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chinaski
11-21-2003, 04:27 PM
Is there one? or can you only change the team names from within the game?

-lazy in louisiana

Coffee Warlord
11-21-2003, 04:27 PM
It take about 30 seconds to change all the team names permanently inside the game.

primelord
11-21-2003, 04:28 PM
Originally posted by chinaski
Is there one? or can you only change the team names from within the game?

-lazy in louisiana

Under the global options menu there is a selection to change the team names.

The Afoci
11-21-2003, 04:28 PM
Originally posted by Coffee Warlord
It take about 30 seconds to change all the team names permanently inside the game.

Perhaps you missed the part about lazy. I too looked around here for about half an hour until I spent the thirty seconds to do it myself.

Huckleberry
11-21-2003, 04:31 PM
I've got a related question that involves a little less laziness, but still a fair amount.

In order to represent accuracy in the best way possible, I insist on having the Jets play in New York as their city name. So I went into the city editor and changed the name of New Jersey to New York (or maybe I had to make it New York J, can't remember right now). And I changed the abbreviation to NYJ, of course. But that doesn't seem to me like it will guarantee that the Jets have the same city economincs as the Giants, will it? How do you guys handle that?

Daimyo
11-21-2003, 04:37 PM
I think you can assign more than one team to the same city using "Edit City Affiliations:

primelord
11-21-2003, 04:40 PM
Originally posted by Daimyo
I think you can assign more than one team to the same city using "Edit City Affiliations:

And if not I believe you can use Taco's city editor to make them identical.

chinaski
11-21-2003, 04:41 PM
lol, thanks guys. It took me 197 seconds :/

im glad once you make the change, it effects future new leagues.

chinaski
11-21-2003, 09:40 PM
hey folks, i have one more question...

Instead of the player name file, are there any roster sets out there with updated player ratings? (which i imagine would include the real player names).

Im not too happy with Shaun Alexanders ratings, among other Seahacks. Can i edit player ratings in game? i looked around and didnt see anything.

thanks!
-Henry

SnowMan
11-21-2003, 09:50 PM
Seahacks...I like that. I usually go with SeaChickens...but Seahacks is good. :)

chinaski
11-21-2003, 09:51 PM
lol, dont forget the Shehawks!

primelord
11-21-2003, 09:51 PM
Originally posted by chinaski
hey folks, i have one more question...

Instead of the player name file, are there any roster sets out there with updated player ratings? (which i imagine would include the real player names).

Im not too happy with Shaun Alexanders ratings, among other Seahacks. Can i edit player ratings in game? i looked around and didnt see anything.

thanks!
-Henry

You can edit the ratings yourself in the csv file and use the player file generator to create the new player file. The real players csv file is linked in the thread at the top of the page.

chinaski
11-22-2003, 08:23 PM
one more question..

Where can i find the header row with the column names for the players csv? the csv doesnt list them, so im at a loss to whats, what.

PineTar
11-22-2003, 09:20 PM
Column A: Identification Number. This can be any number 1 or higher, but it MUST be unique within the player file.

Column B: Uniform Number. From 1-99.

Column C: Last Name.

Column D: First Name.

Column E: Position Number. From 1-27. Use the Position List button to view the list of position numbers.

Column F: Height, in inches. A player who is six feet tall is 72 inches tall.

Column G: Weight, in pounds.

Column H: Month of Birth. From 1-12.

Column I: Day of Birth. From 1-31.

Column J: Year of Birth.

Column K: Home Town. Use the City List button to view the list of city numbers. Use 0 if you don't have this information. This will place the player's home town as outside of the United States.

Column L: Years of Experience. Rookies are listed as having 0 years.

Column M: College Attended. Use the College List button to view the list of colleges.

Column N: Team Number. Use the Team List button to view the list of team numbers.

Column O: Year Drafted. Use 0 for players who weren't drafted.

Column P: Round Selected in Draft. Use 0 for players who weren't drafted.

Column Q: Pick Selected within Round. Use 0 for players who weren't drafted, or if you don't know exactly when the player was selected.

Column R: Team making selection. Use the Team List button to view the list of team numbers. Use 0 for players who weren't drafted.

Column S: Year joining team. This is the year the player joined his current team.

Column T: Games played last season.

Column U: Games started last season.

Column V: Hall of Fame Points. Players earn these points every season. This field is used to help existing players eventually reach the Hall of Fame by giving them a starting point. The threshhold varies by position, generally a quarterback requires the most to reach the Hall, about 6,000. Defensive linemen require the least, only about 3,000, but they are much harder to earn.

Column W - BY: Player Ratings.

Ratings in each category are on a 1-9 basis. These ratings are not exact. When a new career begins, Front Office Football uses the ratings in the player file only as a general guideline. Internal ratings are on a 0-1000 scale, and are partially determined by random chance. This adds to the replay value of the game, as you can not count on a player being a superstar or a dud in each new career.

There is an option, when starting a new game of Front Office Football, to be more exact when importing ratings. What this does is greatly lessen the variability of the ratings selected for individual categories. A "7" in a rating will always be better than a "6". Without that option selected, the "6" could be better than the "7" in some random instances.

Column W: The Overall Player Rating is the most important rating used. Because of the way Front Office Football begins new game, the player file shipped with the game actually rates players in very few categories, letting the Overall ratings carry over. You should be very careful when assigning overall ratings, as too much talent in the league can greatly alter how the game plays on the field, an d how salaries are assigned.

Here's a list of the frequency Overall Player Ratings are assigned in the default data file:

9 - Rare Superstar - 0.5%
8 - Superstar - 1.5%
7 - Near Superstar - 1.8%
6 - Elite Starter - 2.6%
5 - Excellent Starter - 3.3%
4 - Very Good-Plus Starter - 4.0%
3 - Very Good Starter - 6.0%
2 - Good Starter - 15.6%
1 - Replacement-Level Starter (decent backup) - 28.2%
0 - Roster Filler - 36.5%

This balance applies to an initial player file with 1,758 players. When beginning a new game, Front Office Football will generate roster filler-level players to allow teams to fill their immediate needs. In future seasons, undrafted rookie players play that role.

Column X: The Percentage of Potential Reached rating indicates how fully the player has developed his talent. Generally, a draftable rookie will be about 30 percent developed while a five-year professional starter should be 100 percent developed.

Optionally, you can set ratings in individual categories. The default ratings file only sets the quarterback scramble percentage, quarterback's preferred playing style, running back's breakaway speed, receiver's big-play and defensive player's pass rush strength ratings.

If you set any individual rating to 0, the game will use the Overall Player Rating when creating that player. This does not mean the player will have the same rating across all categories, as all ratings are randomly altered for each new career.

The default player file generally uses the 0 value, with the exception of quarterback scramble freqency and preferred play style, breakaway speed for running backs, big-play ability for wide receivers and pass rush technique for defensive linemen.

All players are rated for all categories, though these ratings are ignored if not relevant to the player's position.

Column Y: Completing Screen Passes.
Column Z: Completing Short Passes.
Column AA: Completing Medium Passes.
Column AB: Completing Long Passes.
Column AC: Completing Very Long Passes.
Column AD: Completing Third-Down Passes - ability to convert those pressure-packed third- and fourth-down throws.
Column AE: Scramble Frequency - desire to abandon the pass and scramble downfield. Unlike most categories, this rating is not assigned on a logarithmic curve.
Column AF: Avoid Interceptions - ability to avoid throwing interceptions.
Column AG: Passing Accuracy - ability to connect with receivers in full stride, maximizing their ability to gain yardage after the catch.
Column AH: Passing Timing - ability to connect with receivers who deviate from the planned play.
Column AI: Sensing the Pass Rush - ablility to avoid sacks.
Column AJ: Reading the Defense - ability to adjust to effective defensive pass coverages.
Column AK: Two-Minute Offense - ability to pass when the team is running a hurry-up offense.
Column AL: Preferred Play Style - the set of plays a quarterback is most comfortable running. You can choose a roll-out offense (1), which is best for quarterbacks who like to run a lot, or a short-pass offense (2), ideal for what's often called the "West Coast Offense", or a long-pass offense (3), which is a more traditional approach to passing. Use 0 for non-quarterbacks.
Column AM: Breakaway Speed - ability to break free for a long gain.
Column AN: Running Power Inside - ability to break through the line for yardage inside.
Column AO: Third-Down Running - ability to gain yardage in third- and fourth-down and short situations.
Column AP: Hole Recognition - ability to make the most of running paths forged by the offensive line.
Column AQ: Running Elusiveness - the ability to avoid getting caught behind the line of scrimmage.
Column AR: Running Speed to the Outside - ability to "turn the corner" to gain yardage on outside runs.
Column AS: Receiving Hands - ability to catch a thrown ball.
Column AT: Getting Downfield - ability to gain yardage after the catch.
Column AU: Route-Running - ability to shoulder the load as a receiver. Receivers with high ratings in this category can be the target of more frequent pass attempts.
Column AV: Third-Down Receiving - ability to make catches in clutch third- and fourth-down situations.
Column AW: Big-Play Receiving - ability to catch long and very-long passes.
Column AX: Courage over the Middle - ability to hang in there on routes planned across the middle of the field.
Column AY: Adjusting to Bad Throws - ability to catch poorly thrown balls.
Column AZ: Punt Returning - ability to return punts.
Column BA: Kickoff Returning - ability to return kickoffs.
Column BB: Avoid Fumbles - ability to avoid fumbling the football.
Column BC: Run Block Technique - ability to block for running plays.
Column BD: Pass Block Technique - ability to block for passing plays.
Column BE: Blocking Strength - ability to handle physical defenders.
Column BF: Punt Distance.
Column BG: Punt Hang Time.
Column BH: Directional Punting - ability to kick the ball inside the opponents' 20-yard line.
Column BI: Kickoff Distance.
Column BJ: Kickoff Hang Time.
Column BK: Field Goal Accuracy.
Column BL: Field Goal Distance.
Column BM: Run defense - ability to stop the run.
Column BN: Pass Rush Technique - ability to rush the passer.
Column BO: Man-to-Man Pass Defense.
Column BP: Zone Pass Defense.
Column BQ: Bump-and-Run Pass Defense.
Column BR: Pass Rush Strength - ability to handle physical linemen.
Column BS: Play Diagnosis - ability to recognize the flow of an offensive play.
Column BT: Hard Hitter - ability to punish the ball carrier.
Column BU: Pass Intercepting
Column BV: Endurance.
Column BW: Special Teams Play.
Column BX: Long Snapping.
Column BY: Holding for Placekicks.

Column BZ: Years remaining on Salary. Use 0 for unsigned players. The maximum contract is seven years.

For salary information, use increments of $10,000. For instance, a salary of $1,400,000 would be written as 140.

For signing bonuses, the amount listed in the player file is the amount remaining under the cap. Signing bonuses were paid to the player when the contract was signed. But under the salary cap, they count an equal amount each year of the contract. Therefore, a bonus of $3,000,000 on a four-year contract counts $750,000 (75) each year of the contract.

Column CA: Salary, Current Season.
Column CB: Bonus, Current Season.
Column CC: Salary, Year Two.
Column CD: Bonus, Year Two.
Column CE: Salary, Year Three.
Column CF: Bonus, Year Three.
Column CG: Salary, Year Four.
Column CH: Bonus, Year Four.
Column CI: Salary, Year Five.
Column CJ: Bonus, Year Five.
Column CK: Salary, Year Six.
Column CL: Bonus, Year Six.
Column CM: Salary, Year Seven.
Column CN: Bonus, Year Seven.