I've been messing around with the juice stuff I got, and I figured I'd attach the ROM to see how others stack up against a juiced opponent.
Now, I'm not the greatest RBI player that ever lived, but I consistently crush the CPU on the original ROM. Playing this one, I lose occasionally, triples and doubles are harder to come by, and I actually have to fight to win the game. The one caveat is that you have to sort of play slurve. Otherwise you can inside pitch to back them off and then throw outside for a strike every time. As long as you avoid that style of play, it's pretty challenging. So I do plenty of curves, but I just avoid pitches where I know I'd be exploiting the dumb batting AI. I consider it the same sort of thing as not lurching when playing tecmo. It's just cheap, and it's no fun :)
I've taken my mostly 2008 (and a little of 2009, but not much) ROM, updated all the uniforms (now that all 30 teams are on one ROM), and applied juice to make the fielders hella fast (but not so fast that the game isn't playable). The only time they seem super fast is when they are chasing down the runner on the base path. Don't get too greedy, or they'll catch you!
I've also juiced the arm strength to the point where it can't get any more juiced without having the CPU throw so erratically that they cause an error on every play.
Give it a whirl, play a few games, post your thoughts as well as your game results (score, batting average, or better yet, a screen cap of your newspaper screen).
P.S. I know some of the rosters probably are no longer accurate, but this is last year's edit. I'm doing a complete overhaul after the 2009 season is over.
**update**
New ROM as of 11:50PM CST (I had the Mariners pitchers duplicated onto the Padres)
I should clarify...I'm not looking for feedback on my ROM ratings, just on how a ROM plays with the juice.
I enjoyed it. Won 10-3...gave up two bombs to Carlos Beltran. You're right...makes it more interesting if you play slurve. NYY pretty good...Damon lefty, though! :)
Did you win playing slurve? Just curious how you were able to score 10. I did it twice now but it was on huge innings. Usually my scores are below 5. I you play any more games, let me know. I want to make it as difficult as possible, so l owing what you did to win will help us know what needs to be more difficult.
Thanks for the heads up on Damon, I'll fix that stuff next edit.
Plays great. Gordon saved my ass with a pinch hit bomb late.
Thanks for all the work you're putting in.
Beautiful, bonny, that's what I'm lookin' for. Bet you never played a 4-2 game vs. the normal CPU :)
Close one.
Werth with 2 HRs.
Thanks again Bonny. Are you playing slurve? If not, what style of pitching are you using.
I try to throw strikes. Slurve I guess?
Precisely, thanks.
Try playing straight pitch (or at least try to win a game without striking out any CPU players).
I think it might be close to impssible to win.
I came really close in my 3rd of 3 games (losing 4-3).
did you speed up the CPU defense, but leave the player controlled defense the same? or did you also slow down the player controlled defense?
TBT...I did play slurve...sorry I didn't get you a screen shot. I'll play again tonight and do so.
So most people seem to have trouble scoring against the CPU moreso than not being scored upon by the CPU? Just curious.
Fantastic ROM, TBTer.
haha! tecmoturd is NOT TBT!!111
here's my result. i strike out A LOT.
i play straighpitch against the comp, but i stay away from the hitter. so i typically start on the far side of the pitching rubber and don't curve the pitch at all.
i found it pretty simple to steal second off the comp because most of the time, the pitcher would get in the way of the throw and relay it to 2nd.
also, with the pitcher's enhanced curve, i foresee a lot of walks...
Quote from: TβG on 08/02/09, 11:52:06 AM
haha! tecmoturd is NOT TBT!!111
He's not? Well then who is?
He still does the ol' jug-in-the-freezer routine, though, right?
Is the ROM available to download?
Quote from: RBIKING on 08/02/09, 12:11:28 PM
Is the ROM available to download?
see the bottom of the first post from not-TBT...
I usually try to throw strikes, although not strictly straight pitch. I feel it's so boring to throw straight, so even if it doesn't accomplish much more, I like throwing curves and whatnot just to feel like I'm doing something as a pitcher. Like I said originally, I also don't like abusing the dumb AI of the batter. When I used to play non-juiced, I had to make myself not take extra bases on missed fielding and now I feel like I don't have to really worry about that...any missed fielding results in at most a double, as I've not hit a triple yet. Perhaps a speed increase on the baserunners part for people who hit more triples (which I already worked into the equation as it is). Maybe I'll have to step that up, I don't know...
As far as the enhanced pitcher curve, I haven't been walked yet, but that's cause I'm an aggressive batter. I like the curve cause it feels more like I'm playing a man player (not exactly, but more like it). If this continues to play well, it'll be more inspiration for me to write my season tracker application. We shall see...
Quote from: TβG on 08/02/09, 11:17:30 AM
did you speed up the CPU defense, but leave the player controlled defense the same? or did you also slow down the player controlled defense?
I did nothing to the MAN controlled team. I just sped up the CPU...as I stated earlier too, my base running speed might be on the low end, so I might look at bumping that up in my next edit.
Wow completely missed that.. thanks!
It's easy to miss :) Be sure to post your thoughts/results...
Tried my best to pitch to contact. Cubs seem pretty good.
An Aramis Ramirez 3 run homer was the difference.
also, Zambrano threw a CG. He was gassed in the 7th, 8th, and 9th.
I just finished my game, the game played very well. Great work! I found it harder to take an extra base off the computer. I pretty much stayed on the outside part of the plate when I was pitching and would curve slightly so when they did take a pitch it would catch the corner for a strike.
One thing that I like about he game is that it's realistic. Vernon wells is also a stiff in the game!
sorry about the huge screen shot
just do f9 and go to the snaps folder for the smaller picture.
GREAT rom! This is so much better than playing against a normal computer opponent.
The only reason St Louis was in this one (which went to the 11th) was that Ludwick had a lucky HR (a wallzie) and Pujols went long twice... and with authority. Just fkn jacked the shit out of the ball.
So yeah, very realistic!
Quote from: tecmoturd on 08/02/09, 12:14:06 PM
If this continues to play well, it'll be more inspiration for me to write my season tracker application. We shall see...
that would be awesome.
great feedback everyone. Glad ya'll like it...looks like we found the sweet spot...
hey tecmoturd,
check out this old thread if you're interested in an avatar ("aviator") for use on dee-nee:
http://forums.dee-nee.com/index.php?topic=14424.msg287155#msg287155
i finally hit a triple. howie kendrick hit a bleeder inside of second base and the second baseman, then it rolled all the way to the wall. there was still a little of the AI confusion, but the fielders reacted much faster and ran quicker to the ball, of course.
I'd play a full fkn season if it had stat tracking, play offs, etc. . . how cool is that?
i would suggest toning down the CPU defense running spead with the ball. i had figgins get run down trying to stretch a single into a double, but he turned around in enough time to make it back and got run down easily. maybe try somewhere in between that speed and the normal speed? just a thought.
although, if it is a juiced rom and you expect to never be able to make a baserunning mistake against the comp, i guess i can see it that way too.
Yeah, I thought about that...I went back and forth for the exact reason you said...I wanted it to be a challenge, so it forces you to find your threshold before you can turn back without being caught.
Toning that down would also lower infield running speed, since that isn't separate from base running speed, and I think that speed is what helps them pick up those grounders they so easily missed when they are peeing clean.
I'll leave it for now unless others have a huge issue with it...it makes you play smart, right :)
Quote from: TβG on 08/02/09, 03:57:05 PM
hey tecmoturd,
check out this old thread if you're interested in an avatar ("aviator") for use on dee-nee:
http://forums.dee-nee.com/index.php?topic=14424.msg287155#msg287155
Awesome idea...sent you a PM.
got your pm, i'll be working on it.
after playing 5 games, i don't see the CPU offense being that great. did you juice anything ofensively? may think about that.
As far as offense goes, there's not a really good way to juice that as is...what I've done in the past was to create a juicer that would inflate the batting/running speed for all the teams except for a team that you specify. This way if you wanted to play a season with the Brew Crew, you'd pick the brewers, and then all teams except for the brewers would have inflated hitting stats. I wrote a php script to do it, and I'd be glad to post it up on my website if people wanted it. I don't like it cause it's sort of a hack, but it works quite well if you want the CPU to have inflated attributes. If we went that route, pitching speed could be juiced too, making it harder to hit.
The way I look at it, it was more important to have juiced fielder to make up for some of the dumb stuff...that way the batters can still play as the ROM was rated, as the batters don't make as many dumb mistakes as the fielders did. Still, I see your point, as it does make for an added challenge, and it was fun that way.
The other reason why I didn't like it as much is because of the season tracker and simming games. The way I had it in my head, my app would load up two teams, collecting their attributes. Then it would cycle through each batter and pitting him against a pitcher, generating whether it was a strikeout, homerun, base hit, etc based on their attributes and probability. It'd stop at 3 outs and go the appropriate number of innings as you'd expect. With a ROM where all the batters were juiced, you'd have some over inflated stats, so in that case you'd have to provide the original version along with the juiced one so that the simulator would match up stats correctly.
With the fielders only juice, you don't need to do this because it gets applied to their speed attributes which don't affect hitting the ball or anything like that.
Does that make sense?
This is all just daydreams in my head at this point, but I want to get this done before our second kid comes in January, where I'll cease to exist in the online world for a while :)
pick up your new aviator here:
http://forums.dee-nee.com/index.php?topic=14424.msg578769#msg578769
Thanks man...I suppose the black bat didn't work with the black gloves?
check that thread again, i posted a black bat version a few miunutes after.
Sweet, checking it out now. In the meantime, just got an email from my hacking friend...
Quote from: RBI Hacking Guru on 08/02/09, 08:37:14 PM
I should be able to boost anything of the CPU in game fairly easily (I can also set a stat cap after the boost). Just let me know the attributes you would like and I'll write up the code and test over the following week.
Dude is a friggin' machine. I'm not quite sure how much better it can get for RBI fans right now...
P.S. Black bat = much better, thanks!
stadium editor? haha
i have no idea what attributes to do as i'm not much of a stat geek or prgrammer. so maybe someone else can help you out with the direct numbers you're looking for. having all this ability to change everything he's doing in a user friendly editor would be most excellent, of course.
By attributes, what he means is, let's take a player for example, Ryan Braun...he's got like, 932 power or something like that...
This new patch would allow you to say that you wanted to juice CPU batting by 75 power points.
So, whenever you pick a team and play vs. the CPU, Braun would be juiced to 1007 for power. He also mentioned a cap so you'd be able to say that no power can go over 975 or something like that, and then Braun would be capped at 975 since the 75 boost would put him over the cap. Other players would remain at their juiced power level unless they went over the cap.
I sent him all the attributes that I was juicing in my workaround hackity hack method of doing this, which were:
Power boost
Speed boost
Pitch speed boost (technically this could be one for each sinker, normal, and fastball
Sink ability boost
I was also setting a pitching handicap for the man team as stated below:
Man batter contact handicap - I was adding like, 100 contact to my player's contact so that they desperately needed to make good contact with the ball, or risk a tiny blooper, floored at like, 700 power or something.
I was also handicapping curve so my players couldn't curve the ball as much.
We shall see what he comes up with. As for the editor, I don't know how far Nightwulf is on his editor, or if he's including any of these features we've talked about in this thread. I've been passing over all the info I get so he's up to date on everything, though. My editor is sort of half finished, really it's only good for local editing right now cause I've not secured it in any way or put any more real work into in effort to let Nightwulf get his out the door. Once he's finished, you guys will be able to edit away until your heart is content...
well, i finally lost to philly with the angels. 8-2. they smoked 5 or 6 home runs. there was a glitch in te late innings with the phillies in the field. the second baseman doiked one and then never recovered to pick up the ball. the fielders just kept running up and down very spastically.
The wife was gone so I played a lot of RBI tonight, and got my ass beat down too. I'm going through all the teams with the Brewers, and I'm 4-6. Yikes! Just got down 4-0 vs. Braves and couldn't recover.
Never saw that glitch...I've played a lot of RBI on the juice and haven't seen that happen yet, so I'm not gonna be worried about it unless it happens a lot.
I'm throwin' in the towel for tonight...I'll keep you posted on the juice updates over the week...later peoples...
excellent work tecmoturd....a possible suggestion to make the computer a better opponent. On outside pitches, the computer batter will move towards home plate and stay there. On inside pitches, the computer batter will be way out of position and be near the outside of the batters box. I wonder if there is a way to make sure before each pitch the computer batter always centers himself or... many players like to move their batter to the top of the batters box so i wonder if theres a way to do that for a computer batter...again great work so far!
Great suggestion. I had a similar idea where the batters position was just locked, but I like you centering idea better.
Just lost to the Yankees 11-0 in the 5th.
Straight pitching to Damon, A-Rod, Tex, Jeter, and Posada is not advised.
I hope the 'reset batter' hack is feasible, cause then you could curve all you wanted without having to straight pitch...
I wouldn't recommend straight pitch anyways...slurve, while still dangerous, is a lot better...
I saw something kinda neat on this rom...I hit a long, high foul ball to the stands to the L of LF...the ball hung up quite a while, giving the LFer time to walk into the stands (about the equivalent of 50 ft or so) to try to track the ball down. He still didn't get to it in time, but it appeared to me that he would have caught it if it wasn't so far foul.
Awesome! I can't imagine that has anything to do with the 30 team hack, I'm sure it's got something to do with the juice or something. Heh, nice...we can just as glitchy as the original game developers were ;)
Roy Halladay throws a perfect game against the Rangers and the Blue Jays run their steak to 8!
I did this throwing Slurve style, he still had plenty of gas left..( I think I only threw 2 balls the entire game) Most of the contact made were weak grounders, Hamilton hit one to the deepest part of the field for a long out. Other than that the Perfect game wasn't never in jeopardy.
WOW is all I can say. Just got done playing the Brewers with my Cardinals.
I was cruising by the 3rd inning. Ludwick hits a 2 run homer in the 1st, Ankiel hits a bomb in the 2nd, and Pujols hits a 2run homer in the third. I was good right? Wrong. I gave up a tying 2 run bomb in the 9th and then Braun tags Franklin in the 10th.
It does make it a lot harder.
Thanks for everything.
Luke
Sorry I dont know how to insert a image in this message so I had to attach. How do you insert an image??
Thanks again
Quote from: lrod4 on 08/03/09, 05:54:43 PM
Sorry I dont know how to insert a image in this message so I had to attach. How do you insert an image??
If you've uploaded the image to photobucket or something, you can put it in with an [img] tag (there's a button on the post page that will insert it for you). If you hadn't already uploaded the image, you can't insert it into the message - attaching is the only way to get it on your post (although it still shows up - I can see the evidence of your defeat).
I got the juice boost numbers...he provided me with:
- Sink ability, pitch speed, batting power, run speed boosts with the ability to set boost amount and a cap
- CPU Batter's Box Position for lefty's and rightys
- Patch that makes the CPU recenter himself (this didn't accomplish what I'd hoped it would do, but it still helps). I guess for CPU games you could lower the curve rating a bit so guys can't curve so much, and that'd force you to throw more strikes...
i cant wait for the new version! :-)
I think this deep in the thread it bears repeating that stout has been rocking these patches out left and right for us, and I don't want it to get forgotten his role in all this. I'm just taking what he gives me and putting it into a useable manner...
For the new version, what kind of juice would you like to see? I'd rather not make 10 different juice combinations (although I will if there's enough requests for different stuff). Can you guys all agree on suitable values and cap amounts?
I was using +75-100 for batting with a cap of 1000 (guys like A-Rod and Ryan Howard are already around 950, which was the max power I used on this ROM)
running speed I was using +15
pitch speed I maxed out (makes it super hard to hit)
sink ability could stay put, as they already sink it enough, but it's available to tweak if needed.
What do ya'll think?
when you say you maxed out the pitch speed, do you mean like the Heaven vs Hell rom that someone posted here?
Yes, meaning every pitcher throws 121mph max. It was fun and hard, but it worked. Although, That was before we had fielder juice, and paired withe the fielder speed increases, I'm not sure it's as necessary causthe game is already hard enough, and frankly the fast pitches like that detract from original style gameplay feel.
I'm going away for a day or two, and when I get back, I'll post up my exporter. Note, this is not my full-fledged editor. It's just a screen where you can edit all the juice values for everything we have received from stout and then hit export, and it creates a juiced version of my 30-Team 2008.
I am not gonna post it now cause he's adding two more things to the ROM for me, which are human curve handicap and human contact handicap as well as the other juicings and the batter resetting his position after each pitch.
With all of this, you should be able to customize your ROM to be as difficult as you damn well please.
SWEET
Thanks a lot
Ok, got the new turd-o-matic juicer all coded up. I don't have any validation on this, but I wanted to put it up. What does that mean? Don't go higher than what the caps are set to. I'll setup validation tonight, but for now, just keep it at or below the cap.
How it works:
Enter a boost value and a cap. example...boost batting power by 100, capping at 1000
A guy like A-Rod has 950 power. This boost would add 100, but since that'd be over the 1000 cap, he'd be set at 1000 for power.
Likewise, any pitcher who has 640 power will have 740 power.
For the human handicaps, you can set a curve deduction and min, so if you set a 5 point deduction with a 4 cap, a
9 curve pitcher would be stuck at 4, a 10 curve pitcher would be stuck at 5, etc. You could effectively set them all to a number by setting the curve handicap to 15 and setting the min to that number...
I know it sounds confusing and I'll try and recode it to be more clear later (e.g., levels such as easy, medium, hard, etc) but for now, this should work fine.
This page exports my 2008 edit:
http://rbi30.sweethoss.com/