
These are the Internet National Football League rules. We expect that you understand these and will abide by them with no problems at all. |
Requirements
All owners must own a copy
of Sierra's Front Page Sports: Football Pro '96 **with the V1.1
patch installed**. If you do not have the patch contact a commish
to receive it. The game must be installed into the path
/Sierra/Fbpro96. Coaches will also need a program to zip and
unzip files for uploading and downloading.
League Creation
All owners must
create a sub-directory called INFL98, within the /Sierra/Fbpro96
subdirectly. The league files will be regularly uploaded to the
INFL98 website as INFLxxp#.zip, where xx stands for the current
week of play and p stands for preliminary and # stands for which
set (ex. INFL06p1.zip is the first set of preliminary files for
week 6). The final set of league files that are used for game
simming will appear as INFLxxf.zip (f stands for final).
League Schedule
Sunday - Preliminary league files which are
updated with the results of the previous weeks games will be
uploaded to the site. Site will also be updated with all
information for previous weeks games.
Thursday 8:00pm (EST) - Roster moves deadline. All roster
moves, FA requests and trades must be mailed into the Roster
Moves Commish (Andre Galvan) by this time. If it is required that
you must release a player to complete an FA pickup or trade then
make sure you notify the Roster Moves Commish (Andre Galvan)
which player you want released. Failure to do so will result in
the request on being processed till the following week.
Thursday sometime after
8:00pm (EST) - Rosters
will be posted on the website for the owners to review. If you
notice any mistakes report them to the Roster Moves Commish
(Andre Galvan) ASAP.
Friday 4:00 (EST) - Deadline for all coaches to send in
there PPP's. These are to be mailed to the Files Commish (Mark
Frail). If an owners PPP's are not received before the deadline
then his/her team will play that weeks games with the newstock
PPP (located on league files page). If you wish to use the
previous weeks PPP's you need to notify the Files Commish (Mark
Frail) of this.
Friday 8:00pm (EST) - Files Commish (Mark Frail) will send
out the IN file and PPP's to the home and away coach for
gameplay. Before you start the game you need to e-mail the away
coach and the Files Commish (Mark Frail).
Saturday 11:00pm (EST) - Deadline for home coach to have
simmed game and sent results to away coach and the Files Commish
(Mark Frail).
Game Play
a) Each Friday (after the Thursday 9:00pm
EST deadline) the Roster Moves Commish will e-mail the coaches
the final league files to use (INFLxxf.zip) and the Files Commish
will send the GAMExxyy.in files to use in your game called
CWKxxIN.zip. If you are a home team that week then follow these
steps to play your game:
Delete all files in your
/Sierra/Fbpro96/INFL98 directory.
Put INFLxxf.zip (final file sent Friday)
in that directory and unzip it. Then, unzip the specific .in zip
for your game into this directory (/Sierra/Fbpro96/). The
CWKxxIN.zip file will contain all the .in files for that week's
games. Check the league schedule and count down from the top to
determine which .in file is the correct one for your game. For
example, if it is the first week of the season and your matchup
is the 4th from the top on the league schedule, then your .in
file would be Game0104.in. Make sure it is the onle .in file in
the /Sierra/Fbpro96 directory before simming the game. Also
ensure there is no file in the /Sierra/Fbpro96 directory called
play.log.
You MUST e-mail your opponent that you
are about to sim the game. Make sure you are ready to run the
league game uniterrupted as you will not be able to stop the game
for any reason once it is started. This is very important as any
stops in the play will be recorded on the log file and will raise
suspicion about the fairness of the game you ran. Games should be
simmed and results sent within 2 1/2 hours after you notify your
opponent that you started simming the game.
There should be a text file within the
unzipped PPP that tells your the name of the directory into which
to the PPP's of your opponent. This directory wills always be a
subdirectory of /Sierra/Fbpro96/ and should have as its name the
abbreviation of the team that uploaded it. For example, Miami
team files would go in /Sierra/Fbpro96/INFL98/Mia and the file
would be called Cmia07.zip for Miami's week 7 PPP's. If you wish
to use plays that you use in another league, you may include a
different directory in your text file but we strongly encourage
all owners to keep their plays in a special INFL98 directory to
avoid confusion.
Create such a directory if necessary,
copy the zip file into it and unzip it (or copy all of the
previously unzipped files into that directory). The text file
should explain what directory to unzip the PPP's in as well as
tell you which profiles and gameplans to use for your opponent in
each half.
If you are scheduled to play a home or
away game and the other team is unowned, you will use the
NEWSTOCK.zip file found on the website and unzip it into the
/Sierra/Fbpro96/NewStock directory.
Copy the appropriate GAMExxyy.in file to
your /Sierra/Fbpro96 directory and then start the program with
the following command:
hike -xp -l -nointro (This is hike -xp -lower case L (not a #1)
-nointro)
You must use lower case letters for this command. You can use
additional command line switches if you desire, but the xp switch
MUST be the first command line parameter used.
PLEASE BE SURE THAT YOU USE
THE CORRECT GAMExxyy.in FILE.
NOTE: If you are playing a
game and quit (and save) in progress, you must ues the command
line options -xp -l when you restart the program and to resume
playing the game in order to generate the GAMExxyy.out file. If
you have difficulties causing a GAMExxyy.out file to form, change
the opening command line to: hike -xp - l gamexxyy.out (where xx
equals the week number and yy equals the game number).
When setting up the game, please not that you are not allowed to
control players, call audibles, or call your own plays. The game
must be as Computer vs Computer. All games shall be played
profile vs profile. This means that when you set up to run the
game, BOTH teams must be set at computer controlled. Keyboard
and/or Joystick control is not allowed in this league. It's not
enough to set it to keyboard control and allow the profile to
call the plays, becaues this out the computer called audibles for
the home team while the away tam still must endure it. This is a
fact of playing profile vs profile that ALL teams must live with
equally. A log file in which one team has not called any audibles
will be a dead giveaway that the home team owner either called
his own plays or opted to keyboard control and allowed the
computer to call his own plays without the audible. A log file
with only one kind of audible being called more than 15 times is
also a dead giveaway. If caught, you will be banished as a CHEAT!
You MUST view the stats at half-time
(team and both offense and defense) and again at the end of the
game. This ensures that the program will include the stats in the
play.log file. This also ensures that the game was not quick
simmed.
Sending
Results:
After the game has
been been completed, the program will create a Gamexxyy.out file
and Play.log file in your /Sierra/Fbpro96 directory. Rename the
Play.log file to [email protected],where home is the home team's
abbreviatoin and the away is the away team's abbreviation (e.g.
[email protected]). The game will also create a highlights file in your
Tapes/Game directory. This file will be called INFL98.xxx
(xxx=number). If you haven't deleted the highlights from the
previous week then the correct INFL98.xxx file will be the highest
numbered file. Please check the timestamp to make sure you send
the right one. Don't view the highlights until you send them to
the Files Commish and the away coach. Viewing them causes the
highlights file to disappear. You must zip these three (3) files
into a file called [email protected] (e.g. [email protected]) and e-mail
this file to the Files Commish and the away coach before the
11:00pm EST deadline on Saturday. Please show some consideration
to the away coach and send the results as soon as possible. You
can make additional highlights during the game (if you want) by
hitting instant replay after great plays are made by either team.
Simple save the highlights after viewing it (it's up to you
whether you want to include additional highlights in the results
you send).
If the HOME coach does not send in
results (the [email protected] file) by 11:00pm EST on Saturday. the
Files Commish will sim the game using NewStock offense and the
home teams defense for the home team and the regular PPP's for
the away team.
Gameplans
a) Each player must create a directory
within his /Sierra/Fbpro96/INFL98 directory in which to store his
league gameplans, profiles, and plays )the "gameplan
directory"). That directory should have as its name the two
or three letter abbreviation used in Fbpro96 for that team. (ex:
/Sierra/Fbpro96/INFL98/Mia for the Miami team or /Sf for the San
Fransicso team).
b) The following rule only applies to the
use of Custom Plays.
And player wishing to create gameplans which use Custom Plays
must FIRST put ALL the custom plays he wishes to use for each
gameplan in his gameplan directory, and THEN he must create his
gameplans in his /Sierra/Fbpro96/INFL98/xxx directory.
It is very important that you only create your gameplans AFTER
you have ALL of your custom plays into your gameplan directory,
and that the only custom plays you use in your gameplan are the
custom plays in this directory. Playbooks must have at least 24
offensive plays and 10 defensive plays.
You should also be sure to create all your gameplans and profiles
in your gameplan directory.
c) ALL coaches should then zip all of the
plays in their gameplan directory (the text file, gameplans,
profiles, and plays) together into a file with the filename
Cxxxyy.zip, where xxx stands for the team abbreviation and yy
stands for the current week of play. THIS ZIP MAY NOT BE
PASSWORDED IN ANY WAY. You may however password your profiles
from FPS: Football Pro '96.
d) This zip file must then be sent to the
Files Commish in accordance with the above schedule.
Play Design
Click here to view them
Gameplan Design
Offensive
Gameplans
Offensive playbooks require 24 unique
plays.
Flipped plays DO NOT count as unique
plays.
A play may be duplicated once in your
playbook providing there is a chance of the go to guy in the
play. However, this does not count as a unique play.
Defensive Gameplans
Defensive playbooks require 10 unique
plays.
Flipped plays DO NOT count as unique
plays.
A play may be duplicated once as long as
there are changes in the personnel in the play. However, this
does not count as a unique play.
Profile Design
Offensive Profiles
There are no restrictions on percentage
weighting of plays called in offensive profiles.
Every play category used in your
gameplan must be represented in your profile. In other words, if
you have a razzle dazzle pass category, there must be at least
one game situation in which the razzle dazzle pass has a chance
to be called.
No calling of specific plays is allowed
in offensive profiles. Play categories (ie. pass medium random,
etc..) only!
Defensive Profiles
There are no restrictions on percentage
weighting of plays called for any defensive game situation.
Every play category used in your game
plan must be represented in your profile. In other words, if you
have a razzle dazlzle pass category, there must be at least one
game situation in which razzle dazzle pass pas a chance to be
called.
No calling of specific plays is allowed
in defensive profiles. Play categories (ie. pass medium, etc..)
only!
Miscellaneous PPP
Rules
Special Teams Play
Any situation in which a special teams
play should be used (ie punt returns, fg's, etc..) requires the
use of a special teams play. Regular plays may not be substitued
in situations where special teams play is called for (ie punt
returns, fg's, etc..).
Offensive Linemen may not be substituted
into defensive linemen positions on defensive special teams
plays.
Roster Moves
Not decided yet.
Trading
The trade deadline is Thursday at 8:00pm
EST.
Trades can only be made between human
coaches.
Once a trade agreement is made between
two coaches both parties must e-mail the Roster Moves Commish as
well as the Files Commish confirming details of the trade. The
trade will not be accepted until a conformation from both owners
in received. All trades are final once a conformation is received
from both owners.
Trades may consist of players and/or
current draft picks. Multi-player trades are allowed.
Week 8 is the last week of trading.
Scouting
In the INFL98 there
will not be regular PPP scouting. I feel there is too much play
copying going around to leave your PPP's on a site or FTP site.
So owners will have to scout from logs and highlights. I urge you
to contact the last coach who played the coach you play to ask
them for helpful information in setting up your offense/defense.
Rookie Draft and
Veteran Draft (Free Agent Policy)
Veteran FA Draft
Who is a veteran?
All players 6 years or older are considered veterans. No players
5 years or younger (after the retirements have been processed by
the game) are considered veterans. This applies to the age of the
player when the season starts. All players 6 years and older will
be called veterans in these rules. Veterans are all the players
aged 6 years and over.
After the retirements have been processed at the end of the
season and prior to the rookie draft, we will be having a 3 round
veteran FA draft. After the retirements have been posted, each
team will indicate three (3) veterans (players that are 6 years
or older) to release to Free Agency. FA draft picks cannot be
traded and no trades will be allowed during the FA draft. We have
created a very specific order to make the FA draft useful and
effective. Trading would only detract from the purpose of having
a veteran fa draft. We want to help the weaker teams and allow
good teams to ''lure" FA's at the same times. The draft
order is very unique, but also very effective at giving weaker
teams a shot at getting good FA's and allowing good teams to
"lure" back the good FA's. Medicore teams can get great
help at the end of the first round and the beginning of the 2nd
round. The draft order will be as follows:
Round 1: 30th, 1st, 29th, 2nd, 28th, 3rd, 27th, 4th, 26th, 5th,
25th, 6th, 24th, 7th, 23rd, 8th, 22nd, 9th, 21st, 10th, 20th,
11th, 19th, 12th, 18th, 13th, 17th, 14th, 16th, 15th.
Round 2: Reverse order of rnd 1. (15th, 6th, 14th, 17th, 13th,
etc.....)
Round 3: Same order as round 1.
Rookie Draft
After the veteran FA draft is completed, we will hold a rookie
draft. The draft will be continue until all teams have finished
drafting. The rookie pool for the draft will be generated by the
game and Lorne Sundby's Drafty Utility. The rookies will be named
in accordance with their counterparts in the NFL draft to make
this league as realistic as possible.
Trainging Camp
Training camp will
be "capped" at 30% with a minimum of 5%. This means
that you cannot train any one attribute to a percentage more than
30% and you must allocate at least 5% to each attribute. Note
that his applies to ALL players, punters, and kickers included.
All kickers and punters are automatically given an AC of 89.