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Earlier versions of OOTP: Technical Support Do you have a copy of OOTP Baseball 2006? Are you in need of help and assistance in running the game or do you have errors that you need help in resolving? This is your place!

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Old 01-18-2005, 02:46 AM   #1
O2Brew
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Players created with 255 Stealing Ability

I've been playing around with the creation modifiers trying to get stats to come out they way I want them and have noticed that occasionally a few players will be created with 255 or so in stealing ability. It does not happen every time. It can happen both at the initial player generation or during one of the drafts apparently.

I just finished simming 25 seasons and looking at the current list of players there are four of them with 200+ in stealing ability. 2 at 255, 1 at 254, 1 at 247. Looking at their career stats, only one of them has ever been caught stealing, and even then not more than 4 times in a year. Meanwhile they are stealing 50+ bases. So they do seem to actually have this ability. No other player even has 100 in stealing ability.

Coaches/Scouts is turned off. Stealing is set to -5 currently, though the issue comes up with other values for the creation modifier as well. Has anybody else seen this before? Running v6.11 if it matters.

I could manually edit players as they come into the league with absurd ratings there, but it would be a lot easier if there were a solution to this.
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Old 01-18-2005, 09:58 PM   #2
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Well, I know that I'm not nuts, at least. O2 -- I have the player generation file for stealing dropped a bit, something like -10%. That definitely seems to be the problem. Coach/scout on for me, so that's not the problem.

Interesting from your screen that you had outfielders affected. For me, it was 90% pitchers and catchers. Anyhow, hope this bug can get resolved.
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Old 01-21-2005, 05:21 PM   #3
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Old 01-21-2005, 06:39 PM   #4
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Did a little testing, and as soon as I remove the creation modifier for stealing the problem goes away. I haven't yet tested with a positive creation modifier. After I do that I'll post an update.
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Old 01-23-2005, 12:29 AM   #5
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I am thinking this is probably related to 255 overrun issue. With negative creation modifier, player's rating probably become negative. Since the variable type for ratings is probably positive integer type, there will be no negative number. So, the negative number is actually largest (or close to) number. Effectively, the speed rating got roll under (as oppose to roll-over in stats tracking) in this case.

Curious, do you see this with other ratings? Or maybe it's just the part of code with speed creation is faulty.
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Old 01-23-2005, 02:19 AM   #6
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I haven't noticed it with any other stat, just seems to be stealing ability. That's kind of what I figured as well with the rollover. Perhaps I'll play around with it some using different negative values to see if the more negative the modifier is the more of these I get. If there is a positive correlation there it would be a pretty good indicator. Should be pretty trivial to fix too. Probably just a bit of copy and paste from the other stat creation code.
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Old 01-23-2005, 07:06 PM   #7
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OK, I created several different custom leagues to test this a little further. It does appear that with a negative creation modifier for stealing ability it ends up with negative values that end up "wrapping around" to 255. It also appears to affect the running instincts, though the max value for that stat seems to be 100 anyway. Here are the results of my tests.


Code:
Steal Modifier	# STA > 200	# 200 > STA >= 100	# RUN = 100
 -25		 	111	 	0	 	111
 -10		 	26	 	0	 	36
 -5		 	1	 	0	 	10
 0		 	0	 	1	 	9
 +5		 	0	 	8	 	13
 +10		 	0	 	14	 	27
 +25		 	0	 	35	 	42
The more negative the creation modifier is the more guys there are with 200+ abilities in stealing and 100 in running instinct. All players that had a STA of greater than 200 also had 100 for RUN. There were people with 100 RUN and not 200+ STA though. I assume those people are the ones that "should" have had 100 there.

Using a positive creation modifier I got guys with greater than 100 in STA but none over 160; none over 106 until I used the +25 modifier.

Hopefully this give enough information for this problem to be fixed. I would think it is an easy fix. I understand the OOTP7 is kind of the priority now, but when the next patch for v6 does come I'd really like to see this fix in there.
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Old 01-23-2005, 11:46 PM   #8
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Good job, O2Brew. Thanks and eep it up.

I think it seems show that roll-under problem also exists for running instinct. It's just that runnign instinct is capped at 100 (anthing above 100 will be set to 100). Also, the data shows the capping is inconsistent with different baserunning/speed ratings. Even I don't play around with the modifiers, I would like to see this fixed too.
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