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Guys, I would recommend everyone play the game and get familiar with it before getting too deep in an online league. There are some things you will find out with some hours in single player that will up you do better in gameplanning, recruiting and player development. Also, I am willing to add reports/options to make this a somewhat less painful process overall. Here's a tutorial as well for getting your feat wet: ------------ 1. Create the league and select multiplayer. Choose a user team and set the league password (it defaults one for you). You will get a user password and the league password in a password.txt file created in the multiplayer/[save]/ path. 2. Once the league has been created, click the "Online" button and login as the commissioner using your league password. As an aside, you can login as any human team with the league password when you load a save game (so, as commish, you don't have to memorize a bunch of passwords if you ever need to load the game as a different team). 3. Once you have logged in, you will notice that the "League settings" menu option has now been enabled. At this point, you can click that option and load the main Online league settings screen. 4. This is the main hub for any commish. You can change the user selected teams, league password, delete all the emails in the league, as well as modify the overall league makeup. You will see all the conferences listed here and when you select one the entire list of teams will appear. To make a team human-run, click the toggle to the left of the team's name. You can also enter coach names, emails and a password that team can use to log into the save game and take their actions. 5. At the far right, you will see 5 toggles - Auto camp, season and offseason, as well as toggles for offensive and defensive playbooks. If you set any of the first three, the AI will run the team for that stage. So, if you toggle "Auto camp", the AI will handle budgets, scheduling, formations and redshirting for the human team. If you enable one of the playbook toggles, the game will not use strategies to call plays for that team but instead go off the user playbook provided. 6. Once you have enabled the human teams and set their CPU AI options, you are ready to begin your season. 7. As the commissioner, you have numerous options available to you that other owners (and not even normal single players) have. First, you can modify the playbook, startegies, gameplan, budget, scouting service, formations, depth chart and roster for any team in your league at any time (including CPU teams). Simply change the selected team on the bottom area and the screen you are on will automatically change to be the new team. You will also have the ability to perform all actions a normal team owner would on these screens. 8. In order to access the scheduling, coach hire/fire, transfer, recruiting or training areas you will need to switch the user team. This can be done at the league setting screen - but hopefully you won't need to do that much as all this info is saved in the team's export file. 9. To export a team file as a user, simply load the save game from the commissioner, login by selecting your team and entering its password. Then, make your changes and actions before clicking the "Export coach file" menu option. This will output a file with your teamId in the multiplayer/savename/ folder. This is the file you will need to send to the commish for him to import and get your changes. A great deal of information is stored in these files. Everything from depth charts, training, team info, budgets, recruiting actions, transfer actions, hire/fire staff actions, gameplans, playbooks, strategies, watch lists and even deleted emails (so the main DB stays current). 10. As a commish, you can import all the league files by gathering each team file (*.coa) and putting it in your /multiplayer/savename/ folder. Then, click the "import coach files" button and it will update the game with all the changes made by other coaches. you can then save the game and sim the upcoming week. 11. As stated above, users can do just about everything from their version of the game and stored it in the output *.coa file. One of the nice features for BBCF is human-human and human-CPU scheduling in multiplayer leagues. In order to schedule a non-conference games between two human teams, you need to do the following: - After ensuring that the teams are not in the same conference nor already scheduled to play, have the first team pick a week to play the game. Then, he can select the human team from the list to the far right and decide on whether the game will be home or away. - Next, the second team needs to select the same week and choose the first team as an opponent. - When both coaches send in their .coa file for that week and it gets imported and advanced, the game will recognize that two human teams have elected to schedule each other and create the game on that week. 12. You can also schedule CPU opponents just like in single player games by selected the team, location and week. If two human teams happen to select the same CPU team, the CPU will decided which of the two (if any) to play by looking at factors most important to it. 13. The only major action that cannot be done in the .coa files is switching positions. There would be a massive ballooning of the files needed and numerous spots for errors if I allowed that to be exported. There were other risks as well, so I elected to put the onus on the commish to make player position changes. Because the commish can change the current roster by simply changing the bottom selected team, switching positions for different players and different teams should not be that big a deal. Some final notes: - only the commish can advance a week or sim games. So, you need to login as the commish before doing either. - there is no multiple season or multiple week simming in multiplayer games. I didn't see the use in allowing this and didn't want someone to accidentally click on one and screw up their league. - during the season, the user cannot export his file unless his depth chart is correct and he has a valid gameplan selected. - Emails will be created for each user team like they were playing in a single season. If a user deletes some emails and then exports his .coa file, those emails will also be removed from the master database. The commish also has the ability to remove all emails if he wishes.
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any chance to add a ftp button for our export file? this way we dont have to email the commish the export. we can just ftp it to commish like ootp does it. the commsuh sets his ftp server address in the game, and when owners press the ftp button it goes to his server.
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[QUOTE=Arlie Rahn]You can click the "Print report" button on the roster screen and it will create a set of linked reports in your reports folder in your save for that team. I will be working on adding more for an update, as well as streaming the output process for league commish's.[/QUOTE] So, there's not 'league' reports at this time?
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[QUOTE=jbmagic]any chance to add a ftp button for our export file? this way we dont have to email the commish the export. we can just ftp it to commish like ootp does it. the commsuh sets his ftp server address in the game, and when owners press the ftp button it goes to his server.[/QUOTE] I asked for this feature also.
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I have modified the TPF Uplink Manager to work with BBCF, as always any league interested in utilizing it is free to do so. Just send me a PM with your e-mail address and I will send it your way. I plan to improve on it, but as is, this is the 1.0 version. If you are unfamiliar with it, you can take a look at the below address. If you wanna play around, feel free to upload your own multiplayer file, the league password is at the default of "Grey Dog Software", and the default password for all teams is "7324". Capitilization is required and of course no quotes around the passwords are actually used. Let me know if you see any errors etc... [url]http://www.ncaa.nflsim.net/uplink-bbcf.php[/url]
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[QUOTE=moring]I have modified the TPF Uplink Manager to work with BBCF, as always any league interested in utilizing it is free to do so. Just send me a PM with your e-mail address and I will send it your way. I plan to improve on it, but as is, this is the 1.0 version. If you are unfamiliar with it, you can take a look at the below address. If you wanna play around, feel free to upload your own multiplayer file, the league password is at the default of "Grey Dog Software", and the default password for all teams is "7324". Capitilization is required and of course no quotes around the passwords are actually used. Let me know if you see any errors etc... [url]http://www.ncaa.nflsim.net/uplink-bbcf.php[/url][/QUOTE] I was going to mention this earlier, but I'm glad you posted. We used this (or a variety of it) in a long dead TPF league and it was pretty convenient.
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[QUOTE=moring]I have modified the TPF Uplink Manager to work with BBCF, as always any league interested in utilizing it is free to do so. Just send me a PM with your e-mail address and I will send it your way. I plan to improve on it, but as is, this is the 1.0 version. If you are unfamiliar with it, you can take a look at the below address. If you wanna play around, feel free to upload your own multiplayer file, the league password is at the default of "Grey Dog Software", and the default password for all teams is "7324". Capitilization is required and of course no quotes around the passwords are actually used. Let me know if you see any errors etc... [url]http://www.ncaa.nflsim.net/uplink-bbcf.php[/url][/QUOTE] Added in a backup function for commissioners to use, to store the prior sims .coa files. Also added in a touch of color and graphic. [url]http://www.ncaa.nflsim.net/uplink-bbcf.php[/url]
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[QUOTE=moring]Added in a backup function for commissioners to use, to store the prior sims .coa files. Also added in a touch of color and graphic. [url]http://www.ncaa.nflsim.net/uplink-bbcf.php[/url][/QUOTE] Added in functionality to see backed up files, which will show as black, when a new .coa file is uploaded it will no longer show the backup file, but it will still be on the server, instead it will show the new white uploaded file/date/time.
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