Front Page Sports: Baseball '94             Version 1.02 Patch

This file describes the changes that the 1.02 patch makes to
Baseball '94 version 1.01 as well as the changes made to version
1.00W by the 1.01 patch.

CONTENTS
   I  Installation Instructions
  II  Game Sounds and Free Conventional Memory
 III  Bugs Fixed in Version 1.02
  IV  New Features Added in Version 1.02
   V  Bugs Fixed in Version 1.01
  VI  New Features Added in Version 1.01

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   I  Installation Instructions

The Baseball '94 version 1.02 patch is distributed both on 3.5" diskette
and in a self-extracting file downloadable from the Sierra BBS,
Compuserve, or America On-Line.  The 1.02 patch will update both version
1.00W and 1.01 installations.  Installation can be performed in one of
three ways, depending on where the patch and game files are located.

Before installing the patch, run CHKDSK on the drive where Baseball '94
is installed to verify that you have at least 2,306,867 bytes of free
hard drive space, which is needed to perform the patching process.  After
the patch has been installed, the game will occupy approximately 50k more
hard drive space than it did previously.

1.  If you have the patch on a 3.5" diskette in drive A: and you have
    installed Baseball to the default directory (C:\SIERRA\BASEBALL),
    you can install the patch by doing the following:

    a)  From any MS-DOS(r) prompt, type:  A: [enter]

    b)  Type:  UPDATE [enter]

    c)  Carefully read and follow the instructions as they appear
        on the screen.


2.  If you have the patch on a diskette in either drive A: or B:, or if
    you have installed Baseball '94 to a drive and/or directory other than
    C:\SIERRA\BASEBALL, you can install the patch by doing the following:

    a)  From any MS-DOS(r) prompt, log onto the floppy drive that
        contains the Baseball '94 ver. 1.02 patch by typing the
        drive designation letter with a colon and press [enter].

        For example, if the patch disk is in floppy drive B:, type:

            B: [enter]
      
    b)  Start the update by using the following command-line syntax:

        UPDATE [source] [destination] [game directory]

        where:
            [source] is the letter of the floppy drive that contains
            the ver. 1.02 patch files (with or without a colon)

            [destination] is the letter of the hard drive which
            has Baseball '94 ver. 1.00W or 1.01 installed (with or
            without a colon)

            [game directory] is the complete path to the Baseball '94
            ver. 1.00W or 1.01 installation (with or without the
            leading backslash, cannot have a trailing backslash)

        For example:

            UPDATE B D: \GAMES\BASEBALL  -or-
            UPDATE B: D GAMES\BASEBALL

        will install the patch from floppy drive B: to the game on the
        D: drive in the \GAMES\BASEBALL directory.

    c)  Carefully read and follow the instructions as they appear
        on the screen.


3.  You can copy the patch files to the directory where Baseball '94
    is installed (be sure to copy all the files, not just the ones
    that start with "patch").  You can then install the patch by
    doing the following:

    a)  Change to the drive and directory that contains Baseball '94
        ver. 1.00W or 1.01.

    b)  Type:  UPDATE [enter]

    c)  Carefully read and follow the instructions as they appear
        on the screen.

---------------------------------------------------------------------
  II  Game Sounds and Free Conventional Memory

Additional memory buffers were required to fix some of the problems
associated with sound generation.  Because of this, long sound samples
cannot be played on systems with only the minimum amount of conventional
memory available.  With the minimum memory available, only the bat
hitting ball, ball hitting glove, and short OUT calls are played.  As
the amount of conventional memory is increased, the longer samples will
be loaded into memory and played.

---------------------------------------------------------------------
 III  Bugs Fixed in Version 1.02

Following is a list of bugs in version 1.01 that are fixed by the version
1.02 patch.  Refer to section V for a list of bugs fixed by version 1.01.

*  Problems with double-switches have been fixed.  In some cases, player
   position changes were being ignored by the game and "gameinc", "roster2"
   and other assert messages were being generated both in the game and
   during game processing.

*  Some roster moves during games involving DHs were not being handled
   properly, occasionally resulting in "roster2" asserts.

*  The Manager Name field on the Team Data screen is now limited to 16
   characters to match the field size in the database.  Previously, the
   display field would accept 32 characters while only storing the first
   16 characters, resulting in truncated manager names.

*  The wind direction in boxscores was being displayed opposite that of
   the actual game wind direction, i.e., Left and Right field were reversed.

*  The computer field manager will no longer order players with PH ratings
   greater than 40 to sacrifice bunt.

*  In 1st and 3rd double-steal situations, if the catcher elected to hold
   onto the ball, the runner at 3rd would not return to the bag, resulting
   in the play never ending without resetting the computer.  The runner at
   3rd will now return to the bag if the catcher does not throw the ball
   and there is no further opportunity to steal home.

*  The computer general manager was creating lineups with some great players
   (such as Barry Bonds) playing at unusual positions, usually catcher.  To
   continue with the Barry Bonds example, this was happening because Bonds'
   offensive value is so great that, even with the defensive penalties
   applied to his starting value for not being qualified at the catcher
   position, his starting value was higher than any other player on the
   team.  To help prevent this from occurring under ordinary circumstances,
   the lineup determination logic was modified to change the order of lineup
   selection and to give a starting value bonus to the best player at each
   position.

   It is important to note that it is still possible for the computer
   general manager to have players both play and start out of position.  An
   integral part of the flexibility of the rosters in Baseball is that it
   requires the computer to be able to deal with any combination of player
   positions on the 25/40 man rosters (as long as you have at least 4
   "pitchers" and 8 "fielders").  Additionally, players can be trained and
   become qualified at new positions during the course of their career,
   which allows for position changes down the defensive spectrum late in a
   player's career or for development of utility players.

*  Problems with the September 40-man roster have been fixed. Players that
   are called up in September have an eligibility flag (to prevent them
   from being used in playoff games) that is used to automatically return
   them to the AAA roster when a new season is started.

*  New season schedules for career leagues were being incorrectly started
   on April 4.  Schedules for subsequent seasons will now start on the
   first Monday in April.

*  Pitchers' Home and Road situational ERAs were displaying the same data
   field.

*  The season-to-date stat display banners in the BPI were displaying
   incorrect totals for players called up in September.

*  When creating new associations, the injury and DL status of players
   were being copied into the new team.

*  Players on the DL at the end of the season in career associations were
   starting the next season on the DL and could not be removed.

*  Pinch hitters were displaying game-to-date stats on their stat banners
   in their first plate appearance of the game.  They now correctly show
   their season-to-date stats on their first plate appearance.

*  The computer will now pinch hit for the game pitcher if it has another
   pitcher warming up in the bullpen.

*  The computer will now warm up a pitcher if the game pitcher is replaced
   by a pinch hitter.

*  Computer pitcher substitution was such that extra inning games of 16
   innings or more would use the entire pitching staff, usually to the
   point of exhaustion.  Without a day off, pitchers do not recover their
   pitches available, so they would remain exhausted until the next
   scheduled off day.  Pitcher substitution logic has been modified both to
   help prevent staff exhaustion and to correct the problem when it does
   occur (usually about a week).

*  During trades involving multiple players, AAA players received by the
   computer were not having their status properly updated, resulting in
   their deletion from the database.

*  Inherited runners were being assigned to pinch hitters.

*  Several situations were discovered where One Pitch Mode (OPM) status
   would be lost for the remainder of the player's at bat.

*  The radar screen was flashing the location of pitches used during OPM
   play determination.

*  All runners (not just the lead runner) now run with the pitch in 2-out,
   3-ball, 2-strike count situations.

*  Ground balls that deflected off fielders were being counted as hits.

*  Extra-base hits were being credited to batters in situations where a
   single (or double) and an error (or a fielder's choice) should have
   been scored.

*  Fielder's choices were being credited as hits.

*  The chance of injury for pitching has been increased.

*  The MLBPA94 association that was shipped with version 1.00W did not have
   an All-Star game as part of the schedule.  If the stock association has
   not been played or modified, the patch will update it.

*  The chance of pinch hitting for position players has been decreased.

*  In order to help reduce stolen bases, the appropriate fielder starts the
   play closer to 2nd base when in a stolen base situation.

---------------------------------------------------------------------
  IV  New Features Added in Version 1.02

Following is a list of new features added to version 1.01 by the version
1.02 patch.  See section VI for a list of new features added by the
version 1.01 patch.

*  The between-innings linescore display has been expanded to display
   the full, 10-inning, score-by-innings banner.

*  A feature that was implemented during the development of the original
   1.00W version of Baseball, but was never documented in the readme file
   or game manual is the "rest/rust factor."

   The rest/rust factor only affects position players and provides the
   manager with the need to effectively manage not only the pitching
   staff, but their bench as well.  The basic premise of the rest/rust
   factor is that continuous daily use of a player will cause fatigue
   which will tend to reduce a player's abilities.  Similarly, if a
   player goes an extended period of time without appearing in a game,
   his skills will tend to become "rusty", reducing his ability to
   perform on the field.

   For most position players, the rest factor begins to set in when they
   have started games on more than 10 consecutive days.  For each day
   that a player continues to play beyond the first 10 days, he will
   accumulate a reduction to his ratings.  After about a month of
   playing every day, the player will have reached his maximum level of
   fatigue and further play will have no additional effect.  The rest
   factor will be reset for a player simply by not starting a game on
   any given day.  The effect is the same whether the entire team has
   a day off or if the player appears as a substitute player in a game.

   Similarly, the rust factor sets in after 10 consecutive days of
   inactivity and players will reach their maximum level of rust after
   about a month without appearing in any games.  The rust factor will
   be reset for a player simply by using him in a game, either as a
   starter or as a substitute.  Note that players returning from the
   Disabled List (DL) are not considered to have any days of inactivity
   accumulated and thus will require 10 consecutive days of inactivity
   before the rust factor sets in.

   Because the physical demands placed on catchers are so much greater
   than those of other position players, the rest/rust factor is treated
   a bit differently.  Catchers will go into rest/rust after 5 days (as
   opposed to the 10 days for other position players).  Additionally,
   the effects of rest and rust are accumulated at twice the rate of the
   other position players, with the result that catchers will reach
   maximum fatigue or rust after only about 2 weeks.

   If the computer is controlling starting lineup selection, either
   because the team is computer controlled or when a game is simmed, it
   will evaluate the need to rest or play players based on their
   rest/rust values.  For human controlled lineup selection, the
   manager must have knowledge of the team's schedule and the usage
   patterns of the players to determine if rest or play is necessary.
   The ratings displayed in the game are displayed with the effects of
   injury and rest/rust already applied to the base rating.

   Note:  The FATIGUE option on the Association Data screen determines
   whether pitcher fatigue during games is on or off.  It has no effect
   on rest/rust.
   
*  The new QuickRoster(TM) function was added to the BPI and is
   activated by pressing the 'R' key on the keyboard anytime the BPI
   screen is displayed during games or sims.  When QuickRoster is
   activated, the game pauses and the screen scrolls upward to reveal
   the current batting and pitching rosters of both teams.  Pressing
   the 'R' key a second time will return to the game.

   The batting lines on the QuickRoster screen (including the batting
   lines of pitchers in non-DH games) contain the following fields:

   Pos = Current fielding position occupied by the player
     * = (Next to position) Denotes a player who is NOT qualified at
         the displayed fielding position
    BT = Bats/Throws (S=Switch, R=Right, L=Left)
    CH = Contact hitting rating (modified by injuries and rest/rust)
    PH = Power hitting rating (modified by injuries and rest/rust)
    SP = Speed rating (modified by injuries and rest/rust)
    FA = Fielding ability at current position (modified by injuries
         and rest/rust)
    AS = Arm strength (modified by injuries and rest/rust)
    In = Amount of ratings reduction due to injuries
    PL = Pull rating
    GF = Groundball/flyball rating
    vL = vs. Left modifier
    Hm = Home modifier
    Sc = Scoring position modifier
    CL = Close and Late modifier
    Mo = Monthly modifier for current month

   The pitching lines on the QuickRoster screen (including the pitching
   lines for non-pitchers) contain the following fields:

   Pos = Status of pitcher (CP=Current pitcher, B1 & B2=Pitchers in
         the bullpen)
     T = Throwing arm
    CO = Control rating (modified by injuries)
    EN = Endurance rating (modified by injuries)
    HR = Hold runner rating (modified by injuries)
    SP = Speed rating (modified by injuries)
    FA = Fielding ability at current position (modified by injuries)
    AS = Arm strength (modified by injuries)
    In = Amount of ratings reduction due to injuries
    GF = Groundball/flyball rating
    vL = vs. Left modifier
    Hm = Home modifier
    Sc = Scoring position modifier
    CL = Close and Late modifier
    Mo = Monthly modifier for current month
    PA = Number of pitches currently available
  Cond = Condition of pitcher

*  Infielders will now "delay" their throw to a base if they feel that
   they have more than enough time to get the runner out.  As part of
   the delay, they will take several steps toward the base they intend
   to throw to before actually releasing the ball.  The effect of the
   delay is to decrease the chance of an error on the play while still
   making the necessary out.

*  During One Pitch Mode (OPM), while the computer is finding the play
   to display, a "Finding Play..." dialog box is displayed.

---------------------------------------------------------------------
   V  Bugs Fixed in Version 1.01

Following is a list of bugs fixed by the version 1.01 patch.  The bug
fixes are listed by area (shell or sim).

SHELL:

*  Pitchers can no longer be credited with both a Hold and a Win.

*  On the Association Statistics screen, the Qualifiers option has been
   changed to provide more consistent filtering of players.  If Qualifiers
   is selected, the statistics listing will filter out any player with
   insufficient playing time for the period requested.

   To qualify for weekly statistical displays batters must have at least
   3.1 Plate Appearances (PA) and pitchers must have at least 1 inning
   pitched (IP) for each game their team has played over the last seven
   days (usually 6 or 7 games).

   To qualify for seasonal statistical levels, batters must again have at
   least 3.1 PA and pitchers must have at least 1 IP for each game their
   team has played to that point in the season.  At the end of a standard
   162 game season, batters must have 503 PA and pitchers must have 162 IP
   to be qualified.

   For career statistics, batters must have at least 3.1 PA and pitchers
   must have at least 1 IP for each game in a full season schedule times
   the number of years the association has been in existence (maximum of 8
   years).  Therefore during the 2nd year of an association with a 162 game
   schedule, batters must have at least 1005 PA to qualify, and during the
   8th (and each subsequent season) they must have at least 4098 PA to
   qualify.

   Note that the qualification levels are absolute, therefore even though a
   player may lead the league in a category such as home runs (HR), he will
   not show up in the display unless he has sufficient playing time, or the
   "All Players" option is chosen instead of the "Qualifiers" option.

*  Occasionally, All-Star game player determination got confused with
   regards to closers, resulting in an assert with a player.cpp:679
   message.

*  If you started a draft with at least 1 human controlled team, quit
   the draft at some point after selecting a player for the human
   controlled team, changed the League to a DH league and then went to that
   team's Defensive Lineup roster screen, the game would assert with a
   tmroster.cpp: 1810 or 2115 message.

*  48-team associations would have a garbage name for the last team in
   the first season's free agent draft, preventing continuation of the
   draft.  This has been fixed to prevent its occurrence in the future,
   however, associations with this condition already are corrupted and
   cannot be continued.

*  In some cases, players with day-to-day injuries could not be placed
   on the DL.

*  Sometimes players put on the DL would show up as having gone on
   January 1 and would not heal.

*  If you had teams from two different 48-team associations selected
   on the Exhibition Setup screen and went to the Game Preferences screen,
   the game would assert with a roster.cpp:400 message.

*  If you went to the Propose Trade screen, selected player criteria
   that eliminated all players, canceled the Criteria Selection screen
   without selecting valid criteria, then changed to the "Show Players to
   Receive" option and double clicked on a team, part of the warning dialog
   box would appear, but without an OK button, thus locking up the game.

*  The League Standings were incorrectly rounding the displayed
   won-lost percentage.

*  When a trade was proposed, the receiving team's Team News screen "no
   current transactions" text would disappear, leaving a blank box.  This
   has been fixed so that the text will remain until the following day
   when the trade proposal is cleared by the league offices and presented
   to the receiving team.

*  Pitchers were making too many appearances in a season.  This has
   been adjusted by reducing the amount of pitches recovered on the day
   after pitching.  Pitchers will still recover their full allotment of
   pitches within 5 days.

*  48 of the players in the MLBPA94 association had incorrect batting
   or throwing hands specified.  This has been corrected in both the
   shipping stock association and in the default association.

*  When using DataIn, the potential ratings for players were being
   calculated when the base ratings were first calculated, making it
   possible for the actual ratings to be higher than the potential ratings,
   resulting in a sudden decrease of that player's actual ratings during
   the first spring training.  Potential ratings are now calculated when
   the player is saved and are based on the ratings as displayed.

*  The vs. Left/vs. Right stat on the League Standings screen was
   incorrectly showing the record for the teams own starters rather than
   opponent starting pitchers.

*  The exclamation point (!) on the championship screen text was not
   tied to the last word of the text resulting in the possibility that the
   exclamation mark would be on a line by itself with the right combination
   of team, coach, and championship trophy names.

*  When new associations were created, the starting pitcher pointer
   and pitcher's Pitches Available were not being reset.  This would also
   sometimes result in an lu_tmr.cpp: 3347 or lu_start.cpp: 588 assert when
   changes were made to the computer selected starting pitcher.

*  If you tried to go to Preferences from within an initial player
   draft screen, the game would assert with a pref.cpp: 216 message.

*  Boxscores were printing with a space at the end of each line for a
   total of 81 characters per line.  On some dot-matrix printers this was
   resulting in double-spacing of the boxscore printouts.

*  After successful trades or free agent signings, the computer would
   assign the players directly onto the roster regardless of human control.
   The computer will now only remove players from the batting orders and
   rosters when injured with a 100% severity or when reassigned out of an
   active slot.

*  The Pitches Available is now being updated to display the maximum
   number of available pitches for all pitchers between seasons in career
   associations, rather than after the completion of spring training.

*  The Reassign Players function was not working properly with the
   end-of season 40-man roster resulting in the loss of players from teams.

*  Trade valuing has been modified to help prevent robbing a computer
   opponent of a superstar by simply offering 3 "nobody" players.  The
   second best player on any side of a trade proposal is only valued at 50%
   of his normal value and the 3rd best is only valued at 25% or normal
   trade value now.


SIM:

*  On some configurations with sounds enabled, the game would lock up
   at the transition between the BPI and the arcade.  The sound sample is
   now being cut off if it has not been completely played when the
   transition is required.  Additionally, sounds should not start if there
   is insufficient time to complete them.

*  The blue fence in the BPI at Jacobs has been changed to the correct
   green color.

*  Offensive numbers, particularly home runs, were grossly inflated.
   Bat speed has been reduced to bring the numbers into line with expected
   totals for modern baseball.

*  Adjustments were made to the swing and pitch selection logic for
   batters and pitchers in the BPI.  This should result in less foul balls,
   less swinging strikes, more called strikes, and more realistic hitting
   averages and ERAs.

*  Manager logic for pinch hitting and relief pitching has been improved.
   Pitchers that will be brought out of the game in the next half inning
   are now being pinch hit for.

*  Fielder logic has been improved.  Fielders now have a lesser chance of
   attempting to make a putout on the lead runner, particularly if it is
   not a force situation.  With 1 and 2 outs, computer controlled fielders
   will have a greater chance of taking the easiest force out.

*  Batter logic has been improved with regard to swing type selection and
   swing determination.  Computer controlled batters will no longer attempt
   a bunt with 2 strikes.  

*  Computer controlled batters with high CH and SP ratings will now
   attempt to bunt for a base hit more often.

*  Fastballs are now harder to hit.  The ability to make good contact
   on a good fastball pitch was reduced.  Poor contact will result in more
   pop ups and topped ground balls.  Good contact will still usually result
   in a long fly ball.

*  Outfielders now have a lesser chance of throwing home and allowing
   the batter/runner to advance to second.  Fielders will still attempt the
   throw when there is a good chance of getting an out at home and there is
   no chance of getting an out anywhere else.

*  Cutoff men will now let throws go through to the plate, unless they
   are intending to throw to another base to make a putout on another
   runner.

*  A couple of possible roster moves in games (usually involving
   double-switches), would result in an assert during stats processing
   with a gameout.cpp: 575 or 907 message.  These are now being handled
   properly.

*  If a team used all available pitchers, the game would assert with a
   roster2.c:2325 message.  It will now properly put a position player on
   the mound.

*  In some double-switch situations, relief pitchers were being
   displayed in an incorrect order in the batting section of the boxscore.

*  Relievers were being credited with a run and the previous pitcher was
   being credited with the earned run. This has been fixed to assign both
   runs and earned runs to the proper pitcher.

*  Picking off baserunners with long leads at 2nd was automatic.  This
   has been fixed so that only slower runners with long leads against
   pitchers with good Hold Runner ratings can be picked off.

*  Occasionally when in One Pitch Mode, the game would drop out of OPM
   and would allow more than 4 balls or 3 strikes to a batter.

*  Standard mode and computer controlled substitutions in One Pitch
   Mode were not working properly by either overriding the user's choice or
   canceling the substitution before the resolution of the plate
   appearance.

*  When playing with keyboard only, any keypress would clear the
   substitution screens and stat banners.  This is now fixed so the
   keyboard is treated the same as a joystick for these screens.

*  The stat banners shown at the beginning of a pitcher's first
   appearance in a game were showing the season-to-date number of OUTS
   rather than innings pitched (IP).

*  Forced baserunners now break with the pitch on 3 ball, 2 strike
   pitches with 2 outs.

*  If you attempted a snap throw from the catcher, the arcade would
   assert with selected.c: 267 error message.

*  Wild pitches and passed balls were incorrectly being counted as
   errors.

*  Pitchers were not covering first base on balls hit to the first
   baseman.

*  Viewing a replay during an exhibition game would reset the turf
   type to the default type if it had been changed during the game.  You
   may change the turf type during exhibition games and it will no longer
   be reset when going to the VCR.

*  Stadium surface type is now saved with saved Exhibition games if the
   surface was changed from the default type for that stadium.

*  If a file other than a valid stadium file was in the STADIA
   directory the game would assert with a volume.c: 40 error message.

*  Earned runs were not always being assigned to valid players
   (usually because of a relief pitching event), resulting in an earnedr.c:
   226 assert message.

*  Players with 100% injury severity were remaining in the game because
   they were the only qualified players at their position. All 100%
   injury results will now cause the removal of the player from the game.

*  Game lengths in the boxscores have been reduced to a more normal
   level (around 2 1/2 hours for a typical 9 inning game).

---------------------------------------------------------------------
  VI  New Features Added in Version 1.01

In addition to fixing the programming errors in the game, the following
features have either been added to the game, or have been modified to
make the game more enjoyable.

*  The batter uniform number and skin tone detail toggle has been added
   to the F3 detail screen as a permanent detail setting.

*  Teams created with DataIn will now have a random default color
   rather than always being red.  You can still change the uniform color 
   of teams at any time.

*  Stadium file names have been changed to a more consistent naming
   convention, that is, the name of the city.  The stadium names have been
   changed in the default and MLBPA94 associations, however for other
   associations, each team's stadium model must be re-selected.  If the
   stadium model is left blank on the Team Data screen, the first stadium
   found in the STADIA directory will be used.

*  The Wrigley Field stadium has been enhanced with additional graphic
   detail.

*  Monitors with blanking circuitry present a problem when switching
   from the 640x480x16 BPI screen to the 320x200x256 arcade screen.  There
   is nothing that can be done to eliminate the blanking which is
   completely controlled by hardware, but the effect on the game can be
   reduced by using the new -wx parameter when starting Baseball.  "X" is
   the number of tenths of seconds that the game will pause on the first
   frame of the 320x200x256 arcade screen after transitioning from the BPI.
   For example, if the game is started by typing:

                    PLAYBALL -W12 [enter]

   the lo-res screen will pause for 12/10ths of a second (1.2 seconds) on
   the first frame of each play.  The purpose of this is to cause the game
   to wait until the blanking process is completed before continuing the
   play.  The amount of delay depends upon the specific hardware involved.
   You should experiment with the delay period until plays are starting
   with the ball just off the bat when the monitor blanking is completed.

*  When a free agent claim or trade proposal is submitted, a message
   box will now appear confirming your submission.

*  The inning update box, which is displayed at the start of each half
   inning, now shows the next 3 batters due up along with their positions.

*  The Playoff screen now displays the round number for each round of
   multiple round playoffs.

*  DataIn now contains normalization factors for the 1994 season.

*  In response to the overwhelming number of requests for fictional
   player associations, we are shipping an alternate player generation
   table along with batch files to activate and deactivate it.  Some users
   have already discovered the trick to creating associations composed
   entirely of generated free agents, but normally, the free agents
   generated by the game are in the very poor to average range, resulting
   in very poor player ratings throughout the association until quality
   players can be developed in the minor leagues.

   Rather than rendering player development through the minor league system
   useless by changing the default player generation table in the game's
   data volumes, we are providing an alternate player attribute generation
   table in the form of an external file.  If this file, PGENTABL.DAT, is
   in the game directory, the game will ignore the built in table and will
   use the values in the external file instead.

   This alternate player attribute generation file has modified values for
   the generation of Free Agents only (amateur player generation is
   unaffected).  When players are generated to stock a new association,
   they will have attributes and abilities ranging from very poor to very
   good, with the majority being average.  Ages will range from 17 to 42
   with the majority being in the 26 to 30 year range.

   Creating a new association composed entirely of fictional generated
   free agent players is a 3 step process:

   1)  Using DataIn, create one or more single-team associations.  You
       may create one single-team association to use as the source team for
       your fictional association and rename the teams after the association
       is created.  Do not create any players for these single team 
       associations, the game will generate the players it needs.

   2)  From within the game directory, type: FADRAFT [ENTER].  This will
       create the PGENTABL.DAT in the game directory.

   3)  Run Baseball and create a new association of the type and size
       desired.  Select the empty single-team association created in step 1
       as the New Source Association and copy the team into all new team 
       slots in all the leagues and divisions of the new association.  When 
       you are done copying the blank team into all the team slots, select 
       the CONTINUE button on the screen.  When you are asked whether you 
       wish to dump all the players into a pool for initial drafting, 
       click the YES button.

   Baseball will generate enough free agent players to allow for 40 or 50
   rounds of drafting (depending on whether the association is a single-
   season or career type).  Since the players are generated using separate
   first name, last name, and attribute data files, each new fictional
   association will be unique.

   When you are finished creating your new fictional association, you
   should remove the PGENTABL.DAT file from the game directory to restore
   the stock player generation values.  To do this you may simply delete
   the file PGENTABL.DAT or type: REGDRAFT [ENTER] to have this done for
   you by the batch file.

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