Salary Cap, Changing the Default Cap Amount
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Found the salary cap data for franchises. DB_TEMPLATES.dat file #4 (franchise template) Table SLRI Field = SCAD Changing the Cap numberNEEDS TO BE TESTEDAttach is an edited DB_TEMPLATES.dat file #4 (franchise template) And Here are instructions on how to change the number if you want to do it yourself. Create copy of DB_TEMPLATES.dat in a temporary folder Open the copy of DB_TEMPLATES.dat with the Dat File Replacer 3.0 (DFR) Select File #4 Click "EXTRACT Copies of SELECTED Files from DAT" Close the Dat file and exit the DFR ************** Open the file with The Madden DB Editor 2.0 Open the temporary folder Find the file 00004DB_TEMPLATES.dat.File00004.copy001 Open Find and Select the Table SLRI Select the Row (only row in table) Right Click and "Edit Value in Selected Row" Find and select the field SCAD Copy the Old Cap Amount and Paste it into new value box Edit the number - changing the first 3 digits. I made the number 116000000 Note: I had issue at this point if I just typed in the amount. click OK the file will get saved. Close the file and exit. *************** Open the copy of DB_TEMPLATES.dat with the Dat File Replacer 3.0 (DFR) Click "SELECT REPLACEMENT File Navigate to the temporary folder Find the file 00004DB_TEMPLATES.dat.File00004.copy001 Click Open Select File #4 Click "REPLACE SELECTED Files With REPLACEMENT File" (let it do it's thing) Click "Save DAT File" Close the Dat file and exit the DFR *************** Copy or move the DB_TEMPLATES.dat you have edited to the "My Documents\Madden NFL 08" folder. Start Madden. Start a franchise and notice if the CAP has changed. (if any of the instructions are wrong or unclear please let me know) ~
Attached File ( Number of downloads: 58 )
00004DB_TEMPLATES.dat.File00004.copy001
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rageon Rookie |
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OK, tried it out. Worked fine once I got past the .NET installations, which took longer than anything else.
Some observations/comments:
- Took cap up to $185M, so to make sure teams were acting within the bounds of the extremely high cap. They did, after the first season, a couple teams got up to cap amounts in the $125M range.
- The $185M cap did limit the amount of salary I could take on. It would not let me go above that amount.
- After the first season, the cap automatically increased from $185M to $207M. I guess I can't recall how the cap behaves normally, but I remember it increasing. Anyone want to confirm how the cap progresses from year1 to year2 without any mods? Is the percent increase in-line with how it should behave? I could look into this later, but can't tonight, at least.
- I assume this is a given, but it did not retroactively change the cap in existing franchises -- only those I created after editing the file.
- When I saw the SMAD value (16000000) after the SCAD value, I was hoping that was the max contract amount, given it could represent 16,000,000 and the max value of any contract = (years*16M)+0.1M. Unfortunately, It did not seem to have any effect when I changed it.
If I think of anything else to tinker around with, I'll try to give it a shot.
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rageon Rookie |
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After some more tinkering, here's what I've been able to figure out for the SLRI table in the file:
RFA1 - 1st year player restricted free agent tender amount RFA2 - 2nd year player restricted free agent tender amount RFA3 - 3rd year player restricted free agent tender amount RFA4 - 4th year player restricted free agent tender amount
SCAD - salary cap (as Rexpage already stated above)
SMAD - maximum yearly contract value
SAIP / SIIP - I can't find that changing them has any impact on anything
SAMU - I'm calling this (SA)lary (M)onetary (U)nits, because it's the amount by which contracts can be changed. As is, contracts can be given in increments of $10,000, changing this to $20,000 will then make contracts differ by this amount. However, doing so will cause every team to go over the salary cap. Seems to be OK if you reduce it to say $5,000.
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The SADP table contains some of this same information:
SRFA - I believe this is related to restricted free agents, given the RFA designation as well as the fact that it has only four possible values (1, 2, 3, 4).
It has SMAD, which before was the maximum value amount, and here ranges from $350,000 (related to players with a 1 value for SRFA) to $14,000,000 (related to players with a 4 value for SRFA).
It also has a SMID, which I assume has something to do with a minimum amount, given that it's always less than the SMAD value, and ranges from $200,000 to $6,000,000.
SBID & SIDO - My hunch is that they relate to some kind of bonus amount, but that's 100% speculation.
SBLA & SBMA - Always $10,000, which I assume it related to the SAMU above, but again that's a complete guess.
SRRI & SDRP - They've got me completely stumped. As far as I can tell, there's no combination of SRFA/SRRI/SDRP that ever repeats. If you start by sorting by SRFA, and then by either of the other two, you will see that ss all three increase, the corresponding dollar amounts also increase. I noticed there is a clear 1 to 16 incrementation in the SDRP field, but can't figure out what there is 16 of in the game. Similarly, values for SRRI are from 1 to 12, and I can't figure out what there is 12 of.
I'll probably give up on there files, as I'm not sure what they could add at this point. But if someone has an idea of something related to salary that needs to be researched for the mod, post it and I'll see if I can take a look.
Also, I'm curious as to why the DBeditor won't let me edit the SBLA and SMBA values above 10,000. I can go below, but not above. If I import via CSV, all the values above 10,000 change to 3616 (or something like that). Anyways, probably not important, more curiosity than anything else.
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The SAYP table appears to be yearly minimum salary for players.
PYRP - Years of experience
SMID - Minimum salary allowable; which pretty much confirms my belief that I had after looking at the SADP table. I'm assuming that SMID is (S)alary (MI)nimum (D)ollars.
This post has been edited by rageon on Aug 23 2008, 11:07 AM
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packfan0820 Coach |
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Wow, you've really been helping, rageon!
Can you download the NHL Editor (an older DB Editor that I did not create) and see if it is possible to "edit the SBLA and SMBA values above 10,000" with that editor? And if you do the changes, and it works, try opening it in the DB Editor and see if the change is there. If it doesn't change in NHL Editor, then that means that the value is an x bit integer and cannot have a value above 10,000. If it does work, and it shows up in DB Editor, then that means that something in DB Editor is causing it to not work. If it does work, and it doesn't show up in DB Editor, then I'm going to have to figure out why.
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rageon Rookie |
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OK, a couple more discoveries I found after some more looking into stuff:
First a quite note -- trying to view the pPyr & the stlN fields in DB Editor crashes the program. Not sure if it's just my installation or everyone's, but I can't view them at all.
Now, as to more important things, my hunch after seeing the TFOS value measured in terms of 10,000's was in fact correct -- it was dependent on the SAMU value. I think this is significant because I was able to know that the game was using SAMU for things other than simply incrementing possible bonuses and contracts. For example, changing SAMU from 10000 to 5000 has the following effects:
- Existing player contracts are 1/2 of what they normally are. Instead of being signed to a 60M+ deal, Champ Bailey's contract is now $30M.
- Free agents expectations are about 1/2 of what they normally do. Therefore, whatever algorithm Madden is using to calculate a player's value likely returns a value no higher than 1000 or so (and more typically maybe 100 to 300), which is then multiplied by the SAMU value to give the salary they intend to receive. However, it was not exactly 1/2, so I assume there must be some sort of adjustment for salary cap.
- However, RFA tenders are still the same amounts hard-coded into the RFA1 to RFA4 fields.
- Both the cost of training staffs and coaches salaries are decreased by 1/2. For example, Mike Nolan typically is signed to a 1.8M contract, but if you change SAMU, his contract then appears as 900K. Thus, there has got to be some other values ranging from maybe 300 to 50 or so that represent coach salaries.
- On a team's "balance sheet", the assets, expenses, player salaries and staff salaries will all be decreased accordingly, which is not really surprising, given the effects of other things changing SAMU.
Conclusions: - SAMU is probably more accurately labeled (SA)lary (MU)ltiplier, as it is the value of which many others are dependent upon.
- SAMU effects most existing contracts, including signed coaches, players, and trainers. It also effects the salary expectations of free agents.
- Therefore, SAMU is best left unmodified, as I cannot see any good coming from changing the value. It simply breaks too many things. However, I do believe it's important to understand that because many things do rely on that value, it is likely that many others do as well. It simply appears that much of the financial calculations in franchise mode depend on a multiplier of $10,000, which is the SAMU value.
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