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- Front Page Sports: Baseball '94 Version 1.02 Patch
-
- This file describes the changes that the 1.02 patch makes to
- Baseball '94 version 1.01 as well as the changes made to version
- 1.00W by the 1.01 patch.
-
- CONTENTS
- I Installation Instructions
- II Game Sounds and Free Conventional Memory
- III Bugs Fixed in Version 1.02
- IV New Features Added in Version 1.02
- V Bugs Fixed in Version 1.01
- VI New Features Added in Version 1.01
-
- ---------------------------------------------------------------------
- I Installation Instructions
-
- The Baseball '94 version 1.02 patch is distributed both on 3.5" diskette
- and in a self-extracting file downloadable from the Sierra BBS,
- Compuserve, or America On-Line. The 1.02 patch will update both version
- 1.00W and 1.01 installations. Installation can be performed in one of
- three ways, depending on where the patch and game files are located.
-
- Before installing the patch, run CHKDSK on the drive where Baseball '94
- is installed to verify that you have at least 2,306,867 bytes of free
- hard drive space, which is needed to perform the patching process. After
- the patch has been installed, the game will occupy approximately 50k more
- hard drive space than it did previously.
-
- 1. If you have the patch on a 3.5" diskette in drive A: and you have
- installed Baseball to the default directory (C:\SIERRA\BASEBALL),
- you can install the patch by doing the following:
-
- a) From any MS-DOS(r) prompt, type: A: [enter]
-
- b) Type: UPDATE [enter]
-
- c) Carefully read and follow the instructions as they appear
- on the screen.
-
-
- 2. If you have the patch on a diskette in either drive A: or B:, or if
- you have installed Baseball '94 to a drive and/or directory other than
- C:\SIERRA\BASEBALL, you can install the patch by doing the following:
-
- a) From any MS-DOS(r) prompt, log onto the floppy drive that
- contains the Baseball '94 ver. 1.02 patch by typing the
- drive designation letter with a colon and press [enter].
-
- For example, if the patch disk is in floppy drive B:, type:
-
- B: [enter]
-
- b) Start the update by using the following command-line syntax:
-
- UPDATE [source] [destination] [game directory]
-
- where:
- [source] is the letter of the floppy drive that contains
- the ver. 1.02 patch files (with or without a colon)
-
- [destination] is the letter of the hard drive which
- has Baseball '94 ver. 1.00W or 1.01 installed (with or
- without a colon)
-
- [game directory] is the complete path to the Baseball '94
- ver. 1.00W or 1.01 installation (with or without the
- leading backslash, cannot have a trailing backslash)
-
- For example:
-
- UPDATE B D: \GAMES\BASEBALL -or-
- UPDATE B: D GAMES\BASEBALL
-
- will install the patch from floppy drive B: to the game on the
- D: drive in the \GAMES\BASEBALL directory.
-
- c) Carefully read and follow the instructions as they appear
- on the screen.
-
-
- 3. You can copy the patch files to the directory where Baseball '94
- is installed (be sure to copy all the files, not just the ones
- that start with "patch"). You can then install the patch by
- doing the following:
-
- a) Change to the drive and directory that contains Baseball '94
- ver. 1.00W or 1.01.
-
- b) Type: UPDATE [enter]
-
- c) Carefully read and follow the instructions as they appear
- on the screen.
-
- ---------------------------------------------------------------------
- II Game Sounds and Free Conventional Memory
-
- Additional memory buffers were required to fix some of the problems
- associated with sound generation. Because of this, long sound samples
- cannot be played on systems with only the minimum amount of conventional
- memory available. With the minimum memory available, only the bat
- hitting ball, ball hitting glove, and short OUT calls are played. As
- the amount of conventional memory is increased, the longer samples will
- be loaded into memory and played.
-
- ---------------------------------------------------------------------
- III Bugs Fixed in Version 1.02
-
- Following is a list of bugs in version 1.01 that are fixed by the version
- 1.02 patch. Refer to section V for a list of bugs fixed by version 1.01.
-
- * Problems with double-switches have been fixed. In some cases, player
- position changes were being ignored by the game and "gameinc", "roster2"
- and other assert messages were being generated both in the game and
- during game processing.
-
- * Some roster moves during games involving DHs were not being handled
- properly, occasionally resulting in "roster2" asserts.
-
- * The Manager Name field on the Team Data screen is now limited to 16
- characters to match the field size in the database. Previously, the
- display field would accept 32 characters while only storing the first
- 16 characters, resulting in truncated manager names.
-
- * The wind direction in boxscores was being displayed opposite that of
- the actual game wind direction, i.e., Left and Right field were reversed.
-
- * The computer field manager will no longer order players with PH ratings
- greater than 40 to sacrifice bunt.
-
- * In 1st and 3rd double-steal situations, if the catcher elected to hold
- onto the ball, the runner at 3rd would not return to the bag, resulting
- in the play never ending without resetting the computer. The runner at
- 3rd will now return to the bag if the catcher does not throw the ball
- and there is no further opportunity to steal home.
-
- * The computer general manager was creating lineups with some great players
- (such as Barry Bonds) playing at unusual positions, usually catcher. To
- continue with the Barry Bonds example, this was happening because Bonds'
- offensive value is so great that, even with the defensive penalties
- applied to his starting value for not being qualified at the catcher
- position, his starting value was higher than any other player on the
- team. To help prevent this from occurring under ordinary circumstances,
- the lineup determination logic was modified to change the order of lineup
- selection and to give a starting value bonus to the best player at each
- position.
-
- It is important to note that it is still possible for the computer
- general manager to have players both play and start out of position. An
- integral part of the flexibility of the rosters in Baseball is that it
- requires the computer to be able to deal with any combination of player
- positions on the 25/40 man rosters (as long as you have at least 4
- "pitchers" and 8 "fielders"). Additionally, players can be trained and
- become qualified at new positions during the course of their career,
- which allows for position changes down the defensive spectrum late in a
- player's career or for development of utility players.
-
- * Problems with the September 40-man roster have been fixed. Players that
- are called up in September have an eligibility flag (to prevent them
- from being used in playoff games) that is used to automatically return
- them to the AAA roster when a new season is started.
-
- * New season schedules for career leagues were being incorrectly started
- on April 4. Schedules for subsequent seasons will now start on the
- first Monday in April.
-
- * Pitchers' Home and Road situational ERAs were displaying the same data
- field.
-
- * The season-to-date stat display banners in the BPI were displaying
- incorrect totals for players called up in September.
-
- * When creating new associations, the injury and DL status of players
- were being copied into the new team.
-
- * Players on the DL at the end of the season in career associations were
- starting the next season on the DL and could not be removed.
-
- * Pinch hitters were displaying game-to-date stats on their stat banners
- in their first plate appearance of the game. They now correctly show
- their season-to-date stats on their first plate appearance.
-
- * The computer will now pinch hit for the game pitcher if it has another
- pitcher warming up in the bullpen.
-
- * The computer will now warm up a pitcher if the game pitcher is replaced
- by a pinch hitter.
-
- * Computer pitcher substitution was such that extra inning games of 16
- innings or more would use the entire pitching staff, usually to the
- point of exhaustion. Without a day off, pitchers do not recover their
- pitches available, so they would remain exhausted until the next
- scheduled off day. Pitcher substitution logic has been modified both to
- help prevent staff exhaustion and to correct the problem when it does
- occur (usually about a week).
-
- * During trades involving multiple players, AAA players received by the
- computer were not having their status properly updated, resulting in
- their deletion from the database.
-
- * Inherited runners were being assigned to pinch hitters.
-
- * Several situations were discovered where One Pitch Mode (OPM) status
- would be lost for the remainder of the player's at bat.
-
- * The radar screen was flashing the location of pitches used during OPM
- play determination.
-
- * All runners (not just the lead runner) now run with the pitch in 2-out,
- 3-ball, 2-strike count situations.
-
- * Ground balls that deflected off fielders were being counted as hits.
-
- * Extra-base hits were being credited to batters in situations where a
- single (or double) and an error (or a fielder's choice) should have
- been scored.
-
- * Fielder's choices were being credited as hits.
-
- * The chance of injury for pitching has been increased.
-
- * The MLBPA94 association that was shipped with version 1.00W did not have
- an All-Star game as part of the schedule. If the stock association has
- not been played or modified, the patch will update it.
-
- * The chance of pinch hitting for position players has been decreased.
-
- * In order to help reduce stolen bases, the appropriate fielder starts the
- play closer to 2nd base when in a stolen base situation.
-
- ---------------------------------------------------------------------
- IV New Features Added in Version 1.02
-
- Following is a list of new features added to version 1.01 by the version
- 1.02 patch. See section VI for a list of new features added by the
- version 1.01 patch.
-
- * The between-innings linescore display has been expanded to display
- the full, 10-inning, score-by-innings banner.
-
- * A feature that was implemented during the development of the original
- 1.00W version of Baseball, but was never documented in the readme file
- or game manual is the "rest/rust factor."
-
- The rest/rust factor only affects position players and provides the
- manager with the need to effectively manage not only the pitching
- staff, but their bench as well. The basic premise of the rest/rust
- factor is that continuous daily use of a player will cause fatigue
- which will tend to reduce a player's abilities. Similarly, if a
- player goes an extended period of time without appearing in a game,
- his skills will tend to become "rusty", reducing his ability to
- perform on the field.
-
- For most position players, the rest factor begins to set in when they
- have started games on more than 10 consecutive days. For each day
- that a player continues to play beyond the first 10 days, he will
- accumulate a reduction to his ratings. After about a month of
- playing every day, the player will have reached his maximum level of
- fatigue and further play will have no additional effect. The rest
- factor will be reset for a player simply by not starting a game on
- any given day. The effect is the same whether the entire team has
- a day off or if the player appears as a substitute player in a game.
-
- Similarly, the rust factor sets in after 10 consecutive days of
- inactivity and players will reach their maximum level of rust after
- about a month without appearing in any games. The rust factor will
- be reset for a player simply by using him in a game, either as a
- starter or as a substitute. Note that players returning from the
- Disabled List (DL) are not considered to have any days of inactivity
- accumulated and thus will require 10 consecutive days of inactivity
- before the rust factor sets in.
-
- Because the physical demands placed on catchers are so much greater
- than those of other position players, the rest/rust factor is treated
- a bit differently. Catchers will go into rest/rust after 5 days (as
- opposed to the 10 days for other position players). Additionally,
- the effects of rest and rust are accumulated at twice the rate of the
- other position players, with the result that catchers will reach
- maximum fatigue or rust after only about 2 weeks.
-
- If the computer is controlling starting lineup selection, either
- because the team is computer controlled or when a game is simmed, it
- will evaluate the need to rest or play players based on their
- rest/rust values. For human controlled lineup selection, the
- manager must have knowledge of the team's schedule and the usage
- patterns of the players to determine if rest or play is necessary.
- The ratings displayed in the game are displayed with the effects of
- injury and rest/rust already applied to the base rating.
-
- Note: The FATIGUE option on the Association Data screen determines
- whether pitcher fatigue during games is on or off. It has no effect
- on rest/rust.
-
- * The new QuickRoster(TM) function was added to the BPI and is
- activated by pressing the 'R' key on the keyboard anytime the BPI
- screen is displayed during games or sims. When QuickRoster is
- activated, the game pauses and the screen scrolls upward to reveal
- the current batting and pitching rosters of both teams. Pressing
- the 'R' key a second time will return to the game.
-
- The batting lines on the QuickRoster screen (including the batting
- lines of pitchers in non-DH games) contain the following fields:
-
- Pos = Current fielding position occupied by the player
- * = (Next to position) Denotes a player who is NOT qualified at
- the displayed fielding position
- BT = Bats/Throws (S=Switch, R=Right, L=Left)
- CH = Contact hitting rating (modified by injuries and rest/rust)
- PH = Power hitting rating (modified by injuries and rest/rust)
- SP = Speed rating (modified by injuries and rest/rust)
- FA = Fielding ability at current position (modified by injuries
- and rest/rust)
- AS = Arm strength (modified by injuries and rest/rust)
- In = Amount of ratings reduction due to injuries
- PL = Pull rating
- GF = Groundball/flyball rating
- vL = vs. Left modifier
- Hm = Home modifier
- Sc = Scoring position modifier
- CL = Close and Late modifier
- Mo = Monthly modifier for current month
-
- The pitching lines on the QuickRoster screen (including the pitching
- lines for non-pitchers) contain the following fields:
-
- Pos = Status of pitcher (CP=Current pitcher, B1 & B2=Pitchers in
- the bullpen)
- T = Throwing arm
- CO = Control rating (modified by injuries)
- EN = Endurance rating (modified by injuries)
- HR = Hold runner rating (modified by injuries)
- SP = Speed rating (modified by injuries)
- FA = Fielding ability at current position (modified by injuries)
- AS = Arm strength (modified by injuries)
- In = Amount of ratings reduction due to injuries
- GF = Groundball/flyball rating
- vL = vs. Left modifier
- Hm = Home modifier
- Sc = Scoring position modifier
- CL = Close and Late modifier
- Mo = Monthly modifier for current month
- PA = Number of pitches currently available
- Cond = Condition of pitcher
-
- * Infielders will now "delay" their throw to a base if they feel that
- they have more than enough time to get the runner out. As part of
- the delay, they will take several steps toward the base they intend
- to throw to before actually releasing the ball. The effect of the
- delay is to decrease the chance of an error on the play while still
- making the necessary out.
-
- * During One Pitch Mode (OPM), while the computer is finding the play
- to display, a "Finding Play..." dialog box is displayed.
-
- ---------------------------------------------------------------------
- V Bugs Fixed in Version 1.01
-
- Following is a list of bugs fixed by the version 1.01 patch. The bug
- fixes are listed by area (shell or sim).
-
- SHELL:
-
- * Pitchers can no longer be credited with both a Hold and a Win.
-
- * On the Association Statistics screen, the Qualifiers option has been
- changed to provide more consistent filtering of players. If Qualifiers
- is selected, the statistics listing will filter out any player with
- insufficient playing time for the period requested.
-
- To qualify for weekly statistical displays batters must have at least
- 3.1 Plate Appearances (PA) and pitchers must have at least 1 inning
- pitched (IP) for each game their team has played over the last seven
- days (usually 6 or 7 games).
-
- To qualify for seasonal statistical levels, batters must again have at
- least 3.1 PA and pitchers must have at least 1 IP for each game their
- team has played to that point in the season. At the end of a standard
- 162 game season, batters must have 503 PA and pitchers must have 162 IP
- to be qualified.
-
- For career statistics, batters must have at least 3.1 PA and pitchers
- must have at least 1 IP for each game in a full season schedule times
- the number of years the association has been in existence (maximum of 8
- years). Therefore during the 2nd year of an association with a 162 game
- schedule, batters must have at least 1005 PA to qualify, and during the
- 8th (and each subsequent season) they must have at least 4098 PA to
- qualify.
-
- Note that the qualification levels are absolute, therefore even though a
- player may lead the league in a category such as home runs (HR), he will
- not show up in the display unless he has sufficient playing time, or the
- "All Players" option is chosen instead of the "Qualifiers" option.
-
- * Occasionally, All-Star game player determination got confused with
- regards to closers, resulting in an assert with a player.cpp:679
- message.
-
- * If you started a draft with at least 1 human controlled team, quit
- the draft at some point after selecting a player for the human
- controlled team, changed the League to a DH league and then went to that
- team's Defensive Lineup roster screen, the game would assert with a
- tmroster.cpp: 1810 or 2115 message.
-
- * 48-team associations would have a garbage name for the last team in
- the first season's free agent draft, preventing continuation of the
- draft. This has been fixed to prevent its occurrence in the future,
- however, associations with this condition already are corrupted and
- cannot be continued.
-
- * In some cases, players with day-to-day injuries could not be placed
- on the DL.
-
- * Sometimes players put on the DL would show up as having gone on
- January 1 and would not heal.
-
- * If you had teams from two different 48-team associations selected
- on the Exhibition Setup screen and went to the Game Preferences screen,
- the game would assert with a roster.cpp:400 message.
-
- * If you went to the Propose Trade screen, selected player criteria
- that eliminated all players, canceled the Criteria Selection screen
- without selecting valid criteria, then changed to the "Show Players to
- Receive" option and double clicked on a team, part of the warning dialog
- box would appear, but without an OK button, thus locking up the game.
-
- * The League Standings were incorrectly rounding the displayed
- won-lost percentage.
-
- * When a trade was proposed, the receiving team's Team News screen "no
- current transactions" text would disappear, leaving a blank box. This
- has been fixed so that the text will remain until the following day
- when the trade proposal is cleared by the league offices and presented
- to the receiving team.
-
- * Pitchers were making too many appearances in a season. This has
- been adjusted by reducing the amount of pitches recovered on the day
- after pitching. Pitchers will still recover their full allotment of
- pitches within 5 days.
-
- * 48 of the players in the MLBPA94 association had incorrect batting
- or throwing hands specified. This has been corrected in both the
- shipping stock association and in the default association.
-
- * When using DataIn, the potential ratings for players were being
- calculated when the base ratings were first calculated, making it
- possible for the actual ratings to be higher than the potential ratings,
- resulting in a sudden decrease of that player's actual ratings during
- the first spring training. Potential ratings are now calculated when
- the player is saved and are based on the ratings as displayed.
-
- * The vs. Left/vs. Right stat on the League Standings screen was
- incorrectly showing the record for the teams own starters rather than
- opponent starting pitchers.
-
- * The exclamation point (!) on the championship screen text was not
- tied to the last word of the text resulting in the possibility that the
- exclamation mark would be on a line by itself with the right combination
- of team, coach, and championship trophy names.
-
- * When new associations were created, the starting pitcher pointer
- and pitcher's Pitches Available were not being reset. This would also
- sometimes result in an lu_tmr.cpp: 3347 or lu_start.cpp: 588 assert when
- changes were made to the computer selected starting pitcher.
-
- * If you tried to go to Preferences from within an initial player
- draft screen, the game would assert with a pref.cpp: 216 message.
-
- * Boxscores were printing with a space at the end of each line for a
- total of 81 characters per line. On some dot-matrix printers this was
- resulting in double-spacing of the boxscore printouts.
-
- * After successful trades or free agent signings, the computer would
- assign the players directly onto the roster regardless of human control.
- The computer will now only remove players from the batting orders and
- rosters when injured with a 100% severity or when reassigned out of an
- active slot.
-
- * The Pitches Available is now being updated to display the maximum
- number of available pitches for all pitchers between seasons in career
- associations, rather than after the completion of spring training.
-
- * The Reassign Players function was not working properly with the
- end-of season 40-man roster resulting in the loss of players from teams.
-
- * Trade valuing has been modified to help prevent robbing a computer
- opponent of a superstar by simply offering 3 "nobody" players. The
- second best player on any side of a trade proposal is only valued at 50%
- of his normal value and the 3rd best is only valued at 25% or normal
- trade value now.
-
-
- SIM:
-
- * On some configurations with sounds enabled, the game would lock up
- at the transition between the BPI and the arcade. The sound sample is
- now being cut off if it has not been completely played when the
- transition is required. Additionally, sounds should not start if there
- is insufficient time to complete them.
-
- * The blue fence in the BPI at Jacobs has been changed to the correct
- green color.
-
- * Offensive numbers, particularly home runs, were grossly inflated.
- Bat speed has been reduced to bring the numbers into line with expected
- totals for modern baseball.
-
- * Adjustments were made to the swing and pitch selection logic for
- batters and pitchers in the BPI. This should result in less foul balls,
- less swinging strikes, more called strikes, and more realistic hitting
- averages and ERAs.
-
- * Manager logic for pinch hitting and relief pitching has been improved.
- Pitchers that will be brought out of the game in the next half inning
- are now being pinch hit for.
-
- * Fielder logic has been improved. Fielders now have a lesser chance of
- attempting to make a putout on the lead runner, particularly if it is
- not a force situation. With 1 and 2 outs, computer controlled fielders
- will have a greater chance of taking the easiest force out.
-
- * Batter logic has been improved with regard to swing type selection and
- swing determination. Computer controlled batters will no longer attempt
- a bunt with 2 strikes.
-
- * Computer controlled batters with high CH and SP ratings will now
- attempt to bunt for a base hit more often.
-
- * Fastballs are now harder to hit. The ability to make good contact
- on a good fastball pitch was reduced. Poor contact will result in more
- pop ups and topped ground balls. Good contact will still usually result
- in a long fly ball.
-
- * Outfielders now have a lesser chance of throwing home and allowing
- the batter/runner to advance to second. Fielders will still attempt the
- throw when there is a good chance of getting an out at home and there is
- no chance of getting an out anywhere else.
-
- * Cutoff men will now let throws go through to the plate, unless they
- are intending to throw to another base to make a putout on another
- runner.
-
- * A couple of possible roster moves in games (usually involving
- double-switches), would result in an assert during stats processing
- with a gameout.cpp: 575 or 907 message. These are now being handled
- properly.
-
- * If a team used all available pitchers, the game would assert with a
- roster2.c:2325 message. It will now properly put a position player on
- the mound.
-
- * In some double-switch situations, relief pitchers were being
- displayed in an incorrect order in the batting section of the boxscore.
-
- * Relievers were being credited with a run and the previous pitcher was
- being credited with the earned run. This has been fixed to assign both
- runs and earned runs to the proper pitcher.
-
- * Picking off baserunners with long leads at 2nd was automatic. This
- has been fixed so that only slower runners with long leads against
- pitchers with good Hold Runner ratings can be picked off.
-
- * Occasionally when in One Pitch Mode, the game would drop out of OPM
- and would allow more than 4 balls or 3 strikes to a batter.
-
- * Standard mode and computer controlled substitutions in One Pitch
- Mode were not working properly by either overriding the user's choice or
- canceling the substitution before the resolution of the plate
- appearance.
-
- * When playing with keyboard only, any keypress would clear the
- substitution screens and stat banners. This is now fixed so the
- keyboard is treated the same as a joystick for these screens.
-
- * The stat banners shown at the beginning of a pitcher's first
- appearance in a game were showing the season-to-date number of OUTS
- rather than innings pitched (IP).
-
- * Forced baserunners now break with the pitch on 3 ball, 2 strike
- pitches with 2 outs.
-
- * If you attempted a snap throw from the catcher, the arcade would
- assert with selected.c: 267 error message.
-
- * Wild pitches and passed balls were incorrectly being counted as
- errors.
-
- * Pitchers were not covering first base on balls hit to the first
- baseman.
-
- * Viewing a replay during an exhibition game would reset the turf
- type to the default type if it had been changed during the game. You
- may change the turf type during exhibition games and it will no longer
- be reset when going to the VCR.
-
- * Stadium surface type is now saved with saved Exhibition games if the
- surface was changed from the default type for that stadium.
-
- * If a file other than a valid stadium file was in the STADIA
- directory the game would assert with a volume.c: 40 error message.
-
- * Earned runs were not always being assigned to valid players
- (usually because of a relief pitching event), resulting in an earnedr.c:
- 226 assert message.
-
- * Players with 100% injury severity were remaining in the game because
- they were the only qualified players at their position. All 100%
- injury results will now cause the removal of the player from the game.
-
- * Game lengths in the boxscores have been reduced to a more normal
- level (around 2 1/2 hours for a typical 9 inning game).
-
- ---------------------------------------------------------------------
- VI New Features Added in Version 1.01
-
- In addition to fixing the programming errors in the game, the following
- features have either been added to the game, or have been modified to
- make the game more enjoyable.
-
- * The batter uniform number and skin tone detail toggle has been added
- to the F3 detail screen as a permanent detail setting.
-
- * Teams created with DataIn will now have a random default color
- rather than always being red. You can still change the uniform color
- of teams at any time.
-
- * Stadium file names have been changed to a more consistent naming
- convention, that is, the name of the city. The stadium names have been
- changed in the default and MLBPA94 associations, however for other
- associations, each team's stadium model must be re-selected. If the
- stadium model is left blank on the Team Data screen, the first stadium
- found in the STADIA directory will be used.
-
- * The Wrigley Field stadium has been enhanced with additional graphic
- detail.
-
- * Monitors with blanking circuitry present a problem when switching
- from the 640x480x16 BPI screen to the 320x200x256 arcade screen. There
- is nothing that can be done to eliminate the blanking which is
- completely controlled by hardware, but the effect on the game can be
- reduced by using the new -wx parameter when starting Baseball. "X" is
- the number of tenths of seconds that the game will pause on the first
- frame of the 320x200x256 arcade screen after transitioning from the BPI.
- For example, if the game is started by typing:
-
- PLAYBALL -W12 [enter]
-
- the lo-res screen will pause for 12/10ths of a second (1.2 seconds) on
- the first frame of each play. The purpose of this is to cause the game
- to wait until the blanking process is completed before continuing the
- play. The amount of delay depends upon the specific hardware involved.
- You should experiment with the delay period until plays are starting
- with the ball just off the bat when the monitor blanking is completed.
-
- * When a free agent claim or trade proposal is submitted, a message
- box will now appear confirming your submission.
-
- * The inning update box, which is displayed at the start of each half
- inning, now shows the next 3 batters due up along with their positions.
-
- * The Playoff screen now displays the round number for each round of
- multiple round playoffs.
-
- * DataIn now contains normalization factors for the 1994 season.
-
- * In response to the overwhelming number of requests for fictional
- player associations, we are shipping an alternate player generation
- table along with batch files to activate and deactivate it. Some users
- have already discovered the trick to creating associations composed
- entirely of generated free agents, but normally, the free agents
- generated by the game are in the very poor to average range, resulting
- in very poor player ratings throughout the association until quality
- players can be developed in the minor leagues.
-
- Rather than rendering player development through the minor league system
- useless by changing the default player generation table in the game's
- data volumes, we are providing an alternate player attribute generation
- table in the form of an external file. If this file, PGENTABL.DAT, is
- in the game directory, the game will ignore the built in table and will
- use the values in the external file instead.
-
- This alternate player attribute generation file has modified values for
- the generation of Free Agents only (amateur player generation is
- unaffected). When players are generated to stock a new association,
- they will have attributes and abilities ranging from very poor to very
- good, with the majority being average. Ages will range from 17 to 42
- with the majority being in the 26 to 30 year range.
-
- Creating a new association composed entirely of fictional generated
- free agent players is a 3 step process:
-
- 1) Using DataIn, create one or more single-team associations. You
- may create one single-team association to use as the source team for
- your fictional association and rename the teams after the association
- is created. Do not create any players for these single team
- associations, the game will generate the players it needs.
-
- 2) From within the game directory, type: FADRAFT [ENTER]. This will
- create the PGENTABL.DAT in the game directory.
-
- 3) Run Baseball and create a new association of the type and size
- desired. Select the empty single-team association created in step 1
- as the New Source Association and copy the team into all new team
- slots in all the leagues and divisions of the new association. When
- you are done copying the blank team into all the team slots, select
- the CONTINUE button on the screen. When you are asked whether you
- wish to dump all the players into a pool for initial drafting,
- click the YES button.
-
- Baseball will generate enough free agent players to allow for 40 or 50
- rounds of drafting (depending on whether the association is a single-
- season or career type). Since the players are generated using separate
- first name, last name, and attribute data files, each new fictional
- association will be unique.
-
- When you are finished creating your new fictional association, you
- should remove the PGENTABL.DAT file from the game directory to restore
- the stock player generation values. To do this you may simply delete
- the file PGENTABL.DAT or type: REGDRAFT [ENTER] to have this done for
- you by the batch file.
-
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