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954 lines
31 KiB
Plaintext
954 lines
31 KiB
Plaintext
########
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# Bygfoot constants file. a lot of fine-tuning stuff gets loaded
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# from here. constants affecting the appearance of the game
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# can be found in 'bygfoot_app'.
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#########
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# debug level
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int_debug 0
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# write debug messages to console debug_writer=1
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# write debug messages to file debug_writer=2 (not implemented)
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# write debug messages to file console+file debug_writer=2 (not implemented)
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int_debug_writer 0
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#### float constants get divided by 100000 and loaded as floats
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#### so we write 50000 if we'd like to have 0.5
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# commands for unix filesystem interaction
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string_fs_compress_command_unix zip
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string_fs_compress_switches_unix -q
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string_fs_uncompress_command_unix unzip
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string_fs_uncompress_switches_unix -qq -o
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string_fs_copy_file_command_unix cp
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string_fs_remove_file_command_unix rm
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string_fs_save_suffix_unix .zip
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# commands for win32 filesystem interaction
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string_fs_compress_command_win32 zip
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string_fs_compress_switches_win32 -q
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string_fs_uncompress_command_win32 unzip
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string_fs_uncompress_switches_win32 -qq -o
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string_fs_copy_file_command_win32 copy
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string_fs_remove_file_command_win32 erase
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string_fs_save_suffix_win32 .zip
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# number of seconds until messages disappear
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int_game_gui_message_duration 5
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# number of seconds to delay for delayed messages
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int_game_gui_message_delay 3
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# base values for stadium improvement: 500 seats and 5%
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int_stadium_improvement_base_seats 500
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float_stadium_improvement_base_safety 5000
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# values at which maximum discount is reached
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int_stadium_improvement_max_discount_seats 2000
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float_stadium_improvement_max_discount_safety 20000
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# maximum discount
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float_stadium_improvement_max_discount 40000
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# wage unit factor for 500 seats or 5% safety
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float_stadium_improvement_wage_unit_factor_seats 2500000
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float_stadium_improvement_wage_unit_factor_safety 1200000
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# these determine how much the weekly seats and
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# safety increase can deviate from the base values 500 and 5%
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int_stadium_improvement_seats_variance 100
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float_stadium_improvement_safety_variance 1000
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# lower limit for player ages.
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float_player_age_lower 1800000
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# upper limit for player ages.
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float_player_age_upper 3600000
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# lower limit for player peak ages.
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float_player_peak_age_lower 2900000
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# upper limit for player peak ages.
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float_player_peak_age_upper 3200000
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# lower limit for player peak region.
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float_player_peak_region_lower 150000
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# upper limit for player peak region.
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float_player_peak_region_upper 400000
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# by how many years the peak age of goalies is
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# greater.
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float_player_peak_age_goalie_addition 200000
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# limits for initial fitness (read it as 85%)
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float_player_fitness_lower 85000
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# limits for initial fitness.
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float_player_fitness_upper 100000
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# bounds for the contract time at player generation.
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float_player_contract_lower 100000
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float_player_contract_upper 400000
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# bounds for the last skill update at player generation.
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float_player_lsu_lower 200000
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float_player_lsu_upper 1000000
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# stadium safety bounds at generation
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float_team_stadium_safety_lower 80000
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float_team_stadium_safety_upper 100000
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# ticket price; this determines together with
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# the player wages the size of the stadium at
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# generation
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int_team_stadium_ticket_price 25
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# factor for stadium size; this determines the income
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# of the user teams
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float_team_stadium_size_wage_factor 180000
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# stadium safety deterioration values (per game)
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float_game_stadium_safety_deterioration_lower 200
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float_game_stadium_safety_deterioration_upper 500
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# journey cost factor for national and international games
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float_game_finance_journey_factor_national 30000
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float_game_finance_journey_factor_international 60000
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# how many spectators in a perfectly safe stadium
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float_game_stadium_attendance_percentage_lower 70000
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float_game_stadium_attendance_percentage_upper 110000
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# percentage increasing factor in cup games
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float_game_stadium_attendance_cup_national_factor 115000
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float_game_stadium_attendance_cup_international_factor 125000
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# how many rounds before the final there's full house
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int_game_stadium_attendance_cup_rounds_full_house 3
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# below which rank (in pct. of the number of teams in the league)
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# there are more spectators
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float_game_stadium_attendance_rank_percentage 25000
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# factor for an opponent with high rank
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float_game_stadium_attendance_rank_factor 110000
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# exponent of the stadium safety (the bigger the greater
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# the influence of the safety on the percentage)
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float_game_stadium_attendance_safety_exponent 50000
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# how many spectators there can be at most compared to
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# the average stadium size in the league
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float_game_stadium_attendance_average_exceed_factor 200000
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# upper and lower percentages for attendance on neutral
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# ground (compared to the average capacity of cup teams
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# in international cups and average capacity of league 1
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# teams in national cups)
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float_game_stadium_attendance_neutral_lower 90000
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float_game_stadium_attendance_neutral_upper 145000
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# reduce (in percentage) of capacity for different
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# stadium events
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float_game_stadium_safety_reduce_breakdown_lower 3000
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float_game_stadium_safety_reduce_breakdown_upper 6000
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float_game_stadium_safety_reduce_riots_lower 5000
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float_game_stadium_safety_reduce_riots_upper 10000
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float_game_stadium_safety_reduce_fire_lower 10000
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float_game_stadium_safety_reduce_fire_upper 15000
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# factor we multiply the safety reduction with to obtain the
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# capacity reduction; the bigger the higher the reduction
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float_game_stadium_capacity_reduce_factor 150000
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# position weights determining what kind of player
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# gets picked in the live game for an event (depending
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# on the area the live game is in
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float_game_player_weight_attack_def 22500
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float_game_player_weight_attack_mid 40000
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float_game_player_weight_attack_fwd 120000
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float_game_player_weight_midfield_def 50000
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float_game_player_weight_midfield_mid 100000
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float_game_player_weight_midfield_fwd 50000
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float_game_player_weight_defend_def 100000
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float_game_player_weight_defend_mid 50000
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float_game_player_weight_defend_fwd 25000
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# lsu addition for injured players who are older
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# than their peak age
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float_player_lsu_injured_old 150000
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# percentage of league games a player has to participate
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# in to have his lsu increased
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float_player_lsu_games_percentage 30000
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# probability that the lsu gets increased even
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# if the player didn't participate in that many games
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float_player_lsu_increase_prob 40000
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# the lsu above which a skill update is considered
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float_player_lsu_update_limit 1500000
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# 1 - probability that the update occurs right away
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float_player_lsu_update_base_prob 80000
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# this determines the accuracy of the scout's
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# talent estimate. the smaller the better.
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float_player_etal_scout_factor 700000
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# fitness limits below which fitness is shown
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# in orange and red etc.
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float_treeview_helper_limit_player_fitness_below1 85000
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float_treeview_helper_limit_player_fitness_below2 70000
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float_treeview_helper_limit_player_fitness_below3 60000
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# contract limits below which contract time is shown
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# in orange and red etc.
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float_treeview_helper_limit_player_contract_below1 100000
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float_treeview_helper_limit_player_contract_below2 70000
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float_treeview_helper_limit_player_contract_below3 40000
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# the factor that determines how much money the user has to pay
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# if he fires a player
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float_player_fire_wage_factor 1000000
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# the integer that the cell data functions will interpret as an empty string.
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int_treeview_helper_int_empty -5
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# number of results shown in the next opponent
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# info
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int_treeview_latest_results 10
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# number of matches shown in the preview
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int_treeview_coming_matches 4
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# number of |'s for an ideal 442 team in the opponent preview
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int_treeview_max_pipes 50
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# the bounds determining the player positions in a newly created
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# team for players 13 to int_team_max_players.
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# player 11 is always the second goalie.
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float_player_pos_bound1 37550
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float_player_pos_bound2 75100
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# minimum number of players in a user team.
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int_team_min_players 11
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# maximum number of players in a user team.
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int_team_max_players 22
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# number of players in cpu teams. should be
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# less or equal int_team_max_players
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int_team_cpu_players 20
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# highest skill and talent a player can have.
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float_player_max_skill 9900000
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# determines initial money of the users
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int_initial_money_lower 70
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int_initial_money_upper 100
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# how many teams and players there
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# are in the league statistics
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int_stat_teams_len 3
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int_stat_players_len 5
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# percentage of team matches a goalie has to participate
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# in to get counted in the best goalies statistics
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float_stat_goalie_percentage 40000
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# below and above which percentages of ranks
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# in the league table the user's success counter
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# gets incremented or decremented
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float_user_success_table_bound_upper 30000
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float_user_success_table_bound_lower 70000
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# how many points the user loses or gains (so that
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# his success counter converges to 0) if the team
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# rank is between the above bounds
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int_user_success_mediocre_rank_change 2
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# success points for reaching some cup rounds
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int_user_success_international_winner 80
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int_user_success_international_final 70
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int_user_success_international_semis 60
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int_user_success_international_quarter 40
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int_user_success_national_winner 70
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int_user_success_national_final 60
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int_user_success_national_semis 50
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int_user_success_national_quarter 30
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# success points for promotion and relegation
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int_user_success_promotion 60
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int_user_success_relegation 60
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# points above or below which there might be a job
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# offer
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int_user_success_offer_limit 400
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# base probability that the counter is considered at all
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float_user_success_counter_check 25000
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# probability that user gets job offer or fired if he
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# is below or above the limit
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float_user_success_base_prob 50000
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# factor determining the growth of the probability
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float_user_success_prob_factor 540
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# how often a user may overdraw his bank account
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int_finance_overdraw_limit 3
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# how many weeks until he's got to be positive
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int_finance_overdraw_positive 6
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# wage factors for scout and physio
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# four apiece because of the different qualities
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float_finance_scout_factor1 200000
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float_finance_scout_factor2 150000
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float_finance_scout_factor3 100000
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float_finance_scout_factor4 50000
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float_finance_physio_factor1 60000
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float_finance_physio_factor2 50000
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float_finance_physio_factor3 40000
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float_finance_physio_factor4 30000
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# wage factor for youth coach
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float_finance_yc_factor1 350000
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float_finance_yc_factor2 250000
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float_finance_yc_factor3 180000
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float_finance_yc_factor4 100000
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# interest rate
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float_finance_interest 2000
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# weight of player values and stadium capacity
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# for drawing credit and loan
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float_finance_credit_player_value_weight 6000
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float_finance_credit_stadium_weight 3000000
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# influence of the stadium safety on the value of the stadium
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float_finance_credit_stadium_safety_exponent 25000
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# scaling factors for the drawing credit and loan
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float_finance_credit_factor_drawing 30000
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float_finance_credit_factor_loan 70000
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# number of weeks to pay back a loan
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int_finance_payback_weeks 15
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# live game scale configuration
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float_game_gui_live_game_scale_attack 30000
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float_game_gui_live_game_scale_chance 45000
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float_game_gui_live_game_scale_range 1000000
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# live game speed (milliseconds
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int_game_gui_live_game_speed_grad -87500
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int_game_gui_live_game_speed_max 3500010
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# factor changing the speed when penalties
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float_game_gui_live_game_speed_penalties_factor 200000
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# How much a player's talent can deviate from
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# the average talent in his team.
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float_player_average_talent_variance 7500
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# these determine the value calculation of players.
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# value is a function of skill and talent involving
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# a power.
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float_player_value_skill_weight 65000
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float_player_value_power 350000
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# linear function parameters influencing the value
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# increase/reduction depending on the difference between
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# age and peak age; the higher the values, the bigger
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# the influence
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float_player_value_younger_factor 2000
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float_player_value_older_factor 2500
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# these determine the wage calculation of players.
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# wage depends on the value and a random factor near 1.
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float_player_wage_value_factor 1000
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float_player_wage_random_dev 15000
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# constants determining the probabilities for
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# the playing styles of cpu teams.
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float_team_playing_style_prob1 10000
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float_team_playing_style_prob2 25000
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float_team_playing_style_prob3 75000
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float_team_playing_style_prob4 90000
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# constants determining the probabilities for
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# the playing structures of cpu teams.
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float_team_playing_structure_prob1 15000
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float_team_playing_structure_prob2 50000
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float_team_playing_structure_prob3 70000
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float_team_playing_structure_prob4 85000
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# kinda hard to explain.
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# @see team_generate_players()
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# @see player_generate()
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float_team_skill_variance 7500
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# maximum player skill changes in cpu teams at
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# the beginning of a new season in percent
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float_season_end_team_change_lower -4000
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float_season_end_team_change_upper 4000
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# additional percentage if a user was first league
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# champion
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float_season_end_user_champ_addition 2000
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# additional percentage if a user was first league
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# champion and the team is among the best ones
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# (this means basically that we improve the top teams
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# so that they can challange the user's team better)
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float_season_end_user_champ_best_teams_addition 1500
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# the table rank limit below which we count
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# a team as a top team
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int_season_end_user_champ_best_teams_limit 5
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# how much the user's luck deteriorates if he
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# becomes champion
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float_season_end_user_champ_luck_factor 95000
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# how much it regenerates if he's not champ
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float_season_end_user_champ_luck_factor_regen 103000
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# lower limit for the user's luck
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float_luck_limit 50000
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float_season_end_league_above_talent_factor 103000
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# bounds for new teams when user's been fired
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# counted in the tables relative to his team
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int_team_new_bound_upper 10
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int_team_new_bound_lower 20
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# base probability that the ball gets from defending area
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# to midfield area.
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float_live_game_area_def_mid 50000
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# influence of attack/defend values on the base probability; the lower
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# the smaller the influence.
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float_live_game_area_def_mid_team_exponent 100000
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# base probability that the ball gets from midfield area
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# to attack area or back to defend area.
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float_live_game_area_mid_att 50000
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float_live_game_area_mid_def 30000
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# influence of attack/defend values on the base probability; the lower
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# the smaller the influence.
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float_live_game_area_mid_team_exponent 125000
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# base probability that the ball gets from attacking area
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# to midfield area.
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float_live_game_area_att_mid 30000
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# influence of attack/defend values on the base probability; the lower
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# the smaller the influence.
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float_live_game_area_att_mid_team_exponent 100000
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# base probability of a general event (no foul, no injury, no goal etc.)
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float_live_game_event_general 50000
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# base probability for possession change.
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float_live_game_possession_changes 20000
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# influence of the team values on the possession change.
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float_live_game_possession_team_exponent 400000
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# base prob for a scoring chance if a team is attacking.
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float_live_game_scoring_chance 30000
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# team values influence on the scoring chance.
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float_live_game_scoring_chance_team_exponent 125000
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# probability that it's the player in possession who
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# has the scoring chance.
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float_live_game_player_in_poss_shoots 30000
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# prob that the scoring chance is a header
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float_live_game_scoring_chance_is_header 25000
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# probability that a scoring chance is an own goal.
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float_live_game_scoring_chance_is_own_goal 1000
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# base probability to score with a scoring chance.
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float_live_game_score_base_prob 30000
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# base probability to score with a free kick.
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float_live_game_score_free_kick 5000
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# base probability to score with a penalty.
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float_live_game_score_penalty 80000
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# influence of the attacker/goalie skills on the probability to score.
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float_live_game_score_duel_exponent 30000
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# influence of the team attacking/defending values on the probability to score.
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float_live_game_score_team_exponent 70000
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# the smaller this number, the smaller the probability of
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# many stopping minutes after 90 or 45 minutes.
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float_live_game_break_base 60000
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# the bigger this number, the faster the probability of
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# yet another additional minute after the 45th minute decays.
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float_live_game_45_break_exponent_factor 130000
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# the bigger this number, the faster the probability of
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# yet another additional minute after the 90th minute decays.
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float_live_game_90_break_exponent_factor 70000
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# the probability that the team that shot on the goal stays
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# in possession after a post or cross-bar hit.
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float_live_game_possession_after_post 30000
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# probability that there is a passing event after a special event.
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float_live_game_general_event_second_player 50000
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# constants for stadium events.
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# influence of the stadium safety on the stadium
|
|
# event probability
|
|
float_live_game_stadium_event_exponent 130
|
|
|
|
# probabilities of different events; should add
|
|
# up to 10000
|
|
float_live_game_stadium_event_breakdown 60000
|
|
float_live_game_stadium_event_riots 30000
|
|
float_live_game_stadium_event_fire 10000
|
|
|
|
# foul probabilities.
|
|
float_live_game_foul 11000
|
|
float_live_game_foul_red_injury 1500
|
|
float_live_game_foul_red 3800
|
|
float_live_game_foul_yellow 28000
|
|
|
|
# ban duration probabilities
|
|
# should add up to 1000
|
|
float_live_game_ban_1 70000
|
|
float_live_game_ban_2 15000
|
|
float_live_game_ban_3 10000
|
|
float_live_game_ban_4 3000
|
|
float_live_game_ban_5 2000
|
|
|
|
# probability that the foul player is from the
|
|
# team that has the ball
|
|
float_live_game_foul_by_possession 20000
|
|
|
|
# injury probabilities.
|
|
float_live_game_injury 1000
|
|
float_live_game_injury_goalie_factor 20000
|
|
float_live_game_injury_is_temp 75000
|
|
|
|
# probabilities for different injuries
|
|
# these should add up to 1000
|
|
float_player_injury_concussion 20000
|
|
float_player_injury_pulled_muscle 20000
|
|
float_player_injury_hamstring 15000
|
|
float_player_injury_groin 15000
|
|
float_player_injury_frac_ankle 10000
|
|
float_player_injury_rib 7500
|
|
float_player_injury_leg 4000
|
|
float_player_injury_brok_ankle 4000
|
|
float_player_injury_arm 2000
|
|
float_player_injury_shoulder 1500
|
|
float_player_injury_ligament 700
|
|
float_player_injury_career_stop 300
|
|
|
|
# duration of the injuries (mean and deviance)
|
|
int_player_injury_duration_concussion 2
|
|
int_player_injury_duration_dev_concussion 1
|
|
int_player_injury_duration_pulled_muscle 3
|
|
int_player_injury_duration_dev_pulled_muscle 1
|
|
int_player_injury_duration_hamstring 5
|
|
int_player_injury_duration_dev_hamstring 2
|
|
int_player_injury_duration_groin 5
|
|
int_player_injury_duration_dev_groin 2
|
|
int_player_injury_duration_frac_ankle 6
|
|
int_player_injury_duration_dev_frac_ankle 2
|
|
int_player_injury_duration_rib 8
|
|
int_player_injury_duration_dev_rib 4
|
|
int_player_injury_duration_leg 9
|
|
int_player_injury_duration_dev_leg 4
|
|
int_player_injury_duration_brok_ankle 11
|
|
int_player_injury_duration_dev_brok_ankle 5
|
|
int_player_injury_duration_arm 6
|
|
int_player_injury_duration_dev_arm 2
|
|
int_player_injury_duration_shoulder 10
|
|
int_player_injury_duration_dev_shoulder 5
|
|
int_player_injury_duration_ligament 22
|
|
int_player_injury_duration_dev_ligament 8
|
|
|
|
# probability of injury time decrease for
|
|
# best and good physios (values of average and bad are
|
|
# obtained by mirroring these
|
|
# the values should add up to 10000
|
|
float_player_injury_recovery_best0 10000
|
|
float_player_injury_recovery_best1 65000
|
|
float_player_injury_recovery_best2 25000
|
|
|
|
float_player_injury_recovery_good0 15000
|
|
float_player_injury_recovery_good1 65000
|
|
float_player_injury_recovery_good2 20000
|
|
|
|
# fitness bounds after the player is recovered
|
|
float_player_injury_recovery_fitness_lower 50000
|
|
float_player_injury_recovery_fitness_upper 70000
|
|
|
|
# fitness decrease when injury is temporary
|
|
float_live_game_temp_injury_fitness_decrease_lower 2000
|
|
float_live_game_temp_injury_fitness_decrease_upper 8000
|
|
|
|
# probability of a free kick after a foul.
|
|
float_live_game_free_kick_prob 15000
|
|
|
|
# probability of a penalty after a foul.
|
|
float_live_game_penalty_prob 5000
|
|
|
|
# influence in % of the game style towards more attack.
|
|
float_game_style_factor 7500
|
|
|
|
# influence of boost on player's skill.
|
|
# these should be between 0 and 1
|
|
float_player_boost_skill_effect 12500
|
|
# influence of boost on player's fitness decay.
|
|
float_player_boost_fitness_effect 80000
|
|
# influence of boost on injury probability.
|
|
float_player_boost_injury_effect 80000
|
|
# influence of boost on cards probability.
|
|
float_player_boost_card_effect 80000
|
|
|
|
# influence of team boost on probability that the team in possession
|
|
# of the ball fouls
|
|
float_team_boost_foul_by_possession_factor1 50000
|
|
float_team_boost_foul_by_possession_factor2 90000
|
|
|
|
# influence of boost on foul probability
|
|
float_team_boost_foul_factor 40000
|
|
|
|
# costs factor of boost per minute
|
|
float_boost_cost_factor 2000
|
|
|
|
# probability that be better goalie gets substituted
|
|
# when updating the cpu teams
|
|
float_team_replace_worse_goalie 80000
|
|
|
|
# prob that new players come into the cpu team
|
|
float_team_new_player_probability 5000
|
|
|
|
# upper and lower limits for the number of new players
|
|
int_team_new_players_lower 1
|
|
int_team_new_players_upper 2
|
|
|
|
# upper and lower limits for the number of subs
|
|
# in cpu teams
|
|
int_team_subs_lower 1
|
|
int_team_subs_upper 3
|
|
|
|
# prob that the team style gets changed
|
|
float_team_new_style 10000
|
|
|
|
# prob that the team structure gets changed
|
|
float_team_new_structure 20000
|
|
|
|
# the influence of the fitness on the current skill.
|
|
# this determines the player's contribution to the team
|
|
# during a game. the higher the value the bigger the influence.
|
|
float_player_fitness_exponent 25000
|
|
|
|
# skill update parameters for players not within
|
|
# their peak region
|
|
float_player_skill_update_younger_factor 250
|
|
float_player_skill_update_younger_add 250
|
|
float_player_skill_update_older_factor 300
|
|
float_player_skill_update_older_add 250
|
|
|
|
# how much the skill varies during peak region
|
|
float_player_skill_update_peak 1500
|
|
|
|
# these determine the players' fitness decrease during
|
|
# a match (depending on the peak age diff)
|
|
float_player_fitness_decrease_younger_factor 3
|
|
float_player_fitness_decrease_older_factor 7
|
|
# addition value is the same for both, as it coincides
|
|
# with the decrease in the peak region
|
|
float_player_fitness_decrease_add 12
|
|
|
|
# player fitness increase parameters
|
|
float_player_fitness_increase_younger_factor -850
|
|
float_player_fitness_increase_older_factor -1400
|
|
float_player_fitness_increase_add 15000
|
|
|
|
# sometimes it's more, sometimes it's less:
|
|
# variance in percent
|
|
float_player_fitness_increase_variance 25000
|
|
|
|
# goalies get affected less by the decrease
|
|
float_player_fitness_decrease_factor_goalie 50000
|
|
|
|
# bounds for the home advantage factor
|
|
float_game_home_advantage_lower 3000
|
|
float_game_home_advantage_upper 7000
|
|
|
|
# How the cskill of field players get weighted for the team values in
|
|
# a match
|
|
float_player_team_weight_defender_defense 100000
|
|
float_player_team_weight_defender_midfield 40000
|
|
float_player_team_weight_defender_attack 25000
|
|
float_player_team_weight_midfielder_defense 62500
|
|
float_player_team_weight_midfielder_midfield 100000
|
|
float_player_team_weight_midfielder_attack 62500
|
|
float_player_team_weight_forward_defense 20000
|
|
float_player_team_weight_forward_midfield 60000
|
|
float_player_team_weight_forward_attack 130000
|
|
|
|
# transfer list configuration
|
|
# maximal number of players on the list
|
|
int_transfer_max_players 20
|
|
|
|
# deadline in perc. of the longest league
|
|
# e.g if a league has 100 matchdays deadline would be after
|
|
# week 70
|
|
float_transfer_deadline_percentage 80000
|
|
# number of new players on the list each week
|
|
int_transfer_new_players_lower 0
|
|
int_transfer_new_players_upper 3
|
|
# how long they stay on the list
|
|
int_transfer_time_lower 4
|
|
int_transfer_time_upper 7
|
|
# percentage of players from international cup teams
|
|
float_transfer_cup_percentage 25000
|
|
# restrictions applying to very good players
|
|
float_transfer_good_player_skill_bound 9000
|
|
float_transfer_good_player_prob 50000
|
|
|
|
# scout deviance in percent of the players' values and wages
|
|
# these values are the deviance for the best scout; the others
|
|
# are obtained by multiplying it
|
|
float_transfer_scout_deviance_value 2000
|
|
float_transfer_scout_deviance_wage 3000
|
|
|
|
# probability for an offer when a user
|
|
# player's on the list
|
|
float_transfer_offer_prob_max 50000
|
|
# reduce factor (multiplied by the scout value)
|
|
float_transfer_offer_prob_reduce 10000
|
|
|
|
# deviance bounds of the fee from the value
|
|
# values for average and bad scout are mirrored
|
|
|
|
# best scout
|
|
float_transfer_offer_fee_best_lower -5000
|
|
float_transfer_offer_fee_best_upper 15000
|
|
# good scout
|
|
float_transfer_offer_fee_good_lower -8000
|
|
float_transfer_offer_fee_good_upper 12000
|
|
|
|
# bounds for contract time of a newly acquired player
|
|
int_transfer_contract_lower 1
|
|
int_transfer_contract_upper 4
|
|
|
|
# wage increase/decrease in percentage for players above
|
|
# or below their peak age for longer contracts than 1 year
|
|
float_contract_scale_factor 3000
|
|
|
|
# max. number of offers when a new contract is negotiated
|
|
int_contract_max_offers 3
|
|
|
|
# ratio we'd like to have between the number
|
|
# of first and last names in a player name list
|
|
# (ie. #first names /#last names)
|
|
float_name_first_last_ratio 50000
|
|
|
|
# maximum number of possibilities we want to have
|
|
# in a shortened name list (ie. #first * #last)
|
|
int_name_max_product 2000
|
|
|
|
# probability that a name is chosen from a random
|
|
# list instead of the specified one
|
|
float_name_random_list_prob 20000
|
|
|
|
string_language_names English Deutsch Français Spanish Nederlands Polski Svenska Danish Romanian Bulgarian Chinese Italian
|
|
string_language_codes C de fr es nl pl sv da ro bg zh it
|
|
string_language_symbols flag_england.png flag_germany.png flag_france.png flag_spain.png flag_netherlands.png flag_poland.png flag_sweden.png flag_dk.png flag_romania.png flag_bulgaria.png flag_china.png flag_italy.png
|
|
string_language_defs country_england.xml country_germany.xml country_france.xml country_spain.xml country_netherlands.xml country_poland.xml country_sweden.xml NONE country_romania.xml country_bulgaria.xml NONE country_italy.xml
|
|
|
|
# lower and upper limits of which percentage
|
|
# of the player wages a sponsor pays; the actual
|
|
# value depends on the team's success
|
|
float_sponsor_wage_percentage_lower 20000
|
|
float_sponsor_wage_percentage_upper 70000
|
|
|
|
# percentage difference between shorter and longer
|
|
# contracts. whether this counts positively or negatively
|
|
# depends on whether the success counter is positive or negative
|
|
float_sponsor_contract_length_factor 12000
|
|
|
|
# lower and upper limits for number of sponsor offers
|
|
int_sponsor_offers_lower 1
|
|
int_sponsor_offers_upper 5
|
|
|
|
# limits for weeks without sponsor
|
|
int_sponsor_without_weeks_lower 3
|
|
int_sponsor_without_weeks_upper 6
|
|
|
|
# probability that the current sponsor wants
|
|
# to continue engagement if the team is completely
|
|
# unsuccessful
|
|
float_sponsor_continue_prob 10000
|
|
|
|
# how many live game units we check backwards to avoid
|
|
# having the same commentary text too often
|
|
int_lg_commentary_check_backwards 15
|
|
|
|
# default percentage for youth academy
|
|
int_youth_academy_default_percentage 5
|
|
|
|
# upper and lower bounds for number of youths
|
|
# in the academy
|
|
int_youth_academy_youths_lower 1
|
|
int_youth_academy_youths_upper 2
|
|
|
|
# upper and lower values for the counter determining
|
|
# when a new youth appears (in weeks)
|
|
float_youth_academy_youth_counter_lower 1500000
|
|
float_youth_academy_youth_counter_upper 2500000
|
|
|
|
# upper and lower values for youth ages
|
|
float_youth_academy_age_lower 1550000
|
|
float_youth_academy_age_upper 1750000
|
|
|
|
# weight of the coach for the average talent
|
|
# between 0 and 1
|
|
float_youth_academy_coach_weight 25000
|
|
|
|
# upper and lower factor values for average talent
|
|
# (actual value depends on coach and percentage)
|
|
float_youth_academy_talent_factor_lower 67000
|
|
float_youth_academy_talent_factor_upper 105000
|
|
|
|
# youth talent variance (to have random
|
|
# talents, not always the same)
|
|
float_youth_academy_talent_variance 15000
|
|
|
|
# probabilities for the different positions
|
|
# cumulative listing, adding up to 1
|
|
float_youth_academy_pos_goalie 10000
|
|
float_youth_academy_pos_defender 35000
|
|
float_youth_academy_pos_midfielder 35000
|
|
float_youth_academy_pos_forward 20000
|
|
|
|
# by how much the probability of getting the position
|
|
# yearned for increases with a bad youth coach
|
|
float_youth_academy_coach_search_addition 12000
|
|
|
|
# maximum percentage the user can devote to the youth academy
|
|
int_youth_academy_max_percentage 25
|
|
|
|
# Last skill update addition when the user's average
|
|
# youth coach is BEST
|
|
float_youth_academy_lsu_addition_best 130000
|
|
|
|
# how much we substract from the above value when the
|
|
# coach is worse
|
|
float_youth_academy_lsu_penalty 20000
|
|
|
|
# how much the average youth coach and
|
|
# investment percentage weighs; the higher
|
|
# the slower the change of the value when
|
|
# the user changes the coach (e.g. BAD -> BEST)
|
|
# or the percentage (e.g. 5% -> 20%)
|
|
float_youth_academy_average_weight 170000
|
|
|
|
# new youth counter decrease if the average percentage
|
|
# is approx. 0
|
|
float_youth_academy_counter_decrease_min 100000
|
|
|
|
# additional lsu change if a youth plays a match
|
|
float_youth_lsu_addition_match 150000
|
|
|
|
# how many youths there may be at most in the YA
|
|
int_youth_academy_max_youths 10
|
|
|
|
# influence of various events on the streak
|
|
# probabililty
|
|
float_player_streak_add_startup 5000
|
|
float_player_streak_add_no_startup -3000
|
|
float_player_streak_add_sub_in 3000
|
|
float_player_streak_add_sub_out -2000
|
|
float_player_streak_add_goal 12000
|
|
float_player_streak_add_own_goal -15000
|
|
float_player_streak_add_assist 5000
|
|
float_player_streak_add_win 4000
|
|
float_player_streak_add_loss -4000
|
|
float_player_streak_add_goalie_save 2000
|
|
float_player_streak_add_goalie_goal -3000
|
|
float_player_streak_add_goalie_clean 6000
|
|
float_player_streak_add_injury -18000
|
|
float_player_streak_add_sendoff -12000
|
|
|
|
# influence of the streak on player values
|
|
# in percent
|
|
float_player_streak_influence_skill 7000
|
|
float_player_streak_influence_fitness_decrease -12000
|
|
float_player_streak_influence_fitness_increase 12000
|
|
|
|
# how many weeks there mustn't be an new streak
|
|
int_player_streak_count_lower 3
|
|
int_player_streak_count_upper 6
|
|
|
|
# parameters (linear function) that determine how
|
|
# fast the streak count decreases depending on the
|
|
# current streak prob
|
|
float_player_streak_count_decrease_factor 75000
|
|
float_player_streak_count_decrease_add 100000
|
|
|
|
# upper and lower bounds for streak lock length
|
|
# (ie. how many weeks a player may not go on a new
|
|
# streak)
|
|
int_player_streak_lock_length_lower 3
|
|
int_player_streak_lock_length_upper 6
|
|
|
|
# upper and lower bounds for streak length
|
|
float_player_streak_length_lower 150000
|
|
float_player_streak_length_upper 400000
|
|
|
|
# the two values determining the probability
|
|
# that a player goes on a streak
|
|
# maximum probabililty (when the player's streak_prob
|
|
# is 1 or -1)
|
|
float_player_streak_prob_max 40000
|
|
|
|
# probability at streak_prob=0 (this is >0 because
|
|
# the streak_prob is between -1 and 1, not 0 and 1)
|
|
float_player_streak_prob_zero 5000
|
|
|
|
# factors for the betting odds functions
|
|
float_bet_better_factor 2430
|
|
float_bet_worse_factor -1290
|
|
|
|
# this determines how much worse the odds
|
|
# are made because of betting commission
|
|
float_bet_commission_decrease 25000
|
|
|
|
# how small the odds may become
|
|
float_bet_lower_limit 5000
|
|
|
|
# how many wage units the user may wager at most
|
|
float_bet_wager_limit_factor 50000
|
|
|
|
# how much the user may wager at most
|
|
int_bet_wager_max 25000
|
|
|
|
# lower and upper bounds for the number
|
|
# of new job offers when the job exchange gets updated
|
|
int_job_new_offers_lower 4
|
|
int_job_new_offers_upper 8
|
|
|
|
# how often (in weeks) an update occurs
|
|
int_job_update_interval 5
|
|
|
|
# percentage of international offers
|
|
float_job_international_perc 70000
|
|
|
|
# number of success points per average skill
|
|
# difference unit (needed when finding out whether
|
|
# a user's application for a job is successful)
|
|
int_job_application_points_per_av_skill 20
|
|
|
|
# how many points a league layer difference is worth
|
|
int_job_application_points_per_layer 30
|
|
|
|
# how many points more are needed for an international
|
|
# application
|
|
int_job_application_points_international 200
|
|
|
|
# how many points a country rating difference is worth
|
|
int_job_application_points_per_rating 80
|