|
|
#1 (permalink) |
|
All Star Reserve
Join Date: Mar 2007
Location: New Iberia, Louisiana
Posts: 792
Thanks: 86
Thanked 104x in 52 posts
|
Could someone explain to me how is this possible??
Ok, look at my budget, its around $83 million. My player payroll is about $62 million. I have about $21 million of projected budget room. How in the world do I have over $91 million for free agents??? There's no way that could be right...and if it is, how do I tone it down so that my free agent money is closer to my projected budget room? I mean, if I were to use all of this available money to sign free agents, when I'm finished, I would have over $150 million payroll. I mean, I could go out and sign anybody I wanted to..that's no fun.
Any help would be appreciated.
__________________
GM of the BJHL - Avery Island Hot Peppers (1097-1171, .484) |
|
|
|
|
|
#2 (permalink) |
|
All Star Reserve
Join Date: Mar 2007
Location: New Iberia, Louisiana
Posts: 792
Thanks: 86
Thanked 104x in 52 posts
|
Ok, I had my cash maximum set to about $179 million....so I went ahead and lowered that to $75 million to see if how much that helps. I mean, the highest balance in my league was the Yankees at $225 million!! That's fine and dandy, but I want to tone that down a little because if all the teams have $90 million to $100 million or more to spend on free agents every year, then the contracts will eventually get ridiculously out of hand. So I guess I will keep adjusting my cash maximum amount until I'm at a comfortable point.
__________________
GM of the BJHL - Avery Island Hot Peppers (1097-1171, .484) |
|
|
|
|
|
#3 (permalink) |
|
All Star Reserve
Join Date: Dec 2001
Location: LA (Lower Alabama)
Posts: 710
Thanks: 6
Thanked 3x in 3 posts
|
I am having that problem as well. I started my historical league in 1969 and everything was cool until 1982 when the team balances went off the charts. I have changed no settings since I started the league. Balances went from the likes of 1 million to 18 million, 3 mill to 12 mil, 4 mil to 16 mil, 5 mill to 22 mil, 4 mil to 19 mil, 0 to 16 mil, etc. Everyone now has tons of money available for FA and are running with projected balances deep in the red.
|
|
|
|
|
|
#5 (permalink) | |
|
Hall Of Famer
Join Date: Mar 2005
Location: Los Angeles
Posts: 14,073
Thanks: 228
Thanked 146x in 108 posts
Infractions: 0/1 (1)
|
You have a 70 mil starting balance. Thats why.
__________________
Quote:
|
|
|
|
|
|
|
#6 (permalink) |
|
Hall Of Famer
Join Date: Aug 2003
Posts: 4,924
Thanks: 0
Thanked 9x in 5 posts
|
That is correct.
And everyone will try to spend that money. In v9 it would hit a happy medium and everything would be hunky dorky, something happened in v10 and teams run perpetually in the red forever and ever amen. The only way to be sure to control it is to make a really low cash max, otherwise it'll be hit or miss from year to year.
__________________
I don't know about you, but as for me, the question has already been answered: Should we be here? Yes! Jack Buck, September 17, 2001 It's what you learn after you know it all that counts. I firmly believe that any man's finest hour... is that moment when he has worked his heart out in a good cause and lies exhausted on the field of battle - victorious. (Vince Lombardi) I don't measure a man's success by how high he climbs but how high he bounces when he hits bottom. (George S. Patton) |
|
|
|
|
|
#8 (permalink) | |
|
Hall Of Famer
Join Date: Sep 2008
Location: Rochester, NY
Posts: 2,829
Blog Entries: 1
Thanks: 397
Thanked 320x in 195 posts
|
Quote:
|
|
|
|
|
|
|
#9 (permalink) |
|
All Star Reserve
Join Date: Dec 2001
Location: LA (Lower Alabama)
Posts: 710
Thanks: 6
Thanked 3x in 3 posts
|
I never changed my Cash Maximum. I assume the game imports the financial data every year in historical leagues. There has to be an error somewhere in the settings file that causes such a huge jump in cash maximums.
|
|
|
|
|
|
#10 (permalink) | |
|
Hall Of Famer
Join Date: Apr 2008
Location: South Philly
Posts: 5,884
Thanks: 367
Thanked 303x in 259 posts
|
Quote:
|
|
|
|
|
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|