Hello all,
I play as General Manager, taking control of all 32 teams and letting the CPU control both teams.
I currently use Rodgerjinx's Franchise and the FF/FI Mod Franchise mod. I also use Calhoupe's scripts, which is critical since it includes the current NFL rules and other features that have modernized Madden to present day. I have watched more that three seasons of games using my sliders, they work. The end of season stat's are very close to the NFL. I am very happy with the overall results of the sliders. Many years of testing and hard work.
Below is a sample game log, feedback is appreciated, please keep in mind that it is only one game, from my readings the average completion percentage for QB's per game is around 60% in the NFL.
Madden is not perfect and sometimes I do have to let games play out more than once if something is way off such as completion percentage, sacks, interceptions or number of punts. Using Calhoupe Scripts 1.70 and the Speed Up CPU games #2 option, you can now watch an entire game in about 8-10 minutes, so replaying a game as many times as needed is not a time-consuming issue anymore.
I moved from 12 min quarters, which I used and tweaked over the past 10 years to 15 min quarters in 2017 because I now wanted to mirror the NFL as closely as possible with Madden. I have watched over 3 seasons of stats with my sliders and are satisfied with the end of season stats.
You must use every setting that I have below, any deviation will cause different results.
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Madden NFL 08 PC v0.0 Game Log - Vikings at Saints cdcool test game
Game Time: Sun Feb 19 13:00:18 2017
Skill Level: All Pro
Quarter Length: 15 minute(s)
Slider Human CPU
QB Accuracy 50 50
Pass Blocking 18 18
Receiver Catching 50 50
Running Ability 63 63
Offensive line Run Blocking 17 17
Defensive Awareness 33 33
Defensive line Knockdowns 9 9
Interceptions 1 1
Defensive Break Blocks 9 9
Tackling 29 29
Fieldgoal Length 37 37
Fieldgoal Accuracy 56 56
Punt Length 51 51
Punt Accuracy 49 49
Kickoff Length 40 40
Weather
Forecast: Fair
Wind: 0 mph
Temp: 79 degrees
Team Q1 Q2 Q3 Q4 OT FINAL
Vikings 3 7 6 18 0 34
Saints 7 14 0 7 0 28
Game Statistics: Vikings Saints
First Downs 27 14
Third Down Conversions 6 9
Third Downs 15 16
Third Down Percentage 40.0% 56.3%
Fourth Down Conversions 2 0
Fourth Downs 3 0
Fourth Down Percentage 66.7% 0.0%
Two Pt Conversions Made 1 0
Two Pt Conversions Attempted 1 0
Two Pt Conversion Percentage 100.0% 0.0%
Offense Redzone Num 6 3
Offense Redzone TDs 1 3
Offense Redzone FGs 3 0
Offense Redzone Percentage 66.7% 100.0%
Rushing Attempts 37 31
Rushing Yards 176 71
Rushing Average 4.8 2.3
Rushing TDs 0 2
Passing Yards 340 287
Passing Completions 27 23
Passing Attempts 42 31
Completion Percentage 64.3% 74.2%
Passing Average 8.1 9.3
Passing TDs 3 2
Offensive Pass Interceptions 0 0
TOTAL OFFENSE 516 358
Defensive Pass Interceptions 0 0
Punt Return Yards 11 0
Kick Return Yards 45 112
Punts 2 6
Punt Avg 33.5 49.3
Fumbles 0 0
Fumbles Lost 0 0
Penalties 2 1
Penalty Yds 15 5
Turnovers 0 0
TIME OF POSSESSION 32:39 27:07
Individual Stats: Saints
PASSING CMP ATT YDS PCT YPA SACK TD INT LONG RATING
Matt Ryan 23 31 292 74 9.4 2 2 0 77 124.6
RUSHING ATT YDS AVG LONG TD FUM
Mark Ingram 23 54 2.3 12 2 0
Matt Ryan 3 14 4.6 6 0 0
John Kuhn 1 5 5.0 5 0 0
Daniel Lasco 1 0 0.0 0 0 0
C.J. Spiller 3 -2 -0.6 1 0 0
RECEIVING REC YDS AVG LONG TD DROP YAC
Willie Snead 6 119 19.8 77 1 0 63
Coby Fleener 4 51 12.7 30 0 1 5
Roddy White 5 42 8.3 16 0 0 2
Michael Thomas 3 37 12.3 27 0 0 7
C.J. Spiller 1 16 16.0 16 0 0 12
Josh Hill 1 15 15.0 15 0 0 0
Brandin Cooks 1 6 6.0 6 1 0 0
Mark Ingram 2 6 3.0 4 0 0 2
KICKING FGM FGA PCT FGSBLOCKED XPA XPM PCT XPSBLOCKED KICKOFFS TOUCHBACKS
Marcus Hutton 0 0 0 0 0 0 0 0 5 2
Ty Long 0 0 0 0 4 4 100 0 0 0
PUNTING ATT YDS AVG LONG BLOCKS IN20 TOUCHBACKS
Marcus Hutton 6 296 49.3 66 0 2 1
KICK RETURNS ATT YDS AVG TD LONG
Brandin Cooks 5 112 22.3 0 30
PUNT RETURNS ATT YDS AVG LONG TD
Brandin Cooks 0 0 0.0 0 0
DEFENSE TOT LOSS SACK FF FREC YDS TD INT RET AVG DEFLECTIONS SAFETIES CTH ALLOW BIG HITS
James Laurinaitis 13 1 0 0 0 0 0 0 0 0.0 1 0 2 0
Stephone Anthony 7 1 0 0 0 0 0 0 0 0.0 0 0 2 0
Sterling Moore 7 0 0 0 0 0 0 0 0 0.0 0 0 7 0
Craig Robertson 6 0 0 0 0 0 0 0 0 0.0 1 0 1 0
Kenny Vaccaro 6 0 0 0 0 0 0 0 0 0.0 1 0 1 0
Delvin Breaux 6 2 0 0 0 0 0 0 0 0.0 1 0 7 0
Vonn Bell 5 0 0 0 0 0 0 0 0 0.0 0 0 0 0
Tyeler Davison 3 0 0 0 0 0 0 0 0 0.0 0 0 0 0
Nick Fairley 3 0 0 0 0 0 0 0 0 0.0 0 0 0 0
Cameron Jordan 2 0 0 0 0 0 0 0 0 0.0 0 0 0 0
Jude Adjei-Barimah 2 0 0 0 0 0 0 0 0 0.0 0 0 0 0
Chester O'Neal 1 0 0 0 0 0 0 0 0 0.0 0 0 0 0
Paul Kruger 1 0 0 0 0 0 0 0 0 0.0 0 0 0 0
Nathan Stupar 1 0 0 0 0 0 0 0 0 0.0 0 0 0 0
Charles James 0 0 0 0 0 0 0 0 0 0.0 1 0 0 0
BLOCKING PANCAKES SACKS ALLOWED
John Kuhn 4 0
Zach Strief 3 0
Coby Fleener 3 0
Terron Armstead 2 0
Brandin Cooks 2 0
Max Unger 2 0
Jahri Evans 1 1
Individual Stats: Vikings
PASSING CMP ATT YDS PCT YPA SACK TD INT LONG RATING
Eli Manning 27 42 340 64 8.0 0 3 0 38 113.1
RUSHING ATT YDS AVG LONG TD FUM
Adrian Peterson 27 124 4.5 32 0 0
Jerick McKinnon 6 29 4.8 10 0 0
Nick Vannett 4 23 5.7 18 0 0
RECEIVING REC YDS AVG LONG TD DROP YAC
Stefon Diggs 9 116 12.8 24 0 0 36
Laquon Treadwell 8 113 14.1 38 2 0 12
Jarius Wright 5 85 17.0 37 1 1 32
Kyle Rudolph 3 15 5.0 7 0 0 2
Charles Johnson 2 11 5.5 8 0 0 2
KICKING FGM FGA PCT FGSBLOCKED XPA XPM PCT XPSBLOCKED KICKOFFS TOUCHBACKS
Sebastian Janikowski 4 4 100 0 2 2 100 0 0 0
Mike Chapman 0 0 0 0 0 0 0 0 7 2
PUNTING ATT YDS AVG LONG BLOCKS IN20 TOUCHBACKS
Mike Chapman 2 67 33.5 39 0 0 0
KICK RETURNS ATT YDS AVG TD LONG
Cordarrelle Patterson 2 45 22.5 0 24
PUNT RETURNS ATT YDS AVG LONG TD
Cordarrelle Patterson 2 11 5.5 8 0
DEFENSE TOT LOSS SACK FF FREC YDS TD INT RET AVG DEFLECTIONS SAFETIES CTH ALLOW BIG HITS
Eric Kendricks 9 0 1 0 0 0 0 0 0 0.0 0 0 0 0
Linval Joseph 5 1 0 0 0 0 0 0 0 0.0 0 0 0 0
Trae Waynes 5 1 0 0 0 0 0 0 0 0.0 0 0 4 0
Aaron Williams 5 0 0 0 0 0 0 0 0 0.0 0 0 2 0
Mackensie Alexander 4 0 0 0 0 0 0 0 0 0.0 0 0 1 0
Anthony Barr 4 2 0 0 0 0 0 0 0 0.0 0 0 1 0
Harrison Smith 4 0 0 0 0 0 0 0 0 0.0 1 0 0 0
Captain Munnerlyn 3 0 0 0 0 0 0 0 0 0.0 0 0 3 0
Xavier Rhodes 3 0 0 0 0 0 0 0 0 0.0 0 0 2 0
Danielle Hunter 3 0 1 0 0 0 0 0 0 0.0 0 0 0 0
Sharrif Floyd 2 1 0 0 0 0 0 0 0 0.0 0 0 0 0
Jayron Kearse 2 1 0 0 0 0 0 0 0 0.0 0 0 0 0
Everson Griffen 2 0 0 0 0 0 0 0 0 0.0 0 0 0 0
Chad Greenway 2 0 0 0 0 0 0 0 0 0.0 1 0 3 0
Edmond Robinson 1 0 0 0 0 0 0 0 0 0.0 0 0 0 0
Nick Vannett 0 0 0 0 0 0 0 0 0 0.0 0 0 0 0
BLOCKING PANCAKES SACKS ALLOWED
Joe Berger 5 0
Brandon Fusco 4 0
Matt Kalil 3 0
Kyle Rudolph 3 0
Nick Vannett 3 0
Zach Line 3 0
MyCole Pruitt 2 0
Andre Smith 2 0
Alex Boone 2 0
Adrian Peterson 1 0
Charles Johnson 1 0
Laquon Treadwell 1 0
Below are my Slider settings for anyone that does WATCHED CPU GAMES and play as GM for all 32 teams
ENJOY!
Skill Level: All Pro
Quarter Length: 15 minute(s)
Game Mode: COACH
GAMEPLAY
Fair Play OFF
Injuries ON
Pre-Existing Injuries OFF
Game Fatigue ON
Offensive Coach Assist OFF
QB Vision OFF
Accelerated Clock ON
Auto Strafe ON
Random Weather OFF
Defense Pass Assist OFF
Injury Frequency 102
Sim Injury Frequency 102 ( I don't Sim)
PENALITY
Penalties ON - All maxed at (99) except Holding at (85)
Offsides ON
IN-GAME
SUB out 87% SUB in 93%
Pass Sensitivity 7
BLOCKING
ALL OFF and normal view
Edited on 9/18/2017
I use Calhoupe's Madden Scripts 1.70
Here is what I have ENABLED
TD and First Downs on Front of Line
Fewer Shanked Punts (Leave Fewer Touchbacks disabled) you get enough with the sliders
Return missed FG's and Fumble Fix
More Aggressive CPU on 4th Down
Accelerated Clock at 15 seconds, with version 1.70, it's working perfectly and will reduce the number of Plays during the game, which will solve the problem of having overinflated stats for 15 minute quarters. (16 seconds left on the clock after the Huddle instead of 20)
Updated NFL Rules (Critical)
Overtime Clock 10
TD Celebrations
Remove sideline Limitation
QB Fumbles
No reply limits and extended replay
Auto Replay on every Play
Main menu 1920 x1800 resolution
Television View
Speed Up CPU games #2, when I need it, same stats as letting the game play out
Must have Mods! FF/FI FRANCHISE MOD, ROGERJINX FRANCHISE to start the season, TexMod for updated high-resolution stadiums and equipment,
The UHD Crowd Mod V2.1 and the TV Networks mod.
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(cdcool CPU vs CPU 15 Min quarter SLIDERS)
Human CPU
QB Accuracy 50 50
Pass Blocking 18 18
Receiver Catching 50 50
Running Ability 63 63
Offensive line Run Blocking 17 17
Defensive Awareness 33 33
Defensive line Knockdowns 9 9
Interceptions 1 1
Defensive Break Blocks 9 9
Tackling 29 29
Fieldgoal Length 37 37
Field goal Accuracy 56 56
Punt Length 51 51
Punt Accuracy 49 49
Kickoff Length 40 40
CPU vs CPU Franchise Off-Season Requirements
I use the NZA Editor 1.3
The following credits are given to NZA, Redwolf and steelerz192003
I follow this process after every season!
Okay we have our Sliders and Rosters all set, we can now set up the franchise. Personally, I like to have franchises with all 32 teams under my control but with CPU assistance turned on for teams I don’t want to fully control. I do this because CPU AI can’t manage depth charts well, plus it makes it easier to change a CPU team’s rosters should anything happen that needs changing. However, when I start a franchise, I don’t select all 32 teams to control right away. What I do is select the team I want to control, and start the franchise, and edit to control all 32 teams at a later time. I’ll explain why I do this in a bit.
Anyway, by now, you should have a franchise saved with one team under human control that is at the pre-season week 1 stage, I skip training camp. I exit out of Madden and load the Franchise in NZA' editor and navigate to the editor’s PROGRESSION TAB. Here, I edit which weeks I want progression to occur in my franchise. My preferred progression settings are for weeks 5, 11 and 17, whatever settings you choose will save in the franchise forever – it only requires to be set once per franchise and that’s it, exit out of the editor and load the Franchise up back in Madden. I simulate the preseason with the injury setting set at 30, my normal season injury setting is 102.
Once I get past the preseason, I go straight to week 1 of the regular season (since I have no progression to check out), and save the franchise. It is here that I load the FRA in the NZA editor and take control of all 32 teams. I do this now because, this way, every CPU team already has “CPU Assist” selected for all options since that is the default setting for CPU controlled teams, so it saves you the time needed to go through each coach manually in game and select “CPU Assist”. Also, regarding team ownership toggle in the editor, go to the “Coaches” tab and make sure no team has 5 coaches, I was told it happens sometimes.
Before playing in week 1, I’ll usually go through every CPU team’s depth charts and first do an “Auto Reorder” for every team, and then make any changes I see fit to ensure each team has the proper amount of players.
What I usually do in year 2 and onwards of the regular season is go through every team’s roster, and make sure positions like LT and RT, LG and RG, LOLB and ROLB etc are balanced. For example, if the Bears have 4 LT’s and 1 RT, I’ll change 2 over to RT so it balances out a little more. The whole depth chart thing can take some time but I think it is vital. Most CPU teams have 1 or 2 cases of questionable depth chart decisions, it's a personal preference.
Madden is very poor at Roster Mangement after the Draft, you must review and adjust each teams player positions and depth chart every year, otherwise, you will have problems.
Here is a procedure to fix missing Free Agents that are not showing up in the game but are visible in the NZA Editor courtesy of Rogerjinx, which may start happening at the beginning of your Second Franchise year depending on which roster set you are using.
1. Export all players to .csv from NZA Editor.
2. Open .csv and copy all players
3. Open franchise using DBEditor 3.0 and go to PLAY tab.
4. Export to .csv
5. Paste the players from NZA's csv to DBEditor's csv excluding the headers or row 1 since they are different.
6. Remove the number at the rightmost cell in row 1
7. Save
8. Import to DB Editor.
If you need more Free Agents, you may be able to find more with this procedure after your first year.
Ensure you have no more than 450 Free Agents and none with contracts or the game will crash.
1). Export the .csv of your file using NZA Editor.
2). Open it in a spreadsheet like Excel and sort it by Team ID or column AH. Make sure when you sort, you check the "my data has headers" option.
3). Go to those players with 1004 and change them to 1008 for PS Squad or 1009 for FA.
4). Save and import it back to NZA assuming you didn't add new rows for more players on the list. If you did, you have to use DB Editor instead.
Once I have the progression periods set, the coach slider adjustments in place, and depth charts sorted, I then play the season, and I typically don’t touch the editor with the franchise until the season is over – after the Pro Bowl.
STARTING A NEW SEASON AFTER THE PRO BOWL (6 NZA Editor Actions**)
**1.After you have played or simulated the Pro Bowl, it will ask you if you want to go into the offseason – choose “No” and save it here. Before going to the editor, I think it is really handy to implement a file backup system at this point.
If you were using Rodgerjinx Roster DELETE ALL PLAYERS FROM THE PRACTICE SQUAD now! or you will have major Free Agent issues later, they won't show up in the game.
It is the post-Pro Bowl stage where I do a few things in the NZA editor 1.3 before heading into the offseason.
**2. Next I choose NOT to have all teams under human control. I do this because I found out, under human control, teams don’t operate 100% independently in the offseason even if you have all assist options set to “CPU Assist”. Namely, I found that under human control, CPU Assisted teams don’t fight for Free Agents or Coaches. If I give full control back to the CPU for teams except for the one team that choose to control, the CPU poses much more realistic threats in stealing free agents and coaches. You will need to control one team for the Draft, I favor the Jets.
**3.Lastly, I apply the “Advanced AWR Boost” function in The NZA editor under the Progression Tab when my franchise is at the post ‘Pro Bowl but before the offseason’ stage. It just makes things better, it should help make sure young HB’s, OL and QB’s get progression they otherwise wouldn’t typically get.
With these 3 functions/tasks done, I’m now ready to enter the offseason. Once there, the first stage is to deal with coaches and the stadium etc.
Once the coaches/owner part is over, the offseason begins at the Retirement Stage. As anyone who has dealt with draft classes will know, this is the stage where you import Draft classes. So, do the usual here – save, exit Madden/go back to main menu, load the FRA in the editor and import the draft class
**Even if you don’t want to import a draft class, I recommend using the editor on the game’s generated Draft class here. This function, found under the Draft Class > Misc tab in my editor, makes generated rookie classes look more like the default ratings of a Madden roster, and it also limits attributes like Awareness and Tackle so rookies have room to progress if used right. This sorts out and corrects the Draft class.
**I then do the offseason until the Restricted Free Agents stage. It is here that I save, do the usual “load the FRA in the editor” routine, and apply the function in the editor’s “Progression” tab that fixes Offseason AWR Changes. (Revert all AWR changes (+ or-) For some weird reason, EA decided that struggling teams with “Team Distractions” on board (i.e. players who are unhappy and have a “team distraction” player role) force almost everyone on the roster to lose Awareness, this fixes that.
With this out of the way, I now play the offseason as per normal and may adjust the salary cap in the editor.
Here is a general run down of my salary rules, I just follow the NFL
2016-2017 $10M increase
The four offers teams can tender restricted free agents are, per Article 9, second 2 of the Collective Bargaining Agreement:
1. Right of First Refusal Only. One-year Player Contract with Paragraph 5 salary of at least $1.323 million. No compensation is applied to the original team if another team signs this player to an offer sheet. This is usually applied with players that entered the NFL as an undrafted free agent;
2. Right of First Refusal and Draft Selection at Player’s Original Draft Round: One-year Player Contract with a Paragraph 5 Salary of at least $1.431 million for right of first refusal and original draft round compensation. If the restricted free agent entered the league in the sixth round of the NFL draft, the original team receives a six in the next NFL draft from the new team.
3. Right of First Refusal, One Second Round Draft Selection: One-year Player Contract with a Paragraph 5 Salary of at least $2.187 million for right of first refusal and second draft round compensation. No matter how the restricted free agent entered the NFL, the original team receives a second-round pick from the new team if said new team signs the player to an offer sheet that the original team isn't willing to match.
4. Right of First Refusal, One First Round Draft Selection: One-year Player Contract with a Paragraph 5 Salary of at least $3.113 million for right of first refusal and first draft round compensation. No matter how the restricted free agent entered the NFL, the original team receives a first-round pick from the new team if said new team signs the player to an offer sheet that the original team isn't willing to match
DRAFT TIME (ONE Human CONTROL ONLY)
Now it’s draft time, which I do without editor interference, outside of what I did to the draft class earlier.
Once the draft is over, sign your rookies you want to keep, but don’t concern yourself with the contract details as they’re not important and will be fixed.
2nd Free Agency Period
**There is a feature in the NZA editor that redoes every rookie’s contract after signing. The reason is because very early picks do not get offered enough money.
Once you’re in the 2nd Free Agency period, do the usual ‘load in editor’ procedure and apply the Rookie Contracts function found in the Players > Misc tab of the editor.
And that’s about it for the offseason!
Finish the 2nd Free Agency, wrap up the rest and you’re into the preseason of the 2nd season. I noted earlier on I don’t do training camps and the simple reason for this is because CPU teams don’t.