EXCLUSIVE: Preview of Eastside Hockey Manger: Early Access
Posted: Thu Mar 26, 2015 12:48 pm
Manimal and I have been fortunate enough to be the only two external testers of Eastside Hockey Manager: Early Access (or EHM:EA for short) over the past month. With that in mind, here is a brief overview of the changes to the game when compared with EHM 2007 and my experience of the game thus far. A full review written by me will be published over at http://www.gmgames.org in a few hours’ time.
Note that Sports Interactive have very kindly given The Blue Line the exclusive scoop on the game – you won’t read about the game anywhere else until the game is released later today. I hope this is some reward for all of you who have helped to keep this community and the game alive for nearly 11 years now.
All of the images in this preview are shown as thumbnails. Click on thumbnail images to see the full resolution version. PLEASE NOTE that all screenshots below show the game using various rosters and graphics that are, or will shortly be, available on TBL. The default EHM:EA game uses fictional data and does not have any logos or player images.
DATABASE
EHM:EA features an all new database format which is very different to that of EHM 2007. There are no longer lots of .dat files; the entire database is stored in a single database.db file instead. Also, the database appears to support UTF text format which means the full range of foreign characters should now be supported (such as many more Eastern European caron accents).
Much of the hardcoded data from EHM 2007 is now database-driven in EHM:EA. This means that there are no longer any problems editing team and league names. It also means that things such as league structures and rules are set via the database. You will see in the TBL Rosters v7.3 for EHM:EA that the Russian Superleague is now correctly called the Kontinental Hockey League (other leagues have been renamed too).
Unfortunately there is no editor for the new database format. However, the game has a function to import and convert EHM 2007 databases into EHM:EA format. So we will can keep our master database for the TBL Rosters in the EHM 2007 format and then convert it over when it is ready for release.
Another neat feature is the import_config.cfg file which can be used to set how the EHM 2007 database is imported/converted in EHM:EA format. You can set the start date, league/rules structure (either EHM 2007 rules/structures or 2014/15 rules/structures) and rename leagues. So it will be possible to create an EHM:EA version of Nino’s 1974 rosters which will have the correct 1974/75 start date. I have had a quick play around with Nino’s rosters in EHM:EA and it works great in the game. It also looks as though young players will appear in the game once they reach a certain age (but I haven’t fully tested this).
Start dates from 1970/71 until 2014/15 are currently supported.
There are currently fewer playable leagues right now given that the rules have to be moved over to the database and as the rules have moved on a great deal since 2006. More playable leagues are in the pipeline, though.
All of the data in the default databases are faked as the game has no licences. However, never fear, the TBL Rosters resolve that issue!

USER INTERFACE
The user interface is an improvement over EHM 2007. The old left hand side bar has been removed and all of the buttons have been moved to the upper header area. This makes things look a lot nicer and more spacious. I also like the new coloured header bar and the fact that you’ll see the team/league abbreviation if a logo is not present.
As much as I miss the old default background image, I do like the new background images – and of course you can still add your own background images like before.
Some of the screens have been given a bit of a facelift too. The most noticeable facelift is the player profile screen. It looks a lot sharper and somewhat similar in style to Football Manager.
There is an option to hide player attributes – so we no longer need a special skin modification in order to hide attributes.

2D ENGINE
One of my favourite features is the new zoomed 2D mode. This removes all of the stats that are displayed with the traditional 2D mode and allows a much larger view of the rink. It’s much easier and more fun to follow the action. The traditional 2D view is still there of course.

MATCH ENGINE
There are some significant changes here. The defensive side of the game now has more emphasis. I’m seeing defencemen get some of the highest average ratings in the league despite having only scored 1 or 2 points. This is a big improvement over EHM 2007.
The dominance bigger players had in game has now been toned down. I am seeing smaller players such as Martin St. Louis perform much more realistically.
Scoring levels are also much more realistic. We no longer need to use the 1-10 Consistency range workaround for forwards. I have been testing the game with the full 1-20 range and teams are scoring very close to actual NHL values. On average each team seems to be scoring about 0.5 goals per game more than the real average – so that’s a massive improvement. Points leaders are more realistic too – I have rarely seen anybody score 100+ points in an NHL season.
There are many other match engine tweaks; such as improved physics, player AI and ice friction. The game supports recent rules changes such as hybrid icing and 3-on-3 overtime.

PLAYER ATTRIBUTE & PROGRESSION MODELLING
Player attribute modelling is significantly better. Each player has a Player Role attribute which determines how their profile of skills will evolve and how the game will moderate their attributes upon creating a new game. There are around 50 of these role settings and we can even set them via the EHM 2007 database (but they will of course have no effect in EHM 2007). The next version of the EHM Updater which I will be releasing either today or later this week supports Player Roles (so they can be set via the attribute_update and staff_new spreadsheets).
If a player does not have a Player Role set in the database then the game will try to deduce one based upon their Defensive and Offensive Role attributes. If the player does have a Player Role set then the game will moderate the player’s attributes and Defensive and Offensive Role attributes when creating a new game. Players will no longer be all-rounders; they will have appropriate strengths and weaknesses. This is GREAT news for those of us that maintain roster updates. We can just set a player’s Current Ability, Potential Ability and Player Role and then allow the game to do the rest.
It is also great for regen players because we will see more realistic profiles rather than players with extreme opposite attributes (e.g. 20 pace and 1 acceleration).
Apparently non-player progression modelling has also been improved (but this is not something I have had the chance to check myself).

TRADING
The trade AI has been adjusted so that the AI does not regard draft picks and injured players as highly as before. Various other miscellaneous tweaks have been made here too. It is certainly harder to poach star players with outrageous deals. I tried throwing five 1st round draft picks plus the rights to a top prospect in exchange for Sidney Crosby and still the Penguins wouldn’t accept the offer (whereas before I could obtain him for two 1st round picks and a prospect).
I think this is something that will need some serious in-depth testing, but it’s looking like a significant improvement.
The financial modelling is also improved; the current salary cap and floor are supported in game.

NATION OVERVIEW
Clicking on a nation on certain screens (such as player profiles) now takes you to a Nation Overview screen. It is also accessible when viewing a national team’s rosters. The Nation Overview screen details the top leagues, teams and players.

ONLINE/NETWORK MULTIPLAYER
Currently the online mode is disabled whilst it is improved. Significantly, however, the game now supports 30 player hotseat mode. So an online game with all 30 NHL teams coached by humans is looking likely.
ADDONS
With the exception of skins, all EHM 2007 addons are compatible with EHM:EA.
There is a ‘zoomed’ folder within data\pictures\rinks\faceoff where the faceoff logos belong for the zoomed 2D mode. So we’ll need two sets of faceoff logos for each rink – one for the standard view and one for the zoomed view.
You can visit our First Impressions / Reactions Thread here: CLICK HERE
Note that Sports Interactive have very kindly given The Blue Line the exclusive scoop on the game – you won’t read about the game anywhere else until the game is released later today. I hope this is some reward for all of you who have helped to keep this community and the game alive for nearly 11 years now.
All of the images in this preview are shown as thumbnails. Click on thumbnail images to see the full resolution version. PLEASE NOTE that all screenshots below show the game using various rosters and graphics that are, or will shortly be, available on TBL. The default EHM:EA game uses fictional data and does not have any logos or player images.
DATABASE
EHM:EA features an all new database format which is very different to that of EHM 2007. There are no longer lots of .dat files; the entire database is stored in a single database.db file instead. Also, the database appears to support UTF text format which means the full range of foreign characters should now be supported (such as many more Eastern European caron accents).
Much of the hardcoded data from EHM 2007 is now database-driven in EHM:EA. This means that there are no longer any problems editing team and league names. It also means that things such as league structures and rules are set via the database. You will see in the TBL Rosters v7.3 for EHM:EA that the Russian Superleague is now correctly called the Kontinental Hockey League (other leagues have been renamed too).
Unfortunately there is no editor for the new database format. However, the game has a function to import and convert EHM 2007 databases into EHM:EA format. So we will can keep our master database for the TBL Rosters in the EHM 2007 format and then convert it over when it is ready for release.
Another neat feature is the import_config.cfg file which can be used to set how the EHM 2007 database is imported/converted in EHM:EA format. You can set the start date, league/rules structure (either EHM 2007 rules/structures or 2014/15 rules/structures) and rename leagues. So it will be possible to create an EHM:EA version of Nino’s 1974 rosters which will have the correct 1974/75 start date. I have had a quick play around with Nino’s rosters in EHM:EA and it works great in the game. It also looks as though young players will appear in the game once they reach a certain age (but I haven’t fully tested this).
Start dates from 1970/71 until 2014/15 are currently supported.
There are currently fewer playable leagues right now given that the rules have to be moved over to the database and as the rules have moved on a great deal since 2006. More playable leagues are in the pipeline, though.
All of the data in the default databases are faked as the game has no licences. However, never fear, the TBL Rosters resolve that issue!



USER INTERFACE
The user interface is an improvement over EHM 2007. The old left hand side bar has been removed and all of the buttons have been moved to the upper header area. This makes things look a lot nicer and more spacious. I also like the new coloured header bar and the fact that you’ll see the team/league abbreviation if a logo is not present.
As much as I miss the old default background image, I do like the new background images – and of course you can still add your own background images like before.
Some of the screens have been given a bit of a facelift too. The most noticeable facelift is the player profile screen. It looks a lot sharper and somewhat similar in style to Football Manager.
There is an option to hide player attributes – so we no longer need a special skin modification in order to hide attributes.







2D ENGINE
One of my favourite features is the new zoomed 2D mode. This removes all of the stats that are displayed with the traditional 2D mode and allows a much larger view of the rink. It’s much easier and more fun to follow the action. The traditional 2D view is still there of course.

MATCH ENGINE
There are some significant changes here. The defensive side of the game now has more emphasis. I’m seeing defencemen get some of the highest average ratings in the league despite having only scored 1 or 2 points. This is a big improvement over EHM 2007.
The dominance bigger players had in game has now been toned down. I am seeing smaller players such as Martin St. Louis perform much more realistically.
Scoring levels are also much more realistic. We no longer need to use the 1-10 Consistency range workaround for forwards. I have been testing the game with the full 1-20 range and teams are scoring very close to actual NHL values. On average each team seems to be scoring about 0.5 goals per game more than the real average – so that’s a massive improvement. Points leaders are more realistic too – I have rarely seen anybody score 100+ points in an NHL season.
There are many other match engine tweaks; such as improved physics, player AI and ice friction. The game supports recent rules changes such as hybrid icing and 3-on-3 overtime.


PLAYER ATTRIBUTE & PROGRESSION MODELLING
Player attribute modelling is significantly better. Each player has a Player Role attribute which determines how their profile of skills will evolve and how the game will moderate their attributes upon creating a new game. There are around 50 of these role settings and we can even set them via the EHM 2007 database (but they will of course have no effect in EHM 2007). The next version of the EHM Updater which I will be releasing either today or later this week supports Player Roles (so they can be set via the attribute_update and staff_new spreadsheets).
If a player does not have a Player Role set in the database then the game will try to deduce one based upon their Defensive and Offensive Role attributes. If the player does have a Player Role set then the game will moderate the player’s attributes and Defensive and Offensive Role attributes when creating a new game. Players will no longer be all-rounders; they will have appropriate strengths and weaknesses. This is GREAT news for those of us that maintain roster updates. We can just set a player’s Current Ability, Potential Ability and Player Role and then allow the game to do the rest.
It is also great for regen players because we will see more realistic profiles rather than players with extreme opposite attributes (e.g. 20 pace and 1 acceleration).
Apparently non-player progression modelling has also been improved (but this is not something I have had the chance to check myself).

TRADING
The trade AI has been adjusted so that the AI does not regard draft picks and injured players as highly as before. Various other miscellaneous tweaks have been made here too. It is certainly harder to poach star players with outrageous deals. I tried throwing five 1st round draft picks plus the rights to a top prospect in exchange for Sidney Crosby and still the Penguins wouldn’t accept the offer (whereas before I could obtain him for two 1st round picks and a prospect).
I think this is something that will need some serious in-depth testing, but it’s looking like a significant improvement.
The financial modelling is also improved; the current salary cap and floor are supported in game.

NATION OVERVIEW
Clicking on a nation on certain screens (such as player profiles) now takes you to a Nation Overview screen. It is also accessible when viewing a national team’s rosters. The Nation Overview screen details the top leagues, teams and players.

ONLINE/NETWORK MULTIPLAYER
Currently the online mode is disabled whilst it is improved. Significantly, however, the game now supports 30 player hotseat mode. So an online game with all 30 NHL teams coached by humans is looking likely.
ADDONS
With the exception of skins, all EHM 2007 addons are compatible with EHM:EA.
There is a ‘zoomed’ folder within data\pictures\rinks\faceoff where the faceoff logos belong for the zoomed 2D mode. So we’ll need two sets of faceoff logos for each rink – one for the standard view and one for the zoomed view.
You can visit our First Impressions / Reactions Thread here: CLICK HERE