gameplay Mod - Rebirth of SIM Football

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Old 12-28-2018, 09:06 PM   #41
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Re: The Revival - Sabo's Madden 19 Mod

Does this go in Frosty?
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Old 12-28-2018, 09:37 PM   #42
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Re: The Revival - Sabo's Madden 19 Mod

Quote:
Originally Posted by Hushroom
Does this go in Frosty?
YEs, i'll post the FBproject and mod later. The current one is 1.0, ill post when i upload 2.0
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Old 12-28-2018, 11:22 PM   #43
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Re: The Revival - Sabo's Madden 19 Mod

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Originally Posted by xSABOx
YEs, i'll post the FBproject and mod later. The current one is 1.0, ill post when i upload 2.0

So where do I install 1.0?
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Old 12-29-2018, 12:25 AM   #44
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Re: The Revival - Sabo's Madden 19 Mod

Quote:
Originally Posted by Hushroom
So where do I install 1.0?
In frosty mod manager.
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Old 12-29-2018, 12:27 AM   #45
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Re: The Revival - Sabo's Madden 19 Mod

Sabo,

Forgive my ignorance. Can you break down what you did for each playbook? For example, I see that you reduced the number of plays and took away most of the shot plays. I've also noticed that many teams similar plays (Seeing alot of Saints plays in other team's playbooks).

Was that intentional?

Do teams like the Panthers have more run plays/run options or do I need to upload the scrambler playbook for that?

Is it possible to make the default Chiefs playbook have all the same plays as the REID playbook?
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Old 12-29-2018, 09:33 AM   #46
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Re: The Revival - Sabo's Madden 19 Mod

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Originally Posted by aholbert32
Sabo,

Forgive my ignorance. Can you break down what you did for each playbook?
What I did in the mod was this...Opened every teams offensive DEFAULT playbook with the DB editor and edited the gameplan section... Mostp lays were deisgned to be called 0% of the time, others as high as 90% (shots/verts)... I changed it so every play with the right down and distance setup has a 50% chance of being called and four verts/shots are now only 10%... Honestly, four verts should be just as high but the AI treats it like a shot play instead of a seam route throw that it is, also it should have built in option routes but thats a nother story...

Quote:
For example, I see that you reduced the number of plays and took away most of the shot plays. I've also noticed that many teams similar plays (Seeing alot of Saints plays in other team's playbooks).

Was that intentional?

Do teams like the Panthers have more run plays/run options or do I need to upload the scrambler playbook for that?
The custom playbook I tried to pick plays the CPU runs the best and the Saints one just happened to be some of them... If you want a specific type feel, I'd stick with the custom books until I dive deeper into the custom books... ALTHOUGH the non-team books (pass balanced etc) might be what I dive in to next and see if we can use this as the default teams base.. I can replace Panthers default book with Run Balanced (option heavy) if I wanted to...

Quote:
Is it possible to make the default Chiefs playbook have all the same plays as the REID playbook?
I wish but unfortunately without a tool being created for editing playbooks, its just too damn hard to replicate
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Old 12-29-2018, 10:35 AM   #47
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Re: The Revival - Sabo's Madden 19 Mod

Thanks Sabo. I think I'm gonna go for the specific feel. Does anyone have a resource where I could match the custom playbooks with each team. I know some off the top of my head but for teams like the Colts, I have no clue.
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Old 12-29-2018, 12:33 PM   #48
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Re: The Revival - Sabo's Madden 19 Mod

Just uploaded 2.0.. heres a list of every thing since day 1
(Still need to rework deflection, throw out of sack incomplete animation and CPU RB hitting the hole better)

-Increased CPU calling audibles, slider protection, change run direction
-Removed user/cpu AM boosts so ratings determine outcome
-Assigned user/cpu same values to remove AM effect
-Increased chances of CPU going for it on 4th down
-Lowered the effect wind has punted balls
-Retooled QB sense pressure logic and throw under pressure effects
-Toned down QB accuracy to create natural looking misfires
-Toned done QB spinning sack fumble animation
-Improved QB throw ball away logic
-Increased chances of QB scrambling
-Improved ball distribution to not be so TE heavy
-Increased fumble odds on non hit stick plays
-Increased pass rush on passing situations
-Lowered instasheds on play action passes and run plays
-Lowered defender run reaction time to lower TFL
-Decreased separation chances of lower rated WR/TE
-Improved sideline awareness
-Significantly improved defense reaction time to ball being thrown
-Toned down interceptions on default settings
-Increased chances of a swat/play receiver instead of going for pick
-Increased penalties on default setting
-Balanced injuries on default setting
-Changed sim stats to fix QB scrambling numbers (Credit to bakersville123)
-Rerated every default playbooks gameplan so everything has a 50% chance of being called except four verts and shot plays have been toned down to 10%
-CPU defense calls timeouts with 3 minutes left in game when trailing instead of under 2 minutes
-CPU offense goes in to hurry up mode with 4 minutes left in game when trailing by two scores instead of under 2 minutes
-Toned down blitz range from 10-40% to match real life numbers
-Retooled QB accuracy so that you can tell difference between Ideal, Average and Poor quarterbacks
-Improved CPU QB pocket logic to create better sense of urgency
-QB scramble realistically if they have a chance to take off
-Increased chance of poor throws while getting hit by DL instead of tuck rule throw
-Retooled interceptions to get rid of unrealistic picks
-Changed running game completely to create a challenge without everything being a TFL
-Increased chance of catch variety for WR/TE
-Improved sideline catches to give better sense of field awareness
-Intensified pass rush by the outside rush to create a realistic pocket
-Increased batted pass by the DL
-Improved gang tackles animations to allow for up to 11 players to make tackle
-Improved pass blocking animations that increase distance before give up and higher chance of cutblock by HB
-Changed best on best OVR rating of DB/WR from 90 to 82
-Increased "GOOD" WR route running from 75 to 80
-Significantly improved man coverage to be closer to OTB settings making higher rating players stand out more
-Lowered punt power to create realistic net averages
-Lowered FG attempt by the cpu 7 yards so to get rid of the 62 attempts
-Changed sim stats to fix injury distribution
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