1) Is it possible to edit rosters/players once I have started a franchise? I would want to edit such things as positions and equipment. I have heard of Finn's editor. Does it do it? If yes, what is the latest version of it?
Yes, all that is possible. The editor is used in conjunction with an Action Replay, which you can find at any game store. The latest version of the editor can be found here:
http://web.tampabay.rr.com/flyingfinn/roster.htm
2) At the end of my first season I found the Rookie Watch section where I could, in theory, edit draft prospects. But when I wanted to edit a name, I got a message to the effect that the current roster is full and can't be edited. What was that?
Not too sure about this, but since you can do that with the editor, it shouldn't be a problem for you.
3) In combines, each player gets some evaluation mark (the last column). Which player is ranked higher -- with a larger number (e.g. 3.8) or a smaller number (e.g. 2.3)?
I imagine you're talking about GPA [Grade Point Avg]... that's put in there to give you a gauge of how "smart" the player was in college. Players with higher GPA's tend to have a bit higher ratings and improve faster than others. (i.e. A quaterback with a high gpa usually has a good PRC rating.)
4) How and when (e.g. off-season?) do players' attributes improve? what influences them? I know that they can be improved through weekly training but that's only temporary.
After the pre-season, depending on how good a pre-season the team had. Also, sometime after the trade deadline (weeks 6-8), and of course, at the end of the season. Also, weekly prep is NOT temporary. It may seem like they go right back down after the game, but truth is that on some weeks the player ratings remain that way, and go up even higher the next week. And vice-versa with the older players. Check your player progess under "Front Office" at the end of the season to see what I mean.
5) On higher levels (staring All-pro), my WRs, even Randy Moss, cannot gain any ground on a defender. It should be harder to a WR to receive a ball, but when a player like Randy Moss catches a ball in stride and a few metres ahead of a CB, no CB should be able to catch him. Is it possible to play on a higher level with good AI coverage but with realistic speed settings?
Well, this is exactly the same gripe I had with the game when I started playing on Legendary. Some sliders, such as the Human/CPU Running slider, basically makes your RB move slower, which is unfair. So if you ask me, there's two ways to play the game on hard and actually have it be fair:
1) My sliders... basically, the CPU sliders are all bumped up to max besides running and fatigue, and pretty much everything is the same as legendary for human sliders except running, which is equal to the CPU. Some may think this makes it too easy to run, but since CPU Pursuit is maxed out, I feel it's fair. I play 5 min/qtr since I have a 5 team franchise going on with my friends at college so we can't afford to play 10 min/15 min qtrs. IMO, these are the perfect settings for a human vs human game, as long as both players know how to stop the run. And by the way, Performance EQ is ON, and if you are playing primarily against the CPU, turn the Interceptions to zero.
2) The infamous "Zero Slider" setup, which is not made by me, but by Rickster, these seem to work perfectly for human vs cpu and cpu vs cpu games. Equalizer is off on this one, and the interceptions are at zero.
Thanks in advance.
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The settings files are below.