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What will be different from the MVP06 beta and final version


atrain3868

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I downloaded the MVP06 beta mod and wanted to start up a dynasty but thinking of holding off until the final version if it is going to be really different. What are the differences between the available beta mod and the final version? I hear a lot of people raving about the beta version and thinking about just going with that if it is not going to be much different than the final version, especially since by the sounds of it from a few threads the final version may still be a ways off. Any help/info from people knowledgable about this project or developers of this project would be great.

Thanks,

Adam (atrain3868)

Charlotte, NC

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Thanks for the reply. I will definately take a closer look at that thread. Also thanks to you and all the other folks working on this and all other mods/add-ons. I know I am a "newbie" and have just scratched the surface of this great site but I am so excited and thankful for all the great things here. I will be donating to this site in the near future to help it keep going strong.

Thanks,

Adam (atrain3868)

Charlotte, NC

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if someone doesnt mind, i would appreciate important changes/additions in a nutshell. that official thread is really long and overwhelming to read all 45 pages to find out just what are the differences. im sure other newbies would like that too.. :)

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if someone doesnt mind, i would appreciate important changes/additions in a nutshell. that official thread is really long and overwhelming to read all 45 pages to find out just what are the differences. im sure other newbies would like that too.. :)

I recently made a post in the Official MVP06-thread stating what new things you guys could expect. You can't come any closer to a nutshell like that.

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Kinda hard for newbies who havent kept up with progression of the official 06 thread to absorb everything at once. Perhaps we need a simple FAQ sticky thread for all the annoying questions that we newbies ask all the time, so that the regulars dont get so upset.

BTW, I really like the work you do on the Ultimate Rosters. That and Shmooz's are an awesome combo and I appreciate what you guys do. :)

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ah ha, i think i found that post:

Trues MLB Ball, Updated names.csv and resign.csv files, updated rosters, new cyberfaces, new Busch Stadium, 2006 Player Portraits + some other stuff. If you read back a couple of pages in the thread, you'll find more info about it.

you can thank me later atrain.. :D

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  • 2 weeks later...

They have the 2006 schedule, but you can't actually start in 2006.

Actually, I think for the final version, they will include either 30 savegames(1 for each franchise), or 1 savegame and then tell you to use my team changer program. The savegames will start you out at the beginning of the 2006 season with the correct schedule. And everything should be just about perfect.

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Where'd he go SS? So the final will start a dynasty in the year 2006? You accomplished that tywiggins?

It won't start a new dynasty in 2006. But when you load the savegame it will be 2006. My importer and exporter helped make it possible.

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Actually, I think for the final version, they will include either 30 savegames(1 for each franchise), or 1 savegame and then tell you to use my team changer program. The savegames will start you out at the beginning of the 2006 season with the correct schedule. And everything should be just about perfect.

Sweet!

So, what's the ETA for the final version . . .?

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It was a fix to bring them down...

Say what?

Last I saw, pitchers were leading the league with 200-210Ks, and almost no pitchers had 9Ks per 9 innings That has always been the glaring bug in the MVP 2005 sim engine.

It is just that I am still using UR 2.4 for my dynasty (it is what I started on, and I did not want to restart my Dynasty with a new roster set), and was wondering whether anyone, whether in association with MVP 2006 or not, had found some way to fix the above mentioned issue.

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Well the strikeout and walk fix, as far as I know, made it more realistic. I really don't know what to say.

Are you talking about the Strikeout/Walk fix in the datafile? That is great for playing games, but I don't think it fixes the low K/9 innings issue in simmed games . . .

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No there was a file that changed it to fix strikeouts and walks. I'm not sure what the file is called or who made it.

Well, if someone could point me to this file that fixs the strikeout stats in simmed games, that would be great . . .

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