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Re:

Posted: Sun Aug 21, 2011 7:43 pm
by tmratlif
nuggett wrote:I had my ratings set to 1-20, but when I go into the editor some of the ratings do not make sense.

Under the Player Attributes Tab here are some of the ratings:

Mental-Decsions (35)
Mental-Vision (37)
Physical-Hitting (240)
Physical-Fighting (214)
Technical-Deflections (255)
Technical-Positioning (239)
Technical- One on One (136)

Where are these ratings coming from and what is the range.
I haven't figured all of it out yet but for those you listed above I do understand some of the numbers. The hitting and fighting ones mean that player is weak hitting and someone who doesn't fight at all. Same with deflections and positioning this player is very poor in those areas. Any time you see values greater than 200 means poor to very poor attributes. So far all the players I have looked at have 136 in the one on one.

The vision and decsions I am not so sure about cause this is where the vaules seem to mean different things. The 35 and 37 are not bad values so this player would be rather good at those...probably in the 70-80 range using the 1-100 attributes. To get a 99 the vaule you want to see instead of 35 would be 66. For the physical attributes are a straight 1-20 as is some of the mental like team work and flair.

Sometimes it isn't the attributes that need to be changed in order to make a player perfrom the way they should. In one of my saves I have a center whose attributes and scout reports say he is a monster checker and great defensive player. Sure enough in the 7 seasons I have had him he is my best defensive forward however his game ratings have always been very low, career 6.48. From a different thread on this board about hitting I was keyed on weight being a factor and sure enough this was the case. I raised him from 180 to 210 lbs and now he is the monster the scouts said he was.

Now I am not sure if these editor numbers change as a player devolops or not but I have noticed that a players potential makes a huge difference in what you see. As a test I copied Malkin's numbers and put them on a 16 year old. I changed the 16 year olds max potential to mirror Malkin and left his current vaule the same. Looking at his player card I did see changes to a lot of his attributes however most were still low except the phyiscal and mental ones. It didn't take long for him to bring them up...about 1 game year. He then became the #1 pick in the next draft.

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Mon Aug 22, 2011 12:57 am
by nino33
tmratlif wrote:Now I am not sure if these editor numbers change as a player devolops or not but I have noticed that a players potential makes a huge difference in what you see. As a test I copied Malkin's numbers and put them on a 16 year old. I changed the 16 year olds max potential to mirror Malkin and left his current vaule the same. Looking at his player card I did see changes to a lot of his attributes however most were still low except the phyiscal and mental ones. It didn't take long for him to bring them up...about 1 game year. He then became the #1 pick in the next draft.
The CA of a player "modifies" the player's Attributes - if the starting CA is to low/high for the Attributes the game immediately "modifies" the Attributes to "fit" the CA; if your test player had had a very low PA he would not have developed, the reason why the quick deveopment is "Malkin's numbers" = a high PA
ALSO I am currently compiling data from 3 different tests looking at 125 different players ages 12-29 (looking at CA development + Height/Weight development)..... My testing shows CA increases at game start-up for young players, and also from year to year for awhile, and this CA increase can be just a couple/few points or as much as 30-40 points! (seems like your test case recieved one of the "big CA boosts")
tmratlif wrote:So far all the players I have looked at have 136 in the one on one
One-on-one is an Attribute used for goaltenders only, and every non-goalie in the Pre-Game editor shows as having a 1 (out of 20).....so "136 in Saved-Game editor = 1 in Pre-Game Editor"



I myself have read that "a player's Attributes are on a scale tha coincides with their CA and their OFF/DEF, and their PA (Potential Ability) allows for some Attributes to be "moving" ratings. The "ratings scale" used in the Saved-Game Editor seem to be one of three possible: a 1-20 scale, a 1-75 scale and a 136-300 scale" (unfortunately my notes don't indicate the author of these thoughts) These ranges made sense based on what I've seen, but just now I did a coupke quick tesrs and alas it's not so simple...

I did a quick test with a 200 CA/PA Players and all 20s for Attributes, with these results...
20 showing for...Aggression, Bravery, Consistency, Dirtyness, Flair, Imp Matches, Leadership, Pass Tend, Teamwork, Workrate, Acceleration, Agility, Injury Proneness, natural Fitness, Pace, Stamina, Strength, Agitation, Versatility
41 showing for...Anticipation, Decisions, Vision, Balance, Fighting, Hitting, Checking, Deflections, Deking, Faceoffs, Movement, Passing, Pokecheck, Positioning, Slapshot, Stickhandlling, Wristshot
136 showing for One-on-Ones, Bloccker, Glove, Rebounds, Recovery, Reflexes (136=1)

Then I did another test where the only difference was a CA of 100 (PA still 200, all Attributes 20s), with these results...
20 showing for...Aggression, Bravery, Consistency, Dirtyness, Flair, Imp Matches, Leadership, Pass Tend, Teamwork, Workrate, Acceleration, Agility, Injury Proneness, Natural Fitness, Pace, Stamina, Strength, Agitation, Versatility
83 showing for...Anticipation, Decisions, Vision, Balance, Fighting, Hitting, Checking, Deflections, Deking, Faceoffs, Movement, Passing, Pokecheck, Positioning, Slapshot, Stickhandlling, Wristshot
136 showing for One-on-Ones, Bloccker, Glove, Rebounds, Recovery, Reflexes (136=1)

So obviously the ranges are not strictly 1-75 and 136-300 (as maximizing CA/PA/Atrributes does not produce a "75" or a "300")...a lot more research/testing is needed
Foss wrote:The attributes in the save game are on a relative scale. I've been trying to figure out the algorithm behind it but to no avail
Agreed! I'm not much of a math guy myself, but I am doing a lot of testing/research and will post more in the future when I have more to share regarding understanding the Attributes in the Save-game Editor

Regards :-)

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Mon Aug 22, 2011 9:27 pm
by tmratlif
Yeah I should have mentioned I was using the saved game editor. The OFF and DEF numbers I did have questions about how they figured in but I didn't think it was like that. Now I have another thing to add to the list of tests I will be doing this coming weekend. Part of me regrets learning about this editor cause even though I tell myself I won't go nuts with it I am not sure I will be able to stop myself.

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Wed Mar 14, 2012 1:22 am
by coasterholic14
Ok, just recently started having a problem with the saved game editor. Now I used it last just a few weeks ago to edit the salary cap in a game...no problems...but now whenever I try and load one of my saved games, it starts loading and inevitably hangs up. I've tried loading different saves, multiple times, and even uninstalled and reloaded the editor, but it just doesn't seem to want to work. Any ideas what the problem might be?

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Tue Jul 03, 2012 11:42 pm
by DannL
Hey guys, I'm slowly on my way to uncovering the secret ranges that the saved game editor uses for some of the attributes. We can see that the editor has some attributes that follow the normal 1-20 range, while other attributes follow the weird and non-linear 1-255 range.

My goal is to create a referencing tool for these attributes that use the 1-255 range so that us EHM 2007 players don't have to restart our games and use the pre-game editor just to edit players exactly how we want them. This referencing tool is basically just an Excel spreadsheet that shows what range of numbers you should input into the saved game editor in order to achieve a desired 1-20 attribute rating in-game, it also factors in player age as this has an effect on the ranges.

The tread that I'm going to be posting my findings on will be listed below. This thread is also where I'll be posting the final completed spreadsheet when I'm done.

Official thread: http://www.ehmtheblueline.com/forums/vi ... =13&t=9696

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Mon Jan 07, 2013 2:05 am
by MadManPaddy
Hey all, I am looking to download the saved game editor but cannot find it on here. I was pretty sure it was here at one time. Am I just not seeing it? :-?


Nvrmnd...found it!! =P~

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Sun Apr 12, 2015 5:35 am
by riazorblues86
I running my EHM: EA using 2007 TBL latest roster but I can't load the saved game using SG Editor.

When I try to load the saved game using this SG Editor, it will show error popup saying "Access violation at address 0047095C in module 'EHM_SGEdit_2007.exe'. Read of Address 5971DC04.

Why this happened? any solution? Thanks

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Sun Apr 12, 2015 5:43 am
by nino33
riazorblues86 wrote:I running my EHM: EA using 2007 TBL latest roster but I can't load the saved game using SG Editor.

When I try to load the saved game using this SG Editor, it will show error popup saying "Access violation at address 0047095C in module 'EHM_SGEdit_2007.exe'. Read of Address 5971DC04.

Why this happened? any solution? Thanks
At this time there's no available editor for EHM:EA
While we can still use the EHM07 Pre Game Editor & the Updater to edit EHM07 databases (and then import them into EHM:EA), there is currently no Saved Game Editor for EHM:EA

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Wed May 27, 2015 1:12 am
by MGSPORTS
Thanks for that answer because I change Blackhawks Wages to O in Pre-Game Editor but in Game Contracts aren't at O.

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Wed May 27, 2015 1:21 am
by nino33
MGSPORTS wrote:Thanks for that answer because I change Blackhawks Wages to O in Pre-Game Editor but in Game Contracts aren't at O.
In the game a "0" usually means a random number (so the game is giving them a random salary that's roughly appropriate).

If you want to pay them very little you'll have to enter an actual number (keep in mind the NHL Salary Floor of $51,000,000 & the NHL minimum salary of $550,000)

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Wed May 27, 2015 1:34 am
by MGSPORTS
What I want to do is be under Cap so don't have to get rid of anybody by myself and Computer not release anybody but try and Trade before opening day some of my Players.

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Wed May 27, 2015 2:00 am
by nino33
MGSPORTS wrote:What I want to do is be under Cap so don't have to get rid of anybody by myself and Computer not release anybody but try and Trade before opening day some of my Players.
Use the Pregame Editor for EHM07 and make the changes to some player salaries so you'll be under the Cap. Then import that DB into EHM:EA http://www.ehmtheblueline.com/wiki/inde ... nto_EHM:EA

That should make sure you're under the Cap, and allow you to try and make some trades before the start of the season :-)

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Tue Jan 17, 2017 5:03 am
by rcolesworthy
Maybe I'm doing this wrong, but whenever I upload a save game file, absolutely nothing shows up. No players, no stadiums, nothing. Haven't seen a guide or another post out there. Says all of the data gets read, but I can't see anything.

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Tue Jan 17, 2017 7:49 am
by archibalduk
The Saved Game Editor is for EHM 2007. Are you loading an EHM 2007 game?

Re: Official Saved Game Editor Thread. All questions here pl

Posted: Wed Jan 18, 2017 7:39 am
by janks
rcolesworthy wrote:Maybe I'm doing this wrong, but whenever I upload a save game file, absolutely nothing shows up. No players, no stadiums, nothing. Haven't seen a guide or another post out there. Says all of the data gets read, but I can't see anything.
I faced the same issue - try to save uncompressed and then open file in editor.

EHM 2007 saved game editor

Posted: Wed Mar 10, 2021 1:05 pm
by BeLeaf
Hi all,

Apologies for posting this in advance.

I recently got EHM 2007 back installed on my laptop and the game is a nostalgia trip for me as I put in so many hours throughout my early teens playing this game. I have had a look all over the forum and have noticed several saved game editor threads, however, whenever I click on the link's provided they do not work. Does anyone have the saved game editor for EHM 2007 that they would not mind re-uploading or putting on one drive again?

Thank you in advance.

EHM 2007 saved game editor

Posted: Thu Mar 11, 2021 11:04 am
by archibalduk
Annoyingly OneDrive has changed the way it generates URLs so our oldest download links have been invalidated. Here's an updated link: https://1drv.ms/u/s!AsXFKQMOdPqggxA4k3n ... K?e=dkrwMQ

Official EHM 2007 Saved Game Editor Thread. All questions here please

Posted: Thu Mar 11, 2021 12:56 pm
by BeLeaf
archibalduk wrote: Thu Mar 11, 2021 11:04 am Annoyingly OneDrive has changed the way it generates URLs so our oldest download links have been invalidated. Here's an updated link: https://1drv.ms/u/s!AsXFKQMOdPqggxA4k3n ... K?e=dkrwMQ
Appreciate that so much, thank you kindly.