tc66tc
07-29-2008, 03:35 AM
MODERN WARRIORS 2.2
Hey guys here is the latest version on Modern Warriors. Tag had to leave town for a couple weeks
and before he left I forgot to get the Lite Fight Histories file from him so for MW 2.2 the lite version
simply does not have fighter histories.
Also we have decided to include a third release call Young Guns. Young Guns is built off of MW 2.2
Lite so it does not have fight histories also. In MW 2.2 Young Guns I have gone through and selected
50 older fighters (35+) and have changed there birth year to 1975. This will allow you to get more
game life out of fighters like Royce Gracie, Randy Couture, Liddell, etc.. Below is the full list of fighters
who have had there age reduced.
Allan Goes
Assuerio Silva
Bob Sapp
Bobby Southworth
Chuck Liddell
Colin Robinson
Cung Le
Dan Henderson
Dan Severn
David Abbott
David Baron
Don Frye
Dong Sik Yoon
Elvis Sinosic
Eugene Jackson
Evan Tanner
Frank shamrock
Frank Trigg
Gary Goodridge
Hidehiko Yoshida
Houston Alexander
Ian Freeman
Jaime Jara
Jason Reinhardt
Jeff Monson
Jorge Rivera
Kazushi Sakuraba
Kazuyuki Fujita
Ken shamrock
Kevin Randleman
Kiyoshi Tamura
Marco Ruas
Mario sperry
Mark Coleman
Mark Kerr
Marvin Eastman
Matt Lindland
Maurice Smith
Murilo Bustamante
Naoya Ogawa
Nate Quarry
Oleg Taktarov
Randy Couture
Renzo Gracie
Ron Waterman
Royce Gracie
Ryuta Sakurai
Shonie Carter
Tengiz Tedoradze
Vladimir Matyushenko
Downloads:
*** Modern Warriors 2.2 Full (http://files.filefront.com/MW+22rar/;11255582;/fileinfo.html)
*** Modern Warriors 2.2 Lite (http://files.filefront.com/MW+22+Litezip/;11259201;/fileinfo.html)
*** Modern Warriors 2.2 Young Guns (Lite) (http://files.filefront.com/MW+22+YGunszip/;11266339;/fileinfo.html)
Also just a note, the first day takes a while to sim but after that it is fine.
Issues to be addressed for 2.3:
Contract $$$ Values
Ninja Rua stats
Fix - Chris Cordiello should be renamed Chris Cordeiro
Change gender for Meisha Tate
Koji Yoshimoto height
Fedors popularity
Fighter Ratings:
Below is how we came up with how we rated our fighters. This allows for more
predictable win/loss expectations. The other nice options about this method is
it allows for easy changing of ratings when fighters improve or decline in real life.
A great example is Eddie Alveraz. Back when MW1.0 was released he would have
been consider a level 10 fighter, but after his recent run in Dream he has been
upgraded to a level 14. Our fighter ratings are more based on which level a fighter
is more than there individual ratings.
Some fighters (note Ninja Rua) have certain stats that need to be looked at, if
you find any fighters like that we will be more than happy to look them over.
His level rating is where we think it should be but certain individual stats need looking
at for him (i.e. knee stats). They should be brought up to the same level as his
other stats. The individual stats are more like characteristics of the fighter, if
the fighter is a level 10 the best his stats can be is a 48, so if his punching stat
is a 48 he is considered maxed out to his level.
Its the same as arguing who is stronger Brock Lesnar or Fedor; truthfully Brock
probably has more strength, but our ratings are not done by comparison of
individual vs individual rating, its the fighters overall skill vs the other fighter.
Yes Brock might be stronger but in a match we all know who would win.
Below is the game engine test results that I observed.
================================================== ==========
================================================== ==========
================================================== ==========
L.Diff Record Win%
=============================
1 100-100 50.0
2 130-70 65.0
3 141-59 70.5
4 158-42 79.0
5 163-37 81.5
6 165-35 82.5
7 173-27 86.5
8 182-18 91.0
9-12 187-13 93.5
Tier Level Hble Low Med High
================================================== ==========
Tier 1 20 7 36 73 97
18 7 33 66 88
Tier 2 16 6 30 60 80
14 5 26 51 68
Tier 3 12 4 22 44 59
10 4 18 36 48
Tier 4 8 3 14 28 37
6 2 11 22 29
Tier 5 4 2 8 15 20
================================================== ==========
================================================== ==========
Average Match Results.
Rating 20 18 16 14 12 10 8 6 4
================================================== ===========================
20 50.0 65.0 79.0 82.5 91.0 93.5 93.5 na* na*
18 35.0 50.0 65.0 79.0 82.5 91.0 93.5 93.5 na*
16 21.0 35.0 50.0 65.0 79.0 82.5 91.0 93.5 93.5
14 17.5 21.0 35.0 50.0 65.0 79.0 82.5 91.0 93.5
12 9.0 17.5 21.0 35.0 50.0 65.0 79.0 82.5 91.0
10 6.5 9.0 17.5 21.0 35.0 50.0 65.0 79.0 82.5
8 6.5 6.5 9.0 17.5 21.0 35.0 50.0 65.0 79.0
6 na* 6.5 6.5 9.0 17.5 21.0 35.0 50.0 65.0
4 na* na* 6.5 6.5 9.0 17.5 21.0 35.0 50.0
================================================== ===========================
================================================== ===========================
How to read the above chart......
Basicaly it is left vs top. (ie if level 20 vs 14, there is an
82.5% chance the level 20 would win)
How Data was Gathered:
After compiling data on 1800 fights I think the best way to go
about rating fighters is to simply use the templates. In the data
I used level gaps at various levels. the data for one level difference
was collecting from 1 vs 2, 5 vs 6, etc.... All the way to a 9 level
difference (1 vs 10, 9 vs 18, etc..) and I changed the fighters
styles via templates many times so it reflected level and style
vs various levels and styles.
We should take advantage of this data and simply rate each fighter on
a 1-5 tier scale. 1 being the most elite and 5 being a complete can.
To decide the level the fighter should be simply look at the table.
How the Game Rates Fighters:
Each tier has a horrible, low, med, and high rating for stats. This is the
same setup the templates use. ie a level 20 fight will on have four
stats. If they are really just flatout horrible at a certain ability he will
get 7, if the ability is below avg 36, if the ability is avg he will get a
73 in that ability and the abilities the fighter excels at he will get a 97.
This is the same way the templates/level system in the default data
works.
The above is true for Standing, Ground and Clinch stats. General
stats for the fighters are very similar over all the levels from 0-20
with the only real variance coming in Strength and Excitement.
If you have spent time in the Cornell Universe you will notice there
are not near as many upsets as we currently have. But these stats
are not absolute, destiny plays a part and all the fighters will progress
and decline various amounts so these starting points are just that,
starting points. Things will change as each game progresses.
Statistically upsets will happen in this game but this will lessen
them to an extent.
Conclusion:
This appears to be the most accurate option to go with to get the
best results and most realistic win/loss results. We should not worry
as much about individual abilities and comparison between fighters and
we should manipulate our data to run most effectively on the engine.
The difference between this and my first set of data is the fact
I changed up the fighters styles a lot more this time to create a more
vast data sample. Also I think seven tiers will be more effective than
five. This still allows for closer grouping and better matchups between
the different tiers.
Hey guys here is the latest version on Modern Warriors. Tag had to leave town for a couple weeks
and before he left I forgot to get the Lite Fight Histories file from him so for MW 2.2 the lite version
simply does not have fighter histories.
Also we have decided to include a third release call Young Guns. Young Guns is built off of MW 2.2
Lite so it does not have fight histories also. In MW 2.2 Young Guns I have gone through and selected
50 older fighters (35+) and have changed there birth year to 1975. This will allow you to get more
game life out of fighters like Royce Gracie, Randy Couture, Liddell, etc.. Below is the full list of fighters
who have had there age reduced.
Allan Goes
Assuerio Silva
Bob Sapp
Bobby Southworth
Chuck Liddell
Colin Robinson
Cung Le
Dan Henderson
Dan Severn
David Abbott
David Baron
Don Frye
Dong Sik Yoon
Elvis Sinosic
Eugene Jackson
Evan Tanner
Frank shamrock
Frank Trigg
Gary Goodridge
Hidehiko Yoshida
Houston Alexander
Ian Freeman
Jaime Jara
Jason Reinhardt
Jeff Monson
Jorge Rivera
Kazushi Sakuraba
Kazuyuki Fujita
Ken shamrock
Kevin Randleman
Kiyoshi Tamura
Marco Ruas
Mario sperry
Mark Coleman
Mark Kerr
Marvin Eastman
Matt Lindland
Maurice Smith
Murilo Bustamante
Naoya Ogawa
Nate Quarry
Oleg Taktarov
Randy Couture
Renzo Gracie
Ron Waterman
Royce Gracie
Ryuta Sakurai
Shonie Carter
Tengiz Tedoradze
Vladimir Matyushenko
Downloads:
*** Modern Warriors 2.2 Full (http://files.filefront.com/MW+22rar/;11255582;/fileinfo.html)
*** Modern Warriors 2.2 Lite (http://files.filefront.com/MW+22+Litezip/;11259201;/fileinfo.html)
*** Modern Warriors 2.2 Young Guns (Lite) (http://files.filefront.com/MW+22+YGunszip/;11266339;/fileinfo.html)
Also just a note, the first day takes a while to sim but after that it is fine.
Issues to be addressed for 2.3:
Contract $$$ Values
Ninja Rua stats
Fix - Chris Cordiello should be renamed Chris Cordeiro
Change gender for Meisha Tate
Koji Yoshimoto height
Fedors popularity
Fighter Ratings:
Below is how we came up with how we rated our fighters. This allows for more
predictable win/loss expectations. The other nice options about this method is
it allows for easy changing of ratings when fighters improve or decline in real life.
A great example is Eddie Alveraz. Back when MW1.0 was released he would have
been consider a level 10 fighter, but after his recent run in Dream he has been
upgraded to a level 14. Our fighter ratings are more based on which level a fighter
is more than there individual ratings.
Some fighters (note Ninja Rua) have certain stats that need to be looked at, if
you find any fighters like that we will be more than happy to look them over.
His level rating is where we think it should be but certain individual stats need looking
at for him (i.e. knee stats). They should be brought up to the same level as his
other stats. The individual stats are more like characteristics of the fighter, if
the fighter is a level 10 the best his stats can be is a 48, so if his punching stat
is a 48 he is considered maxed out to his level.
Its the same as arguing who is stronger Brock Lesnar or Fedor; truthfully Brock
probably has more strength, but our ratings are not done by comparison of
individual vs individual rating, its the fighters overall skill vs the other fighter.
Yes Brock might be stronger but in a match we all know who would win.
Below is the game engine test results that I observed.
================================================== ==========
================================================== ==========
================================================== ==========
L.Diff Record Win%
=============================
1 100-100 50.0
2 130-70 65.0
3 141-59 70.5
4 158-42 79.0
5 163-37 81.5
6 165-35 82.5
7 173-27 86.5
8 182-18 91.0
9-12 187-13 93.5
Tier Level Hble Low Med High
================================================== ==========
Tier 1 20 7 36 73 97
18 7 33 66 88
Tier 2 16 6 30 60 80
14 5 26 51 68
Tier 3 12 4 22 44 59
10 4 18 36 48
Tier 4 8 3 14 28 37
6 2 11 22 29
Tier 5 4 2 8 15 20
================================================== ==========
================================================== ==========
Average Match Results.
Rating 20 18 16 14 12 10 8 6 4
================================================== ===========================
20 50.0 65.0 79.0 82.5 91.0 93.5 93.5 na* na*
18 35.0 50.0 65.0 79.0 82.5 91.0 93.5 93.5 na*
16 21.0 35.0 50.0 65.0 79.0 82.5 91.0 93.5 93.5
14 17.5 21.0 35.0 50.0 65.0 79.0 82.5 91.0 93.5
12 9.0 17.5 21.0 35.0 50.0 65.0 79.0 82.5 91.0
10 6.5 9.0 17.5 21.0 35.0 50.0 65.0 79.0 82.5
8 6.5 6.5 9.0 17.5 21.0 35.0 50.0 65.0 79.0
6 na* 6.5 6.5 9.0 17.5 21.0 35.0 50.0 65.0
4 na* na* 6.5 6.5 9.0 17.5 21.0 35.0 50.0
================================================== ===========================
================================================== ===========================
How to read the above chart......
Basicaly it is left vs top. (ie if level 20 vs 14, there is an
82.5% chance the level 20 would win)
How Data was Gathered:
After compiling data on 1800 fights I think the best way to go
about rating fighters is to simply use the templates. In the data
I used level gaps at various levels. the data for one level difference
was collecting from 1 vs 2, 5 vs 6, etc.... All the way to a 9 level
difference (1 vs 10, 9 vs 18, etc..) and I changed the fighters
styles via templates many times so it reflected level and style
vs various levels and styles.
We should take advantage of this data and simply rate each fighter on
a 1-5 tier scale. 1 being the most elite and 5 being a complete can.
To decide the level the fighter should be simply look at the table.
How the Game Rates Fighters:
Each tier has a horrible, low, med, and high rating for stats. This is the
same setup the templates use. ie a level 20 fight will on have four
stats. If they are really just flatout horrible at a certain ability he will
get 7, if the ability is below avg 36, if the ability is avg he will get a
73 in that ability and the abilities the fighter excels at he will get a 97.
This is the same way the templates/level system in the default data
works.
The above is true for Standing, Ground and Clinch stats. General
stats for the fighters are very similar over all the levels from 0-20
with the only real variance coming in Strength and Excitement.
If you have spent time in the Cornell Universe you will notice there
are not near as many upsets as we currently have. But these stats
are not absolute, destiny plays a part and all the fighters will progress
and decline various amounts so these starting points are just that,
starting points. Things will change as each game progresses.
Statistically upsets will happen in this game but this will lessen
them to an extent.
Conclusion:
This appears to be the most accurate option to go with to get the
best results and most realistic win/loss results. We should not worry
as much about individual abilities and comparison between fighters and
we should manipulate our data to run most effectively on the engine.
The difference between this and my first set of data is the fact
I changed up the fighters styles a lot more this time to create a more
vast data sample. Also I think seven tiers will be more effective than
five. This still allows for closer grouping and better matchups between
the different tiers.