It's called Full Fictional.
Fictional Roster
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Fictional Roster
Just uploaded a fictional roster with all computer generated players. I made edits to appearance, gear, motions, and ratings. The ratings are probably out of whack so if someone with a better method of doing them wants to take a shot, go for it. I summed a few season in franchise mode and the stats seemed OK so it's a decent start hopefully.
It's called Full Fictional.Tags: None -
Re: Fictional Roster
Just uploaded a fictional roster with all computer generated players. I made edits to appearance, gear, motions, and ratings. The ratings are probably out of whack so if someone with a better method of doing them wants to take a shot, go for it. I summed a few season in franchise mode and the stats seemed OK so it's a decent start hopefully.
It's called Full Fictional.
Nice work! -
Re: Fictional Roster
This looks pretty darn good. The only real issue I see is the contracts. Almost everyone is on a 1-year deal for 760k. And each team has 5 or 6 guys at the bottom of the roster that are under contract for 1-year at 45 million. It didn’t take long to fix the 45-million guys and I’ll let the others get sorted out by the AI in during the franchise. Thank you for the rosters!Comment
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Re: Fictional Roster
This looks pretty darn good. The only real issue I see is the contracts. Almost everyone is on a 1-year deal for 760k. And each team has 5 or 6 guys at the bottom of the roster that are under contract for 1-year at 45 million. It didn’t take long to fix the 45-million guys and I’ll let the others get sorted out by the AI in during the franchise. Thank you for the rosters!Comment
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Re: Fictional Roster
Just found this, very nice!
Can I ask the process you used to make this? And did you make all major league and minor leaguers?
I rebrand all 30 teams and only play with fictional rosters. In past games (post Bacon Fictional Roster), I'd just kind of make my own fictional world by simulating into like 2040 or so before starting playing, so most of the 'real' guys are retired.
However, I love the idea of starting fresh with no stats and an all new league.
My only concerns are reference service time and budgets. If everyone starts at 0 service time, won't they in theory all remain under minimum, then arbitration, then hit free agency all at the same time?
I had hoped using this roster for a fantasy draft would work and perhaps assign fictional contracts to all players when drafted, but it doesn't appear that was the case. It actually kind of messed things up when I used fictional draft as some teams had way more $45-million players than they should have.
My other issue that prevents this from being 'perfect' for me is that I'd prefer a roster where there aren't that many star/similarly rated players - ie too many players rated 80 to 90+ for my tastes.. But I suppose I could easily edit that if I do decide to make this the roster I go with (I still have 20 or so teams to create before I get started anyway).
I'll also sim 10+ years with this roster to see how things play out and look in future.Comment
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Re: Fictional Roster
Just found this, very nice!
Can I ask the process you used to make this? And did you make all major league and minor leaguers?
I rebrand all 30 teams and only play with fictional rosters. In past games (post Bacon Fictional Roster), I'd just kind of make my own fictional world by simulating into like 2040 or so before starting playing, so most of the 'real' guys are retired.
However, I love the idea of starting fresh with no stats and an all new league.
My only concerns are reference service time and budgets. If everyone starts at 0 service time, won't they in theory all remain under minimum, then arbitration, then hit free agency all at the same time?
I had hoped using this roster for a fantasy draft would work and perhaps assign fictional contracts to all players when drafted, but it doesn't appear that was the case. It actually kind of messed things up when I used fictional draft as some teams had way more $45-million players than they should have.
My other issue that prevents this from being 'perfect' for me is that I'd prefer a roster where there aren't that many star/similarly rated players - ie too many players rated 80 to 90+ for my tastes.. But I suppose I could easily edit that if I do decide to make this the roster I go with (I still have 20 or so teams to create before I get started anyway).
I'll also sim 10+ years with this roster to see how things play out and look in future.
Then I went in and edited their stances and motions as well as their gear since the randomly made ones have gear that isn't real and bugs me. I also changed the height and weight so you don't have first basemen that are like 5-10 175 or second basemen that are 6-5 230.
The ratings are by far the part I'm least comfortable with and know that they aren't great. I just went in to each pitcher and adjusted the ratings on their pitches since randomly, just sort of by feel. Then I did the same thing for 26 players on each big league roster. I don't have a good method to make it more real so I just did it in a way that I think will fit my playing style but I know it won't for a lot of people. I made the big leaguers so good because the computer algorithm for setting a roster is dumb and will have like 8 starting pitchers since they're rated higher than relieves and have four catchers or no infielders if those are the highest rated. I basically just wanted a real 26 man roster for each team to start. Someone that does CAPs with ratings would do a much better job of making the players ratings more real, but that ain't me.
The big leaguers have the league minimum salary and everyone else has 60k. I gave five players on each team 45 million so that if you start a franchise, the budget won't be like 40 million. I agree that it won't work for a fantasy draft, but I don't do that, so I just made it to fit how I play. You can just reset the 45 mil guys to 60k and it should be fine for a fantasy draft but I don't know how big the budgets will be.
As for the service time, I just sort of accept that the first six years are going to be weird in free agency and then there will be a crazy rush probably, but I'm OK with it. Every team has players that aren't too old and others close to good enough to step in so if there are trades I hope it doesn't get too out of whack but I don't know. I simmed one season a few times and the overall stats were pretty real but I'm not sure how it works if you go multiple years in. You could also edit players service time before starting to get free agents each year.
Like I said, I made it more for how I play and what I like and fixed the things that bugged me and didn't find a good solution for things that I can live with. Anyone that wants to use this as a base and improve on it, please do. I know it can be improved in plenty of ways but at least this is a start and saves people the time of grinding through exporting/importing players.Comment
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Re: Fictional Roster
Just uploaded a fictional roster with all computer generated players. I made edits to appearance, gear, motions, and ratings. The ratings are probably out of whack so if someone with a better method of doing them wants to take a shot, go for it. I summed a few season in franchise mode and the stats seemed OK so it's a decent start hopefully.
It's called Full Fictional.Last edited by JH823Opsport; 04-06-2025, 05:33 PM.Comment
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Re: Fictional Roster
I overwrote all the players on the default roster with Joe Randoms, except for the Legends and then started a franchise. That way the free agents in the franchise are all randomly generated by the game. I picked the right number of players for each team and exported. I did this for all 30 teams and the free agents.
Then I went in and edited their stances and motions as well as their gear since the randomly made ones have gear that isn't real and bugs me. I also changed the height and weight so you don't have first basemen that are like 5-10 175 or second basemen that are 6-5 230.
The ratings are by far the part I'm least comfortable with and know that they aren't great. I just went in to each pitcher and adjusted the ratings on their pitches since randomly, just sort of by feel. Then I did the same thing for 26 players on each big league roster. I don't have a good method to make it more real so I just did it in a way that I think will fit my playing style but I know it won't for a lot of people. I made the big leaguers so good because the computer algorithm for setting a roster is dumb and will have like 8 starting pitchers since they're rated higher than relieves and have four catchers or no infielders if those are the highest rated. I basically just wanted a real 26 man roster for each team to start. Someone that does CAPs with ratings would do a much better job of making the players ratings more real, but that ain't me.
The big leaguers have the league minimum salary and everyone else has 60k. I gave five players on each team 45 million so that if you start a franchise, the budget won't be like 40 million. I agree that it won't work for a fantasy draft, but I don't do that, so I just made it to fit how I play. You can just reset the 45 mil guys to 60k and it should be fine for a fantasy draft but I don't know how big the budgets will be.
As for the service time, I just sort of accept that the first six years are going to be weird in free agency and then there will be a crazy rush probably, but I'm OK with it. Every team has players that aren't too old and others close to good enough to step in so if there are trades I hope it doesn't get too out of whack but I don't know. I simmed one season a few times and the overall stats were pretty real but I'm not sure how it works if you go multiple years in. You could also edit players service time before starting to get free agents each year.
Like I said, I made it more for how I play and what I like and fixed the things that bugged me and didn't find a good solution for things that I can live with. Anyone that wants to use this as a base and improve on it, please do. I know it can be improved in plenty of ways but at least this is a start and saves people the time of grinding through exporting/importing players.
I'm definitely going to use this as the base for my eventual league I think.
However, I think I will axe the $45-million minor leaguers, and although it will take a while, try to give some, or a majority of players in the majors service time and an actual salary, as I simmed through and virtually no one of value hits free agency in first year.
Given people salaries and service time I think would also allow me to use the roster for a fictional draft and get started by picking my own team, which would help.
I'll likely also tank some of the ratings to make less 90+, less 80+ and more guys in the 60s and 70s, as I'd like a little more disparity around the league and fewer all-stars.
I think potentials too I'll likely drop as there I believe are too many A and B potential players.
It will take a lot of work but it's a tremendous base to work with, so I thank you again ! Looking forward to diving into this more.Comment
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Re: Fictional Roster
This sounds amazing… whats the gamer tag and roster called in the vault?
Sent from my iPhone using Operation SportsComment
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Re: Fictional Roster
This sounds amazing… whats the gamer tag and roster called in the vault?
Sent from my iPhone using Operation SportsComment
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Re: Fictional Roster
And not to hijack the thread, but I am planning to adjust ratings to something I will enjoy more (and perhaps others).
My rough count shows that the roster as it stands has the following distribution of ratings for ML players:
90+ = 71 players (roughly 9%)
80+ = 395 players (roughly 51%)
70+ = 314 (roughly 40%)
I'd like to use more of the ratings scale and a wider disparity (there are no ML players below 70 rating), and I'd like a heavier distribution for 'average' players to be more common and stars to be less common.
So this is the distribution I'm going to shoot for, let me know if this sounds reasonable:
90+ = 40 players (5 %)
80+ = 150 players (19%)
70+ = 400 players (51%)
60+ = 160 players (20%)
50+ = 30 players (4%)
These numbers are obviously rough estimates and not something I need to follow exactly, but just curious for opinions before I get too deep into it.. if that seems like an appropriate distribution of talent over ML rosters.
If I get through the work of re-rating everyone, I'll then go in and create semi realistic contracts and service time so the league is ready to roll.Comment
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Re: Fictional Roster
And not to hijack the thread, but I am planning to adjust ratings to something I will enjoy more (and perhaps others).
My rough count shows that the roster as it stands has the following distribution of ratings for ML players:
90+ = 71 players (roughly 9%)
80+ = 395 players (roughly 51%)
70+ = 314 (roughly 40%)
I'd like to use more of the ratings scale and a wider disparity (there are no ML players below 70 rating), and I'd like a heavier distribution for 'average' players to be more common and stars to be less common.
So this is the distribution I'm going to shoot for, let me know if this sounds reasonable:
90+ = 40 players (5 %)
80+ = 150 players (19%)
70+ = 400 players (51%)
60+ = 160 players (20%)
50+ = 30 players (4%)
These numbers are obviously rough estimates and not something I need to follow exactly, but just curious for opinions before I get too deep into it.. if that seems like an appropriate distribution of talent over ML rosters.
If I get through the work of re-rating everyone, I'll then go in and create semi realistic contracts and service time so the league is ready to roll.Comment
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Re: Fictional Roster
This sounds amazing… whats the gamer tag and roster called in the vault?
Sent from my iPhone using Operation Sports
jkarp86Comment
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Re: Fictional Roster
So, I likely won't be able to have players in the 50 ratings, or as many 60 ratings on ML rosters, as all the AAA guys are basically rated in the 60s as well, and I don't have the time or desire to re-rate every single minor leaguer too.
That being said, I've already drastically dropped the # of players in the 90s, and 80s, and there is a lot more 70's and some 60's too with the base ML rosters. That leaves the league looking a lot less like a collection of all-star teams, which I prefer a little more balance.
I did also get rid of all the $45-million players ...
I've also already added service time and contracts to half the team's ML rosters thus far. I'm being a bit conservative with these, leaving a lot of guys set to hit free agency, and those I do tie up long term only using 2 to 5 year contracts, as I feel like people prefer to make their own decisions on payroll and contracts whenever possible, versus inheriting a team or player where you're tied to an 8, 9 or 10 year contract. I think generally speaking team payrolls will still likely be pretty low for each squad to start.
I did sim into one free agency as a test with half the league having real contracts, and with actual good players hitting free agency the AI has ZERO problem offering huge value and term contracts, so it should be interesting. Hopefully I'll be able to strike a good balance.
I should be able to get this done by next week.
If anyone has any tips or advice, I'm all ears. As I'm relatively new to mass roster editing in this game. But having a complete fresh start league with 100% fictional/generated players and teams has always been what I've been wanting, so I'm happy to put the work in with the base you've provided here.Comment
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Re: Fictional Roster
The work you both have done sounds fantastic. Can’t wait to see the final roster!
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