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Maximum-Football

Platform(s): PC
Genre: Management
Publisher: Matrix Games
Developer: Wintervalley Software

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Maximum-Football' - v1.139 Patch Available NOW

by Rainier on April 24, 2006 @ 1:01 a.m. PDT

Primarily a coaching and management game, Maximum-Football is a robust North American Football game where you can change nearly every single aspect of the rules and features. Use Indoor, outdoor, Canadian, or American rules, or any combination thereof. Utilize the robust play editing system to create your own playbook specifically tailored for the team you drafted and trained in the pre-season. Compete in player run leagues and discover if you have what it takes for a championship ring. It isn’t just managing every aspect of a team though, Maximum-Football also features fully functional 3D coaching and arcade mode where you can watch the action or take the controls to run, pass, block, and tackle.

Get the Maximum-Football v1.139 patch off WP (4mb)

NOTE: This is a condensed version of the BETA release histories previously posted on the forums at www.matrixgames.com. With those documents, some items would be listed twice, or more, as further changes or fixes to the same general area would be made multiple times and reported.

This document should be considered a list of updates/changes to the previous ‘official release’, not a list of what’s been addressed with each BETA release.

New Features:

From User Requests - Added the ability to quick simulate a single game, the complete current week, or the complete season without stopping. There is a known design issue in that you can't stop the process once it's started. I will try to find a way to allow that in future updates to the game but for now this at least addresses a wish list item many have had. Basically how this works is that when you click the 'quick sim' button, you're presented with a dialog of options. I'm going to expand this dialog when the old simulated game system back in place. But for now, it just lets you select how many games you want to simulate at a time.

From User Requests – An accelerated clock has been added. When the CPU is selecting a play, the game and play clock is accelerated to better mimic the time taken by a human player to select a play. The result is fewer offensive plays being run in a game.

From User Requests - User Cameras. Users can now selected different camera angles by pressing keys F5 through F8. These camera views are: F5-Traditional, F6-Overhead, F7-Coach, F8-Stadium

Added TE/SB to the [Line Up On Man] command. Unlike the Receivers, that where you need to specify which one you want the defender to line up on, the SB/TE command will line up on the closest one to the defenders initial formation position.

IMPORTANT NOTE: Due to the changes in [Key On] and [Line Up On Man] commands, some old plays in the default play book may no longer play as designed. Updated plays are included in this release, but plays that have been created by users prior to these changes may not function the same as they did previously. Users may need to update their created plays in order to make best use of the changes with these two commands.

Basic Localization. Users outside of North America should no longer need to change their date/time/currency region settings to North American to play the game. Game text remains unlocalized.

Added some additional logic to the QB snap code so that the CPU QB that is on the winning team, going into the final minutes of the half, will delay the snap of the ball longer in an effort to waste time on the clock. This will only happen if the clock is running.

Existing Feature Functionality Changes:
In previous releases, some minor rules were generalized in the game so that all types of games used the same minor rules. Now, some minor rules that are considered "league specific" are being tied to the field type selected. This is not the best solution as these rules should be customizable to the user (as is the intended spirit of the game that the user can customize as much as possible). However, for the time being, some rules are being built to be enforced by field type. This is will be an ongoing process.

From User Requests - The arcade mode kicking has been changed. With previous releases, the player’s skills would affect the kick the user was attempting to make. So even if the user looked like they'd pointed the arrow at the right place, the field goal could still be missed. After the change the kick accuracy and distance is completely up to the user now. The movement of the arcade kicking indicator has been sped up to make it more challenging.

From User Requests - I've upped the passing accuracy. Now the passing completion rate should be most affected by the defense rather than the QB missing the receiver (although, that still happens). The receiver’s ability to catch the ball will also effect this.

Coaching mode kicking has been changed. The kicking strength skill of the kicking player is now ‘scaled’ to match the field the kicker is kicking on. The kicker will kick the ball has hard as he needs to in order to kick from the kicking point to the target. In most cases the target is the goal line of the opposition. What this means now is that a kicker with a 98 KST will kick differently on a 50 yard field as compared to his kicking on a 110 yard field.

QB scramble logic has been changed. The QB will now do a better job of scrambling or shuffling in the pocket to avoid pressure. Utility creators take note: there are new data constants in the maindata.mdb file that may effect your program’s functionality. A complete listing of these data constants is located at the end of this document.

Changed the logic for the QB to read the pass coverage. The QB should do a better job of finding the 'most open' receiver rather than just the first open receiver he sees. The result is the ball is spread around a little better and the QB will sometimes now throw to the running back rolling out into the flats as a safety valve rather than just throwing down field. By design, this is not always the case. For example, a scrambling QB will throw to the first person he sees. However, if un-pressured a QB should generally find the most open player.

Made some adjustments to the receiver catch logic. Receivers should catch the ball a little more often now improving the overall completion to attempt ratio.

New Saved Game Mechanism. Saved games are now in traditional Windows™ INI format rather than the custom format.

Important Note: When a user saves a game, player stats for that game are saved in the file as well. If a user saves a game, then edits their roster, and then loads the saved game, the saved game will not be able to do anything with the data for the missing player. The saved game will load but it will use the roster the team currently has, not the roster that was in use at the time the game was saved.

General Fixes and Changes:

Fixed a bug importing leagues. To import a league, a user need simply drop the league file (and supporting artwork folders) into the game root folder.

Added some sanity checking to the create new season routines to remove any empty divisions and/or conferences. Empty Divisions and Conferences were causing a lot of problems with schedule generation as well as the game resetting standings. Now, once you start a new season, if any divisions or conferences are blank, they're removed before the rest of the season is generated.

Fixed the accumulation of statistics over the duration of a season as well as career. Two very small typos in one small area of code were causing a tremendous amount of problems! Users are encouraged to reset their leagues so that these changes can properly take effect.

The game clock no longer runs during any point after TD attempts (single or two point).

Addressed issues with field goals.
That missed field goals caught in the end zone but not returned were not giving a single point when that rule was in place.
On odd occasions, when a single point rule was not in place, a single point would still be awarded.
Fixed a bug with field goals if they occurred with either the minutes or seconds in the quarter being at zero.
Addressed various game clock issues.

Added some additional code to ensure that when teams are created they have default uniforms created.

Adjusted the RB logic a little bit so that they will run more north south when going through the gaps in the line. Previously sometimes the RB would get up to the line and immediately try to evade an oncoming LB and wind up going no place. Now an RB will at least try to move forward as much as they can.

Made some changes to the QB sack routine that addresses the 'incomplete pass/tackled by' issue. Now an incomplete pass is only recorded when the QB is hit and his arm is moving forward. As well, no tackle is recorded in this event any more.

Fixed a bug in arcade mode and fielding punts. If a user was in arcade mode and moving the KR toward the ball it was causing problems with the non-human controlled player and the human controlled player conflicting with each other as to which one was supposed to field the kick.

Fixed a bug with arcade mode and moving the selected player on the cover team.

Fixed bug with the default Canadian rule set in Quick Play giving a team 3 time outs in a half, whereas it should be only a single time out in Canadian rules.

Fixed a bug with custom leagues/teams not showing up in the utilities properly. This was caused by two (or more) teams in different leagues sharing the same internal ID number. This has been adjusted to use a combination of league ID and Team ID when displaying in the tree view window.

Fixed bug with simulated games not advancing the quarter time after having played out two or 3D games without exiting to Windows™.

Fixed a field goal hang. If the field goal was missed, but the ball landed close enough to a player in the end zone, that player might process the catch kick logic and the game would hang if the live field goal option was set to false.

Logic Command [Snap To] was flagged in the database as the last command to be executed and this was causing subsequent blocking commands to be ignored.

Fixed an issue with Time Of Possession calculation in both 3D mode and quick sim mode.

Made some changes to pass blocking so that there was less collapse on the LOS if the QB rolled out. One play in particular was showing this problem in Indoor rules.

Added some code to reset the player fatigue between plays in practice mode. Players can fatigue during the play, but each time the play resets, so does the player fatigue level. This allows for a more consistent practice of each play.

Changed the scale of some of the objects in the game so they're a little closer to 'life sized'. Some were overly large.

Upped the kicking angle on punts from 45 to about 55.

Fixed a bug with the clock that would stop the play mid execution (after the snap) if the quarter clock expired or <n> minute warning sounded.

Removed the ref whistle from the simulated games.

Fixed a bug with time count penalties (delay of game) on punts that could cause the teams to switch sides without punting.

Fixed a bug with punts and field goals that would have the kicker kick the ball with no user interaction. Applicable to coaching and arcade mode.

Fixed a bug with fumbles. If the defense recovered the ball and was able to return it for a TD, then when the other team got the ball back via kick off, the ball would be spotted <n> and a great many yards to go. Now, the ball is properly spotted as 1st and 10.

Made some changes to the break huddle routine so that there is less collision between players. It still happens in some cases, but it's considerably less than it was.

Fixed a bug with selecting field goals on outdoor fields with 8 man play books that do not include punt plays. It was reported by the community that the cause was 8 man play books with the field goal distance set to 99 yards. It turns out this was not the case but rather the play type selection process in the game. Users should have no problems setting their 8 man play books to 99 yard field goal distances.

Adjusted the punting distances for the quick sim games. The punts for a quick sim game should be in and around the 45 yard range.

Fixed a bug with the single point (Rouge) rule. The single point was being processed correctly, but the actual awarding of the point to the team score was not being done.

Adjusted the material applied to the field artwork & numbers. This should make the field artwork properly use the lighting in the game.

Known Issues:

This section is a short list of known issues. This is not an all encompassing list of issues being addressed. It is here to highlight some of the bigger ones I am working on.
On American type fields, a kick off that goes out of bounds should result in an optional penalty of rekicking or taking the ball at the 40. At the moment, it automatically placing the ball at the 40. (see Existing Feature Changes item 1)

Field goal attempt distances are being calculated from the LOS not from where the ball is kicked from.

Injuries are still not properly recorded in quick sim games (they happen, but are not currently being recorded).

The changes to the [Line Up On] and [Key On] commands are causing some defenders to be out of position at the snap of the ball. If the key’d player is on the opposite side of the field, the defender does not always have enough time before the snap of the ball to get into position. This is going to be addressed by having the defenders process these commands coming out of the huddle, rather than waiting until the offensive formation is set.

There is a slight disconnect between the player spacing in the Play Development System and the player spacing in the 3D game. This is currently being addressed with a revamped Play Development System. Private testers should get their first hands on with this in a couple of weeks.

While the majority of stats are properly being recorded, there are a few minor ones that are still not calculating properly.

Saving a game at exactly the end of a quarter can sometimes cause the game to skip to the next quarter (if there is a next quarter) when you reload the saved game. The current work around is to save games prior to the end of a quarter.

Data Constants

This section will list the data constants found in the maindata.mdb file and how they work. NOTE: The way these values are used are, at all times, subject to change. During development of updates these values may change use, or become obsolete, or new values added.
Database Field What it does
BlockingPassBlockTime The base time, in seconds, a passing block can be held. This is modified by the BLK and BLA of the players involved in the block. The higher the number, the longer the block is held for.

BlockingPushBlockTime The base time, in seconds, a non-passing block can be held. This is modified by the BLK and BLA of the players involved in the block. The higher the number, the longer the block is held for.
BlockingPassBlockStrength The base speed at which a blocker will drop back while engaged in a pass block. This is modified by the STR skills of each player.
BlockingPushBlockStrength The base speed at which a blocker will be able to push forward while engaged in a non-pass block. This is modified by the STR skills of each player.
BlockPancakeThreshold The base value the physics of a block collision must exceed in order for the blockee to be bowled over by the blocker. The lower the number, the more pancake blocks.

BlockingBaseLine An additional modifier for all blocking. The higher the number, the more effective the overall blocking is.

TackleThreshold The base number for tackle attempt success or failure. This is modified by physics, gang tackle attempt, and player skills. The higher the number, the most missed tackles.
PhysicsBaseMoveSpeed The base speed of all players on the field. This is modified by the players SPD. The higher the number, the faster the players. I would recommend keeping this value between 5.5 and 6.5
PhysicsBaseAgility The base agility of all players on the field. This is modified by the players AGL. The higher the number, the more agile the players.

PhysicsMaxChangeDirTime As a human can not possibly make two 180 degree angle changes instantaneously, this value is the time, in seconds, a player on the field must be moving along an angle, before he can change the angle of movement. This number is normally about 1 second. Setting to a lower number, say, 0.25 seconds allows the player to change angles exceedingly fast. Setting it higher will not allow the player to change angles as quickly as he may need to.

DefenseBaseM2MCoverageArea The base distance, in yards, a defender will try to be to from a receiver when covering that receiver. It’s modified by the players COV skill. The lower the number, the smaller the distance to the receiver. Note: This is distance the defender is trying to get to, he may not physically be able to get there.

FieldGoal_Threshold The maximum amount of random inaccuracy added to every field goal attempt. This value is then reduced by the kickers KSA skill. Example, a random value between 0 and this value is calculated. Then, if a kickers KSA is 98%, only 2% of the random value will be added to the final kick attempt. The higher this number the less accurate the kicks are going to be.

QBRead_Threshold The base time, in seconds, the QB will read the receivers down field. This is modified by the QB’s INTL skill. Once this time expires, the QB will run.

QBScramble_Threshold This base distance, in yards, a defender needs to be to the QB before he’ll begin shuffling in the pocket or simply scrambling. This number is effected by the PPR skill. The higher this number, the more likely the passer will scramble. If this number is too low, the passer will not be able to avoid any rush.

QBBasePassingAccuracy The maximum amount of random inaccuracy added to every pass attempt. This value is then reduced by the passers PSA skill. Example, a random value between 0 and this value is calculated. Then, if a Passers PSA is 98%, only 2% of the random value will be added to the final pass attempt. The higher this number, the less accurate the passes are going to be.


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