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Old 06-15-2005, 11:35 PM   #1
majesty95
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Manager Tendencies

Anyone have any good settings since we can lock these in now?
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Old 06-15-2005, 11:46 PM   #2
Malleus Dei
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These are the manual instructions. The spreadsheet version will be out later this week.

MALLEUS DEI'S FICTIONAL AI MANAGERS/TEAM FOCUS FOR YOUR OOTP 6.5 LEAGUE

I. GENERATING A NEW MANAGER

At the beginning of a new league, for every team in your league, go to http://www.kleimo.com/random/name.cfm and generate a name for each new manager. Use an obscurity of 1. Write the each manager's name down on a piece of lined paper, one per manager.

For each manager in turn, do the following.

Roll a six-sided die. The value rolled is his tenure in years. Write this down.

Roll four six-sided dice. The total of the spots rolled plus six is his maximum years managing. Write this down as well. (Example: if you roll a 4, a 3, a 1, and a 5, his maximum years value is 4+3+1+5+6 = 19.) This is the total number of years his career can last, no matter what else happens.

So far you have something like:

MARK DANNER
TENURE: 3
MAXIMUM YEARS: 19
YEARS TO DATE: ___

Now you roll 3 ten-sided dice to get values from 001 to 000 for each of the following (roll three colored 10-sided dice, with each one representing one column) for each of the following team strategies:

STEALING
HIT AND RUN
SAC BUNT
SQUEEZE BUNT
BUNT FOR HIT
PINCH HIT (PP)
PINCH RUN
PULL SP
PULL RP
PITCH AROUND
INTENTIONAL W
FAVOR L/R
GUARD LINES
PLAY INF/COR IN

The values you write down for each of those tendencies are as follows:

DIE ROLL VALUE

000 10
991-999 9
951-990 8
826-950 7
626-825 6
376-625 5
176-375 4
051-175 3
011-050 2
002-010 1
001 0

So far you have something that looks somewhat like this:

MARK DANNER
TENURE: 3
MAX YEARS: 15
YEARS TO DATE:
STEALING: 7
HIT AND RUN: 6
SAC BUNT: 4
SQUEEZE BUNT: 5
BUNT FOR HIT: 7
PINCH HIT (PP): 4
PINCH RUN: 8
PULL SP: 6
PULL RP: 4
PITCH AROUND: 5
INTENTIONAL W: 3
FAVOR L/R: 5
GUARD LINES: 4
PLAY INF/COR IN: 6

Now you modify each manager, so they are more internally consistent and believable.

For each of the following groups of ratings, in turn:

GROUP I : STEALING, HIT AND RUN, PINCH RUN

GROUP II : SAC BUNT, SQUEEZE BUNT, BUNT FOR HIT

GROUP III : PULL SP, PULL RP

GROUP IV : PITCH AROUND, INTENTIONAL W

1. Any dice roll that results in a value of 0 for any of the values in that group reduces each of the other values in that group (and ONLY in that group) by 4 each, to a minimum value of 1

2. Any dice roll that results in a value of 1 for any of the values in that group reduces each of the other values in the group (and ONLY in that group) by 3 each, to a minimum value of 1

3. Any dice roll that results in a value of 2 for any of the values in the group reduces each of the other values in the group (and ONLY in that group) by 2 each, to a minimum value of 1

4. Any dice roll that results in a value of 3 for any of the values in the group reduces each of the other values in the group (and ONLY in that group) by 1 each, to a minimum value of 1

5. Any dice roll that results in a value of 7 for any of the values in the group increases each of the other values in the group (and ONLY in that group) by 1 each, to a maximum value of 9

6. Any dice roll that results in a value of 8 for any of the values in the group increases each of the other values in the group (and ONLY in that group) by 2 each, to a maximum value of 9

7. Any dice roll that results in a value of 9 for any of the values in the group increases each of the other values in the group (and ONLY in that group) by 3 each, to a maximum value of 9

8. Any dice roll that results in a value of 10 for any of the values in the group increases each of the other values in the group (and ONLY in that group) by 4 each, to a maximum value of 9


II. ANNUAL MAINTENANCE

At the end of each year, examine each AI manager's records.

1. Add 1 to the manager's YEARS TO DATE total. If it is now the same as the MAX YEARS total, that manager has just retired from baseball. Write "Retired" on his sheet and file it somewhere.

2. Roll two ten-sided dice. On a roll of 98 to 00, the manager just been promoted to GM or assistant GM somewhere. Write "Promoted" on his sheet and and file it somewhere - that manager is out of the manager pool for good and is now in someone's front office for the rest of his career. On a roll of 01 to 97 on the dice, he's still around.

3. If the manager is still around, examine his record for the year. If it's less than .300, he was just fired. Write "Fired" on his sheet, and put his sheet in a stack of once-fired managers, and generate a new manager for the team.
4. If the manager is still around, examine his record for the year further. If it was .300 or better but less than .450, subtract 1 from his tenure and write the new tenure value down. If his tenure is now at zero, he was just fired. Write "Fired" on his sheet and put his sheet in a stack of once-fired managers, and generate a new manager for the team.

5. If the manager is still around, examine his record for the year even further. If his team finished last in its division, subtract 1 from his tenure and write the new tenure value down. If his tenure is now at zero, he was just fired. Write "Fired" on his sheet and put his sheet in a stack of once-fired managers, and generate a new manager for the team.

If the manager is still around, now comes the good news...

6. Examine the team's record. If it was over .550, add 1 to his tenure.

7. Examine the team's record. If it finished first in its division (or league if there are no divisions), add 1 to his tenure.

8. Examine the team's playoff history for the year. If it won a division series, add 1 to his tenure. If it won a league series, add 3 to his tenure. If it won a World Series, add 5 to his tenure. (Only add one of these three, as they are *not* cumulative - he does *not* get +9 for winning a division series, a league series, and a World Series, only +5)

III. RECYCLING MANAGERS

When a team is supposed to get a new manager, roll a six-sided die. On a 1 to 3 create a new manager. On a roll of 4 to 6, recycle a once-fired manager from the stack of once-fired managers. Use dice to randomly select a fired manager from the existing collection of fired managers (or just mix them up and randomly choose one). Make sure that his MAX YEARS total is still leass than their YEARS TO DATE value - if it is, then make him the team's new manager. Roll a six-sided die, and give him a tenure of 1 on a roll of 1 to 3, a tenure of 2 on a roll of 4 or 5, and a tenure of 3 on a roll of 6. When a manager is fired for a second time in his career (that is, when he is fired after already been fired before and having had "Fired" already written on his sheet once), retire him for good. Write "Retired" on his sheet and file it somewhere.

At the end of every year, add 1 to the YEARS TO DATE value of all of the fired managers. If for any manager YEARS TO DATE is now the same as the MAX YEARS total, write "Retired" on his sheet - that manager is out of the potential manager pool and out of baseball for good - and file the sheet somewhere.
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If you're playing pre-1947 American baseball, then the All-American Mod (a namefiles/ethnicites/nation/cities file pack) is for you.

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Originally Posted by statfreak View Post
MD has disciples.
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Old 06-15-2005, 11:47 PM   #3
Malleus Dei
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And if you want some historical ones, look here

http://www.geocities.com/jaxgreg/OOTPManagers.htm

for the years 1981-2001.
__________________
Senior member of the OOTP boards/grizzled veteran/mod maker/surly bastage

If you're playing pre-1947 American baseball, then the All-American Mod (a namefiles/ethnicites/nation/cities file pack) is for you.

Quote:
Originally Posted by statfreak View Post
MD has disciples.
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Old 06-16-2005, 07:56 PM   #4
majesty95
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Thanks! I'm looking for 2005 RL managers. I like the historical ones but some change over time and some of the current managers aren't listed. That will be of great help for my '85 league though!
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