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Old 04-02-2007, 12:15 PM   #121 (permalink)
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Quote:
Originally Posted by gordyhulten View Post
I am using full minors and two feeder leagues, so perhaps that increases the likelihood of getting someone with a high Power?
Yes. Feeder leagues seem to create a talent imbalance.
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Old 04-02-2007, 12:22 PM   #122 (permalink)
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Yes. Feeder leagues seem to create a talent imbalance.
They also create a shortage of available personnel (coaches, scouts, etc.), causing some teams to have long-term vacancies at some staff positions unless more are manually created.
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Old 04-02-2007, 01:32 PM   #123 (permalink)
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Just to reiterate what was said earlier: there's a big difference between 16000 and 160000 ABs in the league settings - especially after 25 years.

Doh!
As does making it 1,600,000.

Question though. Why did that totally increase the batter's hitting prowess instead of lower it?

One would think that the same number of hits in 10x more AB would decrease batting averages and decrease ERA.

But in truth guys were hitting the cover off the ball and the best pitcher in the league had an era of over 7...

?
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Old 04-02-2007, 04:10 PM   #124 (permalink)
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As does making it 1,600,000.

Question though. Why did that totally increase the batter's hitting prowess instead of lower it?

One would think that the same number of hits in 10x more AB would decrease batting averages and decrease ERA.

But in truth guys were hitting the cover off the ball and the best pitcher in the league had an era of over 7...

?
Beats me - but when I had mine set to 16,000 instead of 160,000, it was deadball to the extreme, with league-leading batting averages around .011.
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Old 04-02-2007, 05:12 PM   #125 (permalink)
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OOTP has always used inverse logic for league totals. If you want more hits or hr's etc. you lower the number in the hits column or hr column as the case may be. If you want fewer you raise the number. You did the same thing by raising and lowering the ab's.

One reason they added the pct column was because too many people were having a hard time getting their head around the inverse logic.
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Old 04-02-2007, 08:54 PM   #126 (permalink)
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I think it's really cool you guys do this.... unfortunately I think I screwed something up.

Of course I'm running a smaller league (just 16 teams with 1 level of minors) to test things.

But when I put in those numbers I had a number of guys hitting over .400 and 1 or 2 that hit nearly .500.

I guess I don't have a grasp on how all the modifiers work.

When I went to like decrease the hits, it actually made the batters better.

And my pitchers ERA's went through the roof... while messing around I had some good numbers one time, then went to change the hitting stats a bit to lower them......

and my best pitcher in the league had a 4.95 ERA.

I guess I'll mess with it more but I must be doing something wrong or just not understanding how the modifiers affect the performance.

Or maybe it's just because of using a smaller league.

I don't know.
I have 16 teams in my league but with 4 levels of minors, the totals were pretty close to skydogs, so I would say for it to be that far out you must have put in wrong numbers for his settings somewhere. Maybe like what happened to Mad Jackal?
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Old 04-03-2007, 02:37 AM   #127 (permalink)
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Bump.
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Old 04-04-2007, 08:55 AM   #128 (permalink)
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There's no need to PM me with questions about the settings. You'll get a faster reponse if you ask in this thread, or to the board in general. I didn't touch minor league settings, but I think they set themselves automatically when I enter these settings for my top-level league, then add all levels of minors. However, I really have no clue how those work. In general, if you're getting results very different from mine, I'd suggest downloading the template, and editing from it, rather than starting from scratch and potentially doing something non-standard while you're setting up your league.

FYI, I have the other computer connected to the 'net now, and I should be able to upload the new template soon. (This evening, if I remember.)
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Old 04-04-2007, 09:49 AM   #129 (permalink)
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Thanks for the reply Sky Dog. It is much appreciated. Will leave the Minor League settings alone and see what happens.
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Old 04-05-2007, 01:59 AM   #130 (permalink)
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once again, thanks for these settings... i am setting up a test league right now with them
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Old 04-05-2007, 10:01 PM   #131 (permalink)
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Skydog:

Any chance the 1.01 version will be posted tonight??

Thanks
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Old 04-05-2007, 10:20 PM   #132 (permalink)
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Skydog:

Any chance the 1.01 version will be posted tonight??

Thanks
Thanks for the reminder. Link to new version at the top of the first post in the thread.
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Old 04-06-2007, 02:02 AM   #133 (permalink)
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Quote:
Originally Posted by rbartlett View Post
I think it's really cool you guys do this.... unfortunately I think I screwed something up.

Of course I'm running a smaller league (just 16 teams with 1 level of minors) to test things.

But when I put in those numbers I had a number of guys hitting over .400 and 1 or 2 that hit nearly .500.

I guess I don't have a grasp on how all the modifiers work.

When I went to like decrease the hits, it actually made the batters better.

And my pitchers ERA's went through the roof... while messing around I had some good numbers one time, then went to change the hitting stats a bit to lower them......

and my best pitcher in the league had a 4.95 ERA.

I guess I'll mess with it more but I must be doing something wrong or just not understanding how the modifiers affect the performance.

Or maybe it's just because of using a smaller league.

I don't know.

I can't answer all of your questions, but I can talk about the hits issue. As someone mentioned earlier, when you lower a number (aka hits) it will actually raise the number of hits in your league. All of the league totals work opposite. So if you are getting too many home runs then what you would like, raise the home run number under your league totals.
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Old 04-06-2007, 02:20 PM   #134 (permalink)
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Amateur Draft and Minimum Salary Settings

These settings are great. I used them for a fictional universe I set up, with unaffiliated AAA, AA, and A leagues (16 teams in each). I did this without downloading the template, so these questions may already be addressed:

1. On my initial run, I saw that my A leagues had huge payrolls and were losing gobs of money (one poor franchise lost 115M over 18 years). I realized that I had left the minimum salary the same in all the leagues, so the A league was having to pay at least $300,000 for each player even though they weren't making anywhere near enough to cover this. I went with the cut-in-half approach ($400K, $200K, $100K, $50K) for minimum salaries, but I was wondering if anyone else has experimented with and has better numbers. Has anyone tried having a minimum salary of $0? Will players play for that amount?

2. If I'm not going to be importing historical major leagues, any recommendations on how many rounds of players should be generated in each amateur draft (at each level)? In my first run, I ended up with thousands of free agents after 18 years, so I figure I had to many rounds. I've reducted it to 4 at each level (with 1 round of drafting), but I haven't had a chance to test how this works.

Thanks in advance for your advice.
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Old 04-06-2007, 03:47 PM   #135 (permalink)
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I ran a 33 year test sim with these settings. Everything looked real good,except there were 3 guys with over a 1000 stolen bases,does that seem a little high?
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Old 04-28-2007, 12:10 AM   #136 (permalink)
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Old 04-29-2007, 12:26 AM   #137 (permalink)
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Old 04-29-2007, 08:51 AM   #138 (permalink)
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Thanks for the reminder. Link to new version at the top of the first post in the thread.
SkyDog, stupid question here: you posted a world template in the first post as your 1.01, but did you also revise the league totals and modifiers, too? I want to compare your settings with the tweaks I have been making in my own league. In my league using your 1.00 settings, I found the HR's a little too low and the strikeouts a little high, so I've been gradually adjusting the totals. In the first cpouple of seasons I found my top sluggers were barely cracking 30 HR's and the batters most susceptible to striking out were doing so at a rate of about 160+/year. I haven't run long-term sims, though; I've only gotten through about 6 seasons. So you shouldn't take this as anything very statistically significant, but just one voice from the crowd.
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Old 04-29-2007, 04:16 PM   #139 (permalink)
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Just wanted to say....

GREAT job on these. I played OOTP6.5 with the modifiers and was not completely satisfied with my seasons but after running 150 seasons of testing I have found that these are very sound and have pretty much the same output as advertised in this post. I am very happy with these settings.....


The only two areas that I am above what I expect were stolen bases and ERA. One test of 50 seasons netted an ERA of 4.60 as the average with a high being 4.98 and a low of 4.02. But most seasons were consistant. Stolen bases I had one guy with 1300+ in a career, no one else with over 800+ so the career numbers were great, but my leader has about 70 each season. Would like to have this a bit lower.... Everything else tested out great.

SkyDog, Thank you for taking the time to share these settings with the community....
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Old 04-29-2007, 09:48 PM   #140 (permalink)
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I just have one question about these. Why are you rolling with 24 teams? I tried adjusting this template and making it 30 teams in their correct divisions. The only problem is everytime I do this, the game crashes with an error report when the inaugural draft starts. I have tried without the draft, but the game still tries to do it and crashes the same spot..
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