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korme
12-19-2013, 09:55 AM
I am having issues. Clicking the "Generate Player File" button opens up a prompt where I'm supposedly looking to open a file, instead of what I assume should be saving a file.

Ben E Lou
12-19-2013, 10:01 AM
It should be opening a csv file there, no? Haven't looked, but that's what I think it did in the last version(s).

Ben E Lou
12-19-2013, 10:03 AM
Yup. Just opened it.

This generator requires a raw player file in the form of a comma-separated text file. Most spreadsheets support exporting data in this form. Or, if a spreadsheet isn't available, you can create the file yourself.

When importing the data, the game can handle up to 2,500 players in a player file. If you have less than the minimum number of players at any position, the game will create mediocre free agents to fill the void at the beginning of a career.

Data in a comma-delimited text file (.csv) appears in the following form, with every value separated by a comma:

1,26,Sanders,Ahman,13,74,224,5,22,1974,9293,

The file should NOT have a header row. Imported values begin with the very first line of the player file. If you find you need a row with header information in your spreadsheet, simply delete it before you save the information in .csv form.

The spreadsheet should be set up with one player on each row, using the following format.

With the exception of the first and last name columns, you should only use numbers in each field.

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 1-28. 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: Participation percentage last year. This is based on the snap count for a player divided by the total number of offensive plays, defensive plays or special teams plays, depending on a player's position.

Column U: 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 those points are much harder to earn.

Column V - BX: 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 V: 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 - 0.3%
8 - Superstar - 0.4%
7 - Near Superstar - 0.6%
6 - Elite Starter - 1.1%
5 - Excellent Starter - 1.5%
4 - Very Good-Plus Starter - 2.6%
3 - Very Good Starter - 3.9%
2 - Good Starter - 12.2%
1 - Replacement-Level Starter (decent backup) - 23.9%
0 - Roster Filler - 53.4%

This is based on a file of about 1,750 players. If your file has more players, the percentage of roster filler should be lower.

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.

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

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

Column BY: Years remaining on Salary. Use 0 for unsigned players. The maximum contract is five 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.

For roster bonuses, the amount listed in the player file is the amount paid to the player should he remain on the roster into the early free agency period, stage one. They count just like salary when it comes to cap room.

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

Comey
12-21-2013, 09:14 PM
I don't think that's what korme is asking. It seems a file isn't being generated. I can't seem to produce one, either.

yabanci
12-21-2013, 09:49 PM
I am having issues. Clicking the "Generate Player File" button opens up a prompt where I'm supposedly looking to open a file, instead of what I assume should be saving a file.

It sounds like it's working as designed. Clicking the "generate player file" first will open a prompt where you need to "open" the appropriate .csv file. That will load the .csv file into the generator and when you click "generate player file" again, it will open a prompt asking where you want to save the resulting .fdt file for use with the game.

Comey
12-21-2013, 10:17 PM
So...we have to create the .csv file first, then it will generate everything?

Comey
12-21-2013, 10:21 PM
Okay, did that. Seems to work. I stand corrected.