Blood Bowl Legendary Edition Cheat Engine

I love BBCE, but the campaign mode is horribly unbalanced-players age out and you never make enough money to rehire anyone at the end of their contracts.You can work around it by hacking the campaign database to reduce or turn off ageing, and also at the end of each season to reassign your uncontracted players to your roster (or just to increase your treasury to pay to rehire them), but it's a bit unsatisfactory.Has anyone had any luck editing the data XML files to adjust the range of post-match winnings and/or the costs you have to pay out of them based on your team value? Once your team value gets up around 2700 you're lucky to break even after a match, even when you win, while the opposition you crushed makes a fortune.I feel with a bit more attention paid to the balance there you'd be able to play multi-season campaigns without having to hack everything to your advantage, but at present it seems like a high-value team simply can't make enough cash to support itself long-term, even if it wins everything and never spends on anything except player wages. I agree that Blitz is poorly planned, but I think some of the ideas in it are interesting and worth trying to fix. I've actually managed to improve the balance a fair bit with some judicious editing-including reducing the spiralling expenses to an extent. High TV teams shouldn't have a license to print money, but equally they shouldn't find it impossible to so much as break even after a good win.I also identified what looked like a massive bug in the sponsorship data file. Without going further into the XML schema than I have the time or expertise to do, it looked a hell of a lot like someone transposed two numbers with the result that sponsors never ever pay out. One switch later, and at the end of my next season half my players' contracts ran out (which I was expecting), but unlike usual, I also got a massive sponsor payout and was able to hire many of them back again, rather than being left broke and with an empty roster as usual.

That helped the balance on Blitz a bunch, I can tell you. It's getting to the point where it's going to be worth switching ageing back on again to see how that affects the mix once more.

It should be possible to reintroduce it with some tweaks in the data files to slow it down instead of having it switched off altogether.My latest gripe is that various special skills (Stab, Chainsaw etc) don't gain the player SPPs. How the hell else is a chainsaw-wielding loony supposed to get experience?? Oh well, I see no way to hack that one at my paltry skill level, so I guess I live with it. Ive been having a hack at the DB myself. Had a plan to allow teams to recruit from any race. Of course will need some massive balancing etc if acheivable. So far i can get the option to hire anyone, by adding a version of every player on the PlayerTypes list.

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But with the race type of the team i want to play. I can now try to do this for all teams.My new problem is that i have now lost all the info for their role, and any inherent skills for that player.

Blood

I recon there is another place i need to update the files.Any info or guidance appreciated. Originally posted by:? I cant see anywhere where it tells you about adding elves to nurgle team?

Because thats what im trying to do. Even exported teams can only hire their own race. What page in the manual is it on?Ah, I see. I misunderstood what you were asking. I thought you were simply looking for the information to add the appropriate skills, which is in the manual. Where you add it in the database, I do not know.A partial fix would be to hire the player, then edit him manually with BBedit, which does allow you to assign skills. Originally posted by:The looney can now pick up the ball, which is a change from LRB 5.

So you can score TDs with him, he can intercept, or he can get MVPs. The same has always been the case for stabbers.Understood, but it seems odd that a special player should have to rely on achievements completely contrary to his skill set in order to advance. Jumpman mario. If he does an awesome job of what I hired him for he never advances at all, I have to make him into a crappy receiver instead. Would be nice if some special weapon guys could get at least a reduced SPP award for casualties. Minor SPP award for all players for successful tackles/fouls would be nice, too. Pipe-dream, though, I've never found any way to adjust skill effects or SPP awards.