Probably of very little to no interest to most readers.
These procedures are what I follow in building the rosters for the Full Season Mods we have produced and will be producing for Total Classics seasons such as 61*, 64 & 67. Working on 69 now.
Historically it is fair to say that Robert Glass's MVPEdit utility was the catalyst that started all of this roster building interest amoung the Total Classics Team members beginning with the Total Classics versions then onto the Full Season Conversion Mods.
When MVPEdit was first developed we assisted Robert with the formulas that were used to produce the players ratings that were assigned during the importing process from the Lahman Data Base. For the most part those formulas were decent relative to the time frame we wanted to get them done in. We were driven to get them done quickly with the best degree of knowledge we had at the time of how the game functioned combined with the available statistics we had to work with from the Lahman Data Base.
My eternal gratitude is extended to Robert for such a superb product he developed in MVPEdit. However, with ever increasing knowledge of how the game functioned, as we played it more and more, it became apparent to us that MVPEdit could benefit greatly from a few additional adjustments(i.e. Tweaks) . Robert had long hung up his spikes when we developed the below Global Tweaks to improve on the rosters realism during game play. Obviously these Tweaks could have been implemented directly into MVPEdit (as we actaully had enhanced MVPEdit multiple times while working with Robert with additional tweaks prior to him basically Sunset'ing MVPEdit).
Also I will include my list of Roster Building Processes that I use as my guidelines/steps during roster building time as not to forget anything and to keep everything as consistent as practical.
So below you will find two LISTS:
1) Roster Building Process
2) Global Tweaks
Please keep in mind that these list were created for my personal use (in terms that mean something to me) and thus may not be extremely explicit in their meaning to you. However, if you are basically familiar with the Global Edit capabilities of MVPEdit they likely will at least make some degree of sense. I am more than happy to answer any questions regarding these list that you may care to ask.
Finally, (mostly with the Global Tweaks) it is very important that they be executed in the order listed (at least to a good degree) to produce the results intended. Even in the Roster Building Process the order of execution is of some importance as well but probably to a lessor degree than the Global Tweaks list.
A) R O S T E R - B U I L D I N G - P R O C E S S :
1) Import Teams from Lahman Database:
2) Fill Non Playing Teams with 90OOxxx.mbe Boilerplate
3) Cut to 25 Man Rosters
4) Correct Positions & SP & RP’s
5) Set Lineups & Rotations
6) Global Tweaks
7) .mbe’s Migration Utility
9) Individual Tweaks
10) Pitch Types
11) Star Power
12) Outlyers
13) Hot/Cold Zones
14) Adjust Homer Run % with Fly/Grounder/Liner = 100
15) Export Teams to .met files
16) Import Teams to Final .mbe file
17) Team Tendencies
18) Team Intensities vs other Teams
19) Manager Names
20) Manager Ratings
21) Portraits
22) Verify Player Jersey Numbers
23) Check Each Player Portrait/Face etc
24) Adjust Batting Gloves & other Accessories as appropriate
GLOVE COLOR:
Use Plate Discipline for Brown & Light Brown then set Black individually
PD = ( 15, 13, 11, 9, 7, 5, 3, 1 ) = Brown
PD = ( 14, 12, 10, 8, 6, 4, 2, 0 ) = Light Brown
BAT COLOR:
Use Fielding Rating for 7 colors then set Black "8" (Dark/Red) individually
FD = ( 15, 7 ) = Light Brown
FD = ( 14, 6 ) = Dark Brown
FD = ( 13, 5 ) = Red
FD = ( 12, 4 ) = Black
FD = ( 11, 3 ) = Light Black
FD = ( 10, 8, 0 ) = Dark Black
FD = ( 9, 2, 1 ) = Red/Black
SWING TYPE:
Use Throw Strength
TS = ( 15, 10, 5 ) = 1
TS = ( 14, 9, 4 ) = 2
TS = ( 13, 8, 3, 0 ) = 3
TS = ( 12, 7, 2 ) = 4
TS = ( 11, 6, 1 ) = 5
PLATE DISCIPLINE:
Non-Pitchers PD < 14 then PD +2
BUNTING:
Non-Pitchers Bunt < 9 & > 1 then Bunt +6
Bunt = 1 & PD = 15 then Bunt +6
Bunt = 1 & PD = 14 then Bunt +6
Bunt = 1 & PD = 13 then Bunt +5
Bunt = 1 & PD = 12 then Bunt +5
Bunt = 1 & PD = 11 then Bunt +4
Bunt = 1 & PD = 10 then Bunt +4
Bunt = 1 & PD = 09 then Bunt +3
Bunt = 1 & PD = 08 then Bunt +3
Bunt = 1 & PD = 07 then Bunt +2
Bunt = 1 & PD = 06 then Bunt +2
Bunt = 1 & PD = 05 then Bunt +1
Bunt = 1 & PD = 04 then Bunt +1
Ptichers Bunt = 15 & Fld = 14 then Bunt -1
Bunt = 15 & Fld = 13 then Bunt -2
Bunt = 15 & Fld = 12 then Bunt -3
Bunt = 15 & Fld = 11 then Bunt -4
Bunt = 15 & Fld = 10 then Bunt -5
Bunt = 15 & Fld = 09 then Bunt -6
Bunt = 15 & Fld = 08 then Bunt -7
Bunt = 15 & Fld = 07 then Bunt -8
Bunt = 15 & Fld = 06 then Bunt -9
Bunt = 15 & Fld = 05 then Bunt -10
Bunt = 15 & Fld = 04 then Bunt -11
Bunt = 15 & Fld = 03 then Bunt -12
Bunt = 1 & Fld = 1 then Bunt +1
Bunt = 1 & Fld = 2 then Bunt +2
Bunt = 1 & Fld = 3 then Bunt +3
Bunt = 1 & Fld = 4 then Bunt +4
Bunt = 1 & Fld = 5 then Bunt +5
Bunt = 1 & Fld = 6 then Bunt +6
Bunt = 1 & Fld = 7 then Bunt +7
Bunt = 1 & Fld = 8 then Bunt +8
Bunt = 1 & Fld = 9 then Bunt +9
Bunt = 1 & Fld =10 then Bunt +10
STEAL AGGRESSIVENESS:
Non-Pitchers SA = 9 then SA = 10
SA = 6 then SA = 9
SA = 3 then SA = 8
SA = 2 & SP > 59 then SA = 7
SA = 2 & SP < 60 then SA = 6
SA = 1 & SP > 59 then SA = 5
SA = 1 & SP > 49 & < 60 then SA = 4
SA = 1 & SP > 39 & < 50 then SA = 3
SA = 1 & SP > 29 & < 40 then SA = 2
BASERUNNING:
Pitchers -5
BR = 0 & SP > 59 then BR = 5
BR = 0 & SP > 49 & < 60 then BR = 4
BR = 0 & SP > 39 & < 50 then BR = 3
BR = 0 & SP > 35 & < 40 then BR = 2
BR = 0 & SP > 30 & < 36 then BR = 1
SPEED:
Non-Pitchers SP < 40 then SP = 40
Pitchers SP < 35 then SP = 35
**********************************************************
Make certain Pitchers primary & secondary positions are set prior to continuing
SP & RP
**********************************************************
PITCHERS:
Throw Strength Primary Pos = SP then TS +4
TS < 9 then TS +1
TS < 5 then TS 5
Throw Accuracy TA < 6 then TA +5
Primary Pos = SP & TA < 9 then TA +2
Primary Pos = RP & TA < 13 & > 10 then TA -2
Primary Pos = SP & TA < 11 & > 8 then TA +1
Range +2
RG < 4 then RG = 4
Primary Pos = RP & RG > 7 then RG -3
Fielding Fld < 4 then Fld 4
Primary Pos = RP & Fld > 10 then Fld -5
Primary Pos = SP & Fld = 4 then Fld +1
CATCHERS:
Throw Strength +1
Throw Accuracy +2
Range +3
Fielding Fld < 4 then Fld = 4
1ST BASEMEN:
Throw Strength -1
Throw Accuracy OK
Range RG < 4 then RG = 4
Fielding OK
2nd BASEMEN:
Throw Strength OK
Throw Accuracy TA < 6 then TA = 6
Range +3
Fielding OK
3rd BASEMEN:
Throw Strength OK
Throw Accuracy +2
Range +3
Fielding Fld < 13 then Fld +3
SHORT STOPS:
Throw Strength OK
Throw Accuracy TA < 5 then TA +4
Range +3
Fielding -1
Fld < 4 then Fld = 4
OUTFIELDERS:
Throw Strength TS < 7 then TS +3
Throw Accuracy TA < 8 then TA +2
Range +1
Primary Pos = CF & RG > 10 then RG +2
Fielding -1
Fld < 4 then Fld = 4
DURABILITY:
Non-Pitchers:
Stats Batting Games Played < 11 then Durability = 1
Games Played > 10 then Durability = 2
Games Played > 20 then Durability = 3
Games Played > 30 then Durability = 4
Games Played > 44 then Durability = 5
Games Played > 54 then Durability = 6
Games Played > 64 then Durability = 7
Games Played > 74 then Durability = 8
Games Played > 84 then Durability = 9
Games Played > 94 then Durability = 10
Games Played > 104 then Durability = 11
Games Played > 114 then Durability = 12
Games Played > 124 then Durability = 13
Games Played > 139 then Durability = 14
Games Played > 149 then Durability = 15
Pitchers (Starters):
IP > 279 then Dur = 15
IP > 259 & < 280 then Dur = 14
IP > 239 & < 260 then Dur = 13
IP > 219 & < 240 then Dur = 12
IP > 199 & < 220 then Dur = 11
IP > 179 & < 200 then Dur = 10
IP > 149 & < 180 then Dur = 9
IP > 119 & < 150 then Dur = 8
IP > 89 & < 120 then Dur = 7
IP > 59 & < 90 then Dur = 6
IP > 39 & < 60 then Dur = 5
IP > 29 & < 40 then Dur = 4
IP > 19 & < 30 then Dur = 3
IP > 9 & < 20 then Dur = 2
IP > 4 & < 10 then Dur = 1
IP < 5 then Dur = 0
Pitchers (Relievers):
IP > 139 then Dur = 15
IP > 129 & < 140 then Dur = 14
IP > 114 & < 130 then Dur = 13
IP > 92 & < 115 then Dur = 12
IP > 82 & < 93 then Dur = 11
IP > 72 & < 83 then Dur = 10
IP > 62 & < 73 then Dur = 9
IP > 49 & < 63 then Dur = 8
IP > 39 & < 50 then Dur = 7
IP > 29 & < 40 then Dur = 6
IP > 24 & < 30 then Dur = 5
IP > 19 & < 25 then Dur = 4
IP > 10 & < 20 then Dur = 3
IP > 5 & < 11 then Dur = 2
IP > 1 & < 6 then Dur = 1
IP < 2 then Dur = 0
STAMINA:
Starters +16
Primary = RP & Secondary = SP & Games Started = 2 then Stamina +4
Primary = RP & Secondary = SP & Games Started = 3 then Stamina +6
Primary = RP & Secondary = SP & Games Started = 4 then Stamina +8
Primary = RP & Secondary = SP & Games Started = 5 then Stamina +10
Primary = RP & Secondary = SP & Games Started = 6 then Stamina +12
Primary = RP & Secondary = SP & Games Started > 6 then Stamina +14
Relievers No Change to (RP & RP) (Was Primary & Secondary = RP -5)
PICKOFF: OK
MOVEMENT:
Pitch # 2 +2 (Was OK)
Pitch # 3 +2 (Was +3)
Pitch # 4 +2 (Was +2)
Primary & Secondary = RP then Pitch # 2 -2 (Was 0)
Primary & Secondary = RP then Pitch # 3 -2 (Was -3)
Primary & Secondary = RP then Pitch # 4 -2 (Was -2)
CONTROL :
(Was - Nothing done to Primary Pos = RP & Secondary Pos = RP)
Pitch # 1 +10
Pitch # 2 +10
Pitch # 3 +10
Pitch # 4 +10
If Primary & Secondary = RP then -5 on All Pitches
If Primary Pos = SP & Fastball Control < 50 then FB Control = 50
If Primary & Secondary position = (SP & SP) or (SP & RP) & Pitch 2-5 Control < 40 then Pitch 2-5 Control = 40
If Primary & Secondary position = (RP & SP) or (RP & RP) & Pitch 1(FB) < 40 then Pitch 1-5 Control = 40
VELOCITY: OK
CONTACT:
For both versus L & R handed Pitching
Non-Pitchers CON < 25 then CON = 25
Pitchers CON < 15 then CON =15
POWER:
For both versus L & R handed Pitching
Non-Pitchers PWR +10
Pitchers PWR < 30 & > 19 then PWR +5
PWR < 20 & > 9 then PWR = 25
PWR < 10 & > 0 then PWR = 20
PWR = 0 then PWR = 15
All Players
PWR > 59 & HR% < 2 then PWR = 59
PWR > 49 & HR% < 2 then PWR -10
PWR > 69 & HR% < 3 then PWR = 69
PWR > 59 & HR% < 3 then PWR -10
PWR > 79 & HR% < 4 then PWR = 79
PWR > 69 & HR% < 4 then PWR -10
Stats HRs hit vs L = 0 & Stats HRs hit vs R = 0 then PWR -10
HOME RUN %
For both versus L & R handed Pitching
All Players
HR% > 0 & Stats HRs hit vs L = 0 & Stats HRs hit vs R = 0 then HR% = 0
INDIVIDUAL TWEAKS:
"OUT" Pitch (Guidelines):
E.R.A.
< 2.20 15 & 14 Movement Pitches (Also Consider # Wins)
< 2.59 14 & 13
< 2.99 13 & 13
< 3.20 13
for Relievers add .50 to E.R.A.
*** Do Starters & Relievers by Book & Guidelines above.
to select Relievers: Pitch 2 Movement > 11 & Pitch 2 Control < 80
OUTLYERS:
ALL Players:
Contact (L & R) > 79 & Durability < 7 (then individual tweaks as needed)
Power (L & R) > 69 & Durability < 7
Pitchers Only:
Contact (L&R) > 79
Pitchers:
To identify potential too > of Pitchers that are seldom used for adjustments:
SP, Dur < 8 & (FB cntl > 85, 2nd Pit Cntl > 85 etc .....)
RP, same as above
Check for 5% Problem in HR % (to identify potential problem):
if HR % vs R < 4 & HR % vs L = 5
if HR % vs L < 4 & HR% vs R = 5
Adjust Pitchers FB Speed & 2SeamFB relative to FB's speeds
Adjust Pitchers Knuckleballs to < Speeds ? ( 47mph - 73mph )
Power L & R
If PWR > 59 & HR % < 4%
** Base adjustments on Rating Chart with consideration for Contact Rating (i.e. >then< & <then>)
“GUIDELINES” for Above Power Rating Reduction:
ONLY do “L” first and Then “R” separately not combined…..
If PWR > 59 & HR % < 4%
&
CON PWR
>97 -13
>94 -12
>89 -11
>84 -10
>79 -9
>74 -8
>69 -7
>64 -6
>59 -5
>54 -4
>49 -3
>44 -2
Check for Fastball Speeds not being the highest Speeds (i.e. Changups; Knuckleball; Circle Change; Knucklecurve; Palmball etc) & for ChangeUPs being > fast
Primary RP & Secondary SP in Starting Rotation make STAMINA total +16 after substracting what they were already increased by in STAMINA Global Tweak Section above
Power for low Home Run hitters:
Both L & R:
PWR > 29 & HR% = 0 then PWR -10
PWR > 29 & HR% = 0 then PWR = 30
PWR > 39 & HR% = 1 then PWR -7
PWR > 39 & HR% = 1 then PWR = 44
PWR > 54 & HR% = 2 then PWR = 54











