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Earlier versions of OOTP: General Discussions General chat about the game... |
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#1 |
Minors (Triple A)
Join Date: Oct 2004
Posts: 266
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6.10 SkyDog's Modifier Settings
Thought this would be useful for those that still play 6.10.
OK. Here we go with my *final* findings/recommendations. I ran a couple of leagues overnight to test these, and am happy with the results. There is one factor in particular that can/should be adjusted for personal tastes, and will be discussed. In this post, I will discuss what impact each change has on the league, to give you insight as to why I did it. INSTRUCTIONS FOR SETTING UP FICTIONAL LEAGUE THAT IS SOMETHING OF A COMPOSITE OF THE "MODERN ERA" (1980-2003) 5. Give League A Unique Name. Yes, I can't TELL you how many times I forgot to do this during testing. If you use a name that has already been used and hit Generate League, your changes to league structure and creation modifiers will all get lost.(Note: If a setting isn't mentioned in this post, assume that the default settings can be used.) 1. Start Custom League. 2. Select league sizes and teams in league structure. (Over the long haul, these settings will give similar results for any league size. However, the smaller the league, the more variance you'll see in any given season from the averages.) 3. Change record book to Blank. (Some default records in the game are "unbreakable" with these settings--or in modern baseball, for that matter. No one is going to get 36 triples, for example. Besides, because of OOTP's rookie record problems, I always clear the record book after the first season anyway.) 4. Change player creation modifiers as follows: Batter-Contact: 9 Batter-Gap: 1 Batter-Power: 9 Batter-Eye: 15 Batter-Strikeouts: 45 Pitcher-Stuff: 26 Pitcher-Control: 24 Pitcher-Movement: 42 Picher-Endurance: 0 Player-Speed: 2 Player-Stealing: 3 A few comments on these changes:
6. Changes To Basic League Setup Screen. Coaches/Scouts: Disabled. Two cons of using coaches/scouts are that sim speed is significantly lower, and it will give the human player an advantage, because you can get great coaches and scouts. One pro of using them is that you'll see more varied player development. For my personal tastes, the cons outweigh the pros. Using coaches/scouts doesn't seem to impact league aging over the long run, but again, you'll see more variety. Ratings: All 1-100. That's my personal preference. I want to be a GM, not a player evaluator. I let the game evaluate the players for me, and make bigger-picture GM decisions. Show Ratings >100: Yes HOF Criteria for Pitchers: 250 Wins, 500 Saves, 200 Wins with a 3.00. Those settings yielded 118 Hall Of Famers in 72 seasons of a 30-team league: 75 batters, 33 starting pitchers, 8 closers. If you want fewer closers, I'd go with 550 rather than 600. Only two guys in 72 seasonshad over 550 saves. Change names of divisions, leagues, playoffs, awards, etc. as desired. 7. Changes to Financial Setup Team Cash Maximum: $20M Increasing this figure allows AI teams to have a little extra money at times to sign FA's. Trading Frequency: Very Low Trading Difficult: Hard Trading AI Preference: Favor Prospects Trading is too prevalent in default settings. Using Very Low, you'll still see AI trades during free agency and before the deadline, but they'll be more rare at other times. You'll still see trades involving big-name players. 8. Changes To Engine Setup Ratings Weight: 65 Current Year Stats Weight: 35 Last Year Stats Weight: 0 Year Before Last Stats Weight: 0 This is necessitated by the rapid talent/ratings drops in OOTP, for a better challenge when using ratings. In default settings, the AI is basing its usage of a player 60% on his current/past performance, but the human sees a .300-35-100 guy drop to 30/30/30 in ratings, and drops him like a lead balloon, while the AI would stick with him longer. Making this change puts things on a much more even field, and also helps get younger players into the lineup a little more quickly. Player Creation Modifiers: should have been changed in original league setup Hitter Development Speed: 170%. Gets younger players into the league. Hitter Aging: -15% to 30%, depending on what you're looking for--see discussion below. I'm probably going to use around 10% in my fictional league that I'll set up later this week. Pitcher Development Speed: 40% Helps pitchers keep up with hitters in the early years of the league. HITTER AGING DISCUSSION As mentioned elsewhere, the problem with league average ages isn't at the fringes (18-22 and 39 and up), but near the middle. Specifically, there are significantly too few 23-25 year-olds playing every day, and significantly too may 31-35 year-olds. Accelerating aging to 30% will give you a league that is VERY close to real-life MLB averages, but with only about half of the 39 and ups as in real life playing every day. Lowering it to -15% will give you a near-accurate number of 39 and ups, but your average age of >350 AB players will be a little over a half a year too high. I think I'm going to go with 10% in my fictional league. 9. Changes To Misc. Setup 12-round draft. This keeps the minor leagues decently stocked, but not over full, with a pool of free agents during the season with very few looking tempting. Keeping ghost players out of the minors is important to league average age. Ghost players will never play in The Show, but that 11th-round draft chioce who is the backup 2nd baseman in AA just might one day. 10. Run Draft. I prefer autodraft, run up to 2020 so that all players have a little history, then taking over a team at that point. 11. Do not fill minors with fictional players to start with. To be honest, I'm not 100% certain whether or not this makes a difference with aging, but I *hate* having a randomly-generated fictional minor-leaguer taking a huge talent increase and becoming a star in the early-going. All of my latest tests were run with this option not selected. 12. Adjust team financials to team payrolls, as recommended. Otherwise, the teams won't be able to afford the better players that have been created, and there will be some bizarre results early on in your league. 13. Adjust park factors, if desired. The tests were run with all factors at 100. I'd make sure all the factors in your league average out to 100, if you want to change them. 14. Play ball! I hope this has been helpful. --Ben http://www.ootpdevelopments.com/boar...Modifiers+6.12 |
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#2 |
Hall Of Famer
Join Date: Oct 2005
Location: Denver
Posts: 5,622
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How about something for Deadball or before
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#3 |
Minors (Triple A)
Join Date: Oct 2004
Posts: 266
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bump
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#4 | |
Hall Of Famer
Join Date: Aug 2003
Posts: 2,946
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Quote:
Deadball era settings can be done in League totals.... AT BATS 100000 Hits 25752 2B 4575 3B 153 HR 11502 BB 12750 HBP 1452 K 36200 Then hit the calculate button to get the correct BPIP. These will give you stats very near 1901 stat using fictional players. I also have a spread sheet that can be downloaded that shows you how to adjust the league each year after or you can keep the same settings. The spread sheet in in the link about league totals...... all you do is multiply your previous years league totals by the adjustments in the table and hit calculate. I have this test for 25 seasons and it works well. You could also download Jermanfus era settings from the download center. I use his settings to start the league, after I tweak the settings a bit then I use my spread sheet to get variances in the league totals.... so far so good. This way I don't need to mess with player modifications. The league is adjusted not the players..... Hope this helps.... I could not get this to work well with seasons prior to 1900. I just use the one for 1901 and tweak it a bit to get somewhat reasonable stats...... Last edited by SandMan; 10-23-2005 at 11:12 PM. |
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