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What does FAP mean in TSB3m?


KaznGmack

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FAP is free agency points.  When signing free agents in a Trade Mode season, you're limited to a certain number of points at each position, and you may not exceed that cap.  Those numbers indicate how much each player counts against the cap.


 


It definitely works in the game on a ROM edited with TSBM2000.  However, I don't know if it properly records edits to FAP.  TSBM2000 is notorious for not having what you actually input into the manager show up in the game.


 


Two things I'm aware of to be advised about: it switches RS and RP, so whatever you put as a player's RS will show up in the RP column in the game, and vice versa.  Also, kickers get nerfed: their Avoid Block and Kick Accuracy are stuck at 6 and 19, no matter what you assign them.  That's not true for punters for some reason.  I guess whoever made the manager screwed up where a couple of addresses point.


 


The RS/RP thing is easy enough to work around once you know it's there.  You can use the other manager, TSB3m, to fix kickers if you want, though be advised that it will give every team a down run of the T Fake Sweep Dive or whatever it's called in both playbooks.  So, you can either have kickers that work, or you can have authentic playbooks, but you can't have both.


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TSB3m is not as glitchy as TSBM2000.  The only real output glitch I've seen is the one I've mentioned above, where all the teams get the T FB Dive as the bottom run in both playbooks, no matter what you put there.  The reason I don't like to work in it, though, is that the sliders are way slower and more frustrating than the textboxes in TSBM2000.  But, suit yourself, of course.


 


I'm not sure what your purposes for this ROM are, but keep in mind that the game has a sort of "hidden" attribute that applies only during games between two teams marked SKP in the season schedule, and this is not an attribute that you can modify with any of the managers.  Basically, it's a single number that tells the computer how well each player should perform during SKP games.  So, Barry Sanders, he's got a high number, as does Jerry Rice and Reggie White, as well as all the other good players you can think of.  So you take RB1 for Detroit, and no matter what attributes you write over him in the manager, he will still perform like Barry Sanders during SKP-SKP games.  Make him as terrible as you want; he'll run for 1,500 yards.


 


I was told once that this doesn't apply if you use the "slow SKP" option - i.e., you don't set the schedule to auto skip in the schedule menu.  I don't know whether this is true or not. 

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