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#1 |
Minors (Rookie Ball)
Join Date: Apr 2007
Posts: 41
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Inagural draft is broken
Two issues:
I am mirroring the current majors with 30 teams and AAA minors only When I set up the initial draft it has 44 rounds and 1320 players. This won't cover all the players needed, so I need to add like 75 rounds to cover everything. When I try to make this change it doesn't stick. I entered 75, but the needed players number doesn't change to 2250 I thought it would stick and just ran the auto draft for the entire draft which lead to problem 2: Even at 44 rounds it didn't complete the rosters. I asked AI to set up at the completion of the draft and some teams only had 17 people on the roster. Other teams had 22 and so on. I saw an earlier post related to some of the rounds not having all the draft picks. At any rate, this was very disappointing. I was ready to go with this great looking new game. VERY impressive, but this bug needs to be fixed to get my rating to 5 stars! ![]() |
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#2 |
OOTP Developer
Join Date: Jun 2009
Location: Here and there
Posts: 15,713
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How exactly did you set up the league?
I just created a new fictional league with MLB+AAA, and the default was 54 rounds and 2130 players. I could change it to more rounds, and all teams ended up with 25 players on the MLB roster and 41 on their AAA team (I had it set to 66 rounds). |
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#3 |
Minors (Rookie Ball)
Join Date: Apr 2007
Posts: 41
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I used the wizard. Historical League with 2017 as the basis. Use players from all era's, then just clicked next until create game.
I did tweak some things in advanced mode before I created the league. Maybe I did something I wasn't supposed to. Can't remember exactly. Did you use the wizard? |
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#4 |
OOTP Developer
Join Date: Jun 2009
Location: Here and there
Posts: 15,713
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First off, the game won't increase the number of players, as in the random debut code, it determined that it only needed to grab 44 players per team (basically, random debut is not set up to run with a minor league system, so it only needs an MLB squad plus enough of a taxi squad to come in for injuries).
And then once teams have drafted the 44 players per team, some younger players import essentially on minor league deals, so when the AI initially sets up the roster, they don't bother promoting them right away. However, when you advance to the season, they will call up the better ones to fill out their MLB roster. They'll fill them out when the season starts. Basically, the AI is just being smart in not starting people's time on the secondary roster before they need to ![]() |
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#5 |
Minors (Rookie Ball)
Join Date: Apr 2007
Posts: 41
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Thanks for the clarification Matt.
I absolutely HATE playing with fictional players, so how do you suggest I fill out the minor league rosters? Would I be smarter to then make my initial amateur draft like 30-35 rounds so it fills out with real players? Add the minor leagues after the initial season? I know this isn't really a bug fix question, but your advice is greatly appreciated! |
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#6 |
OOTP Developer
Join Date: Jun 2009
Location: Here and there
Posts: 15,713
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Hmm, I'm not the expert on league setups. Others might have a better idea. One thing you could try would be to "double-down" on the initial class. For example, do the inaugural draft with the 44 players per team, but after that's done, add a first year draft before the season starts so that teams can add another 20 or 30 guys to round out the teams.
If you're comfortable with editing league settings and league events, you should be able to do that, and I think be able to move it back to after the year like usual. You might notice teams are better at the start due to this large number of excess players, but over time the league talent might even out. The other thing is that since the random debut rookies tend to be more developed than a regular rookie class, simply live with incomplete minors, and then either use ghost players or use the "prevent fictional players from reaching the majors" setting. You'll have fictional guys on the farm to let them play with full rosters, but teams should still have enough real players to call up when needed. There's probably a half-dozen other ways to do this (you can set your initial league with a bunch of extra teams so the draft pool is larger, but delete them before or after the inaugural draft, for example). |
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#7 |
Minors (Rookie Ball)
Join Date: Apr 2007
Posts: 41
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Thanks again.
I will try a couple test options to determine the most efficient way to do this. You guys rock. This game is amazing and your support is stellar. KUDOS! |
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#8 | |
Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
Posts: 9,598
Infractions: 0/1 (1)
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Quote:
One thing I often do to allow my teams to start with rosters deeper than the default 44 is to create a league and then delete teams. You could create at league in say 2016 that consist of 30 teams and then delete 6 to get down to 24. That would make your rosters consist of 55 players. Go down to 20 teams and you have 66 players per team. You can always expand over time as your player pool grows. |
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#9 |
Minors (Rookie Ball)
Join Date: Apr 2007
Posts: 41
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I really do like the 30 team format, but I do like your suggestion.
One other thing I am going to try which I think will work is to do the Random player inaugural draft. Then add a bunch of the pre 1920 teams/players to the league then release all the players and delete the teams and conduct an initial draft again. This should expand my draft pool to cover my minor leagues. Add like 60 rounds for the initial draft. That should cover my minors, 40 man roster and leave some free agents available as well. I know I will have to tweak some other settings, but I think this will work. A little more initial work up front, but should lay the groundwork for a long and productive career play league. |
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