Rebel wrote:Clamel:
I'm working on free agents for my mod and will be assigning generic ratings to them. I have players at each position and their ratings and what those ratings equate to in the game. So, when I rate these unrated players, I'm going to take that known commodity and simply assign it the the unknown commodity. It will give me an imperfect OVR rating, but I figure close enough without trying to rate over 3000 players. Might be a solution or workaround for what you're trying to do. As long as you know what you want the players to be rated for an OVR, you can make it happen.
The file you have for single year is filled with all those detailed ratings besides the OVR. Not sure how it transfer over when you start a game. My problem is that the historical file only got the OVR rating and I sat 65 on every FA I had. Reason for this was that hopefully they all was at lower end and even lower then that compared to majority of players in the teams at the start.
The result was not pretty. They all of course got diffrenet ratings when looking in the FA pool, BUT it was an even spread from +90 down. That was the crazy effect I asked Brooks about why the game insist to have high rated free agents. The fictional players created was in the low rating so it was only the added FA that stood out.
I came to the conclusion that if you fill up and over every team to around 70s players the AI will not get into the FA market at first. They then during pre-season starts to dump "real" players into the pool. So it's more you as the gamer that have to stay away from signing some over-rated AI created player in that first FA rounds.
I was earlier thinking that the OVR should stand or just slightly differ from what was in the json/csv file, but NO.
I'm not sure you will make better on rating those FAs different at all, at least not by changing the OVR on them. But do let me know if you see no superstars +90 that you actually rated in the 60s.