For it to work, the spreadsheet first generates 512 Rookies. The players per position distribution is the same as Madden 08's players per position distribution. Continuing on, each player is assigned a "Projected Round" and a "Dev Rate". Those numbers are used to determine the player's "Adj. Dev Rate", which is then used to determine a player's ratings. Speed and Jumping are determined randomly based on position, as well as random deviation. Strength is determined by using the player's Body Mass Index. "Adj. Dev Rate" comes into play for the remaining Physical Ratings (Acceleration, Agility), as well as every other Skill Rating (Catching, Carrying, Pass Block, Injury, to name a few). First, the ratings are determined based on position, then a boost or penalty is given depending on the "ADR". High "ADR" players (Those players at the top of the draft, although some mid round guys can qualify) get bigger boosts, or at the very least don't get hit with a penalty. Naturally, Low "ADR" players (UDFAs and lower round guys) either get smaller boosts, or get penalties. These can be quite important. For example, a High "ADR" OL (Say, a highly rated Tackle) could come with solid AWR (60s), all around blocking ability (High 70s to low 80s, with some high 80s around too), and solid strength (90s), along with decent injury and toughness (Not an issue on linemen, but an issue on nearly every other position). Similarly, a Low "ADR" OL (Say, a UDFA Tackle), while he could be pretty good for a UDFA, he could: come with low AWR (Think 40s or even 30s), poor blocking ability (High 60s) or poor injury/toughness (Again, a red flag on other positions). With some luck, you might be able to get UDFA that outperform actual draft picks ... thing is, they are rare.
The spreadsheet is attached here. Every time you ask it to calculate (F9 in my case), it will generate a full, new batch of rookies. Just copy the whole "Output (Draft Class)" sheet into a MDC file and import it, and you should be good to go. The same with the "Output (UDFAs)" sheet, but the process is a bit longer, you do need to use RevanFan's instructions on importing UDFAs into your franchise.
This is version 4. The list of changes is:
- Reworked some of the attributes, especially SPD for HBs, WRs, CBs and Ss
- Reworked some of the equipment, especially visors and use of gloves.
- Added Long Snappers to the UDFA classes after sufficient prodding from RevanFan. LB sized, decent SPD, STR and TAK, good PBK, terrible RBK.
DEs and DTs were drafted too high because of their good Acceleration and Tackling, which Madden AND MaddenAMP value a lot for the OVR calculation. To get the AI to properly draft DLs without altering their ratings, you need to:
- 1. Import the Draft Class as normal.
- 2. Use MaddenAMP to open the franchise file and lower every Rookie LE, RE and DT's ACC and TAK by 15-20 (These values are still in testing) points. I'm not sure if NZA's Editor let's you specifically do this however.
- 3. Do the Draft. You should have about 4-8 DLs to be drafted in the first.
- 4. Right after the draft, manually increase every Rookie LE, RE and DT's ACC and TAK by 15-20 points, back to the default values.
But make a quick scan in the "Rookie Workout" section in Madden before making this process, as DEs and DTs might not need to be lowered now.
If you use AMP's draft, make sure to lead the StreamedData.db, otherwise AMP will crash.
As an extra, I'd recommend NZA Editor's Body Fix for the draft classes.
Finally, for this version, 256 rookie UDFAs will be generated as well. This was done for 2 reasons: a) So you can get EVEN MORE UDFAs and b) Because it is somewhat tough to export the 193 UDFAs from the earlier versions without including other dudes.
Cursive - About 50% of the spreadsheet comes from his M19 Draft Class Generator. Most of it is the Height, Weight, Skin Tone, as well as the generation of the Speed and Jump ratings.
LOBBS - I used his method for calculating Strength (Using BMI).
elguapo - I used part of his Roster Monster, namely the body type for players, as well as the face they'll use after being generated.