2kshare filename: 1986
gamertag: PORTLANDBLAZER
transfer kit users:
http://rapidshare.com/files/321201768/1986_2k10.z36
i figured out that the cap limit is actually 200 still and not 150 like i previously thought, the only thing is 150 slots are for user created players then after that you can download 50 more players dna from 2kshare but they dont show up in the cap list. so....
i was able to put together fairly accurate rosters for the playoff teams. the conference finals and championship teams have full 12 man rosters. the remaining playoff teams have at least 10 or 11. for the non playoff teams i was able to fit at least 8 and the sonics (created team) have 10. sonics are just to the left of the all star teams.
the rotations are set for the playoff teams as they were during the playoffs so in some cases (adrian dantley, jazz and moses malone, sixers) they are on the active list but set to 0 minutes due to injuries so if you want these players in the regular rotation i suggest going through and adjusting rotations to your liking.
in a few cases i used existing players models to save cap slots. example gerald henderson is used for his dads, gerald henderson, player model. i just adjusted his specs and ratings etc... also ronnie brewer was used for his dad ron brewer (spitting image if youve ever seen em). and i used aaron gray for the model of stuart gray. i was going to leave the pacers with 7 players but the cpu would sub in one of the scrubs i edited to 25 so i decided aaron gray would work (same hair and skin color). i tried doing the old change name glitch i used back on 2k8 and was capable of changing aaron to stuart but other random name changes occurred, specifically the name hunter disappeared. so steven hunter was just steven . and othello . i didnt want to run into other strange glitches down the line and figured i would need steven hunter in later rosters if i continue to work from this one as a base. i was hoping to fill out the rosters with players with edited names but havent found a way to keep names that i dont want changed from changing.
i dont suggest using this roster for association or season unless you can figure out a workaround for the random legends vanishing. i tried my best to get these teams playing like the 80s nba but it seemed like no matter how much adjusting i did to the coach profiles i could never get the result i wanted while simming a season. the stars get the stats they should but teams still dont shoot a high enough % and they still shoot 3s like teams do now. this roster took quite a bit of time to put together so i didnt spend a tremendous amount of time adjusting hotspots and the players moves tendencies. maybe someone (nogster ?
) could take a look at what i have done and give me some pointers since i dont have that much knowledge of how the new tendencies affect gameplay.
as always im open to all suggestions and feedback. im not sure where i will go from here, im not sure if i will do an 87 or if i will jump ahead to 88 or 90 or what. with the expansion teams coming in around that time it will be harder to do as many teams accurately so let me know what ya think.
i gotta say this roster looks great. the cap mode this year is so much better than anything 2k has had since dreamcast days. dont get me wrong, its not perfect. bad hairstyles and facial hair still, slight arroyo arm syndrome on the "3" skin tone, players without distinct facial features look like theyre related still like last year, and white guys all look pretty similier. only if they wouldnt have taken away some retros for no reason and gave us ALL the retros we wanted, and if we had short shorts and goggles it would be perfect. oh and taking away the sock color option is pretty dissapointing (praying its in the next patch, yeah right) but id say it turned out pretty good regardless.
heres what happened in the nba this season
http://www.basketball-reference.com/.../NBA_1986.html