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Old 07-10-2005, 05:31 PM   #81
DerekJeter2
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One thing I'd like to see out of your set is the correct draft order. I hate it in my online leagues when teams have the wrong pick #s (way off).
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Old 07-10-2005, 08:06 PM   #82
And1pg2
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Quote:
Originally Posted by eriqjaffe
If you download the All-In-One installer (available at JoeRock's site) and then apply the updater on my site, that will give you the 6/29 roster set.

Other than that, I don't think anybody else is hosting Halofan's set.

Could you explain how to use the updater I installed the other thing now how do I use the update? When i run it makes a brand new league and doesn't overwrite anything.
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Old 07-10-2005, 08:48 PM   #83
halofan26
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the draft order in my set is never going to be correct as it changes every year so im not sure what you are wanting
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Old 07-11-2005, 05:28 PM   #84
Nel
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Great set. Question though, why do I get Roger Celemens and Ricky Henderson duplicates in the career leader boards?
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Old 07-11-2005, 08:17 PM   #85
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that is a issue that has been there for a while and there isnt really a fix other than to go in and delete the duplicate entries
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Old 07-12-2005, 03:45 AM   #86
MJB_919
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That reminds me, let me express my views on the importance of attributes. Earlier I recall Halofan mentioning that there really can't possibly be "perfect" attributes. Well from a certain point of view I agree, In my opinion as far as player performance is concerned attributes should be set based on stats from previous years. Its just too hard to predict stats. However I will say that from another standpoint there actually can be perfect attributes. How do I know? I downloaded Toadfreaks roster set and adjusted it myself. If you are wandering what I mean by perfect in my definition its that the attributes don't just measure how well a player can perform. It has an even bigger affect on how the CPU handles the players. The attributes on the roster sets has caused AI teams to do bizzare things like go crazy with waivers. But on my personal set which is a mixture of Toadfreaks rosters and Halofans draft picks I made some very slight changes to the player attributes making the AI handle thier rosters much more realistically. If anyone can create an accurate, updated roster set with the player attributes adjusted not just based on stats but also tweaked so the CPU can handle thier rosters more realistically. It would be a remarkable achievement.
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Old 07-12-2005, 02:19 PM   #87
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Quote:
Originally Posted by MJB_919
That reminds me, let me express my views on the importance of attributes. Earlier I recall Halofan mentioning that there really can't possibly be "perfect" attributes. Well from a certain point of view I agree, In my opinion as far as player performance is concerned attributes should be set based on stats from previous years. Its just too hard to predict stats. However I will say that from another standpoint there actually can be perfect attributes. How do I know? I downloaded Toadfreaks roster set and adjusted it myself. If you are wandering what I mean by perfect in my definition its that the attributes don't just measure how well a player can perform. It has an even bigger affect on how the CPU handles the players. The attributes on the roster sets has caused AI teams to do bizzare things like go crazy with waivers. But on my personal set which is a mixture of Toadfreaks rosters and Halofans draft picks I made some very slight changes to the player attributes making the AI handle thier rosters much more realistically. If anyone can create an accurate, updated roster set with the player attributes adjusted not just based on stats but also tweaked so the CPU can handle thier rosters more realistically. It would be a remarkable achievement.
sorry it just wont and cant happen. you need to remember that i run my files through test after test and i get different results all the time (except for about 15% of the time) and even adjusting these attributes as you mentioned will not create perfect results. It just cant happen, as of right now anyways.
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Old 07-12-2005, 09:07 PM   #88
MJB_919
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Its good to get random results because it makes the game more enjoyable with unpredicatability. I'm talking about how the team rosters are handled by AI though not player performance. Sometimes whenever you start a new season the AI team will always release the same player unless the attributes are slightly adjusted. This can be as simple as changing the players range attributes.

Last edited by MJB_919; 07-12-2005 at 09:13 PM.
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Old 07-12-2005, 10:58 PM   #89
halofan26
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Quote:
Originally Posted by MJB_919
Its good to get random results because it makes the game more enjoyable with unpredicatability. I'm talking about how the team rosters are handled by AI though not player performance. Sometimes whenever you start a new season the AI team will always release the same player unless the attributes are slightly adjusted. This can be as simple as changing the players range attributes.
LOL oh if it WAS that easy......
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Old 07-12-2005, 11:32 PM   #90
MJB_919
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Its really not easy because I had to run several tests on the edited rosters before I was satisfied. For example on one roster set the CPU controlled Cleveland Indians were ALWAYS releasing Ben Broussard at the beginning of the season and calling up Andy Abad to play first which was really annoying because why would the Indians want to release Broussard? Plus Abad is a vetran minor leaguer. So I researched the problem and found my answer when I edited Jose Hernandez. I made some changes to the attributes of Jose Hernandez by giving him more attributes for first base which he deserved anyway because Cleveland uses Hernandez at first quite often. I also changed his main position from third to first and ran another test season and sure enough the Indians stopped releasing Broussard. It took several hours but I finally figured it out. I also managed to get the Arizona Diamondbacks to use Craig Counsell in the starting lineup because the D-Backs kept benching him and putting Cintron at second when Cintron is really a utility infielder. All I had to do was change Cintrons main position to SS and make some slight adjustments to Counsells attributes. The bottom line though is even in the 6.5 version the AI is still pretty bad when it comes to handling rosters and I think its because it doesn't recognize edited rosters the same way it recognizes the players on the default database. You can't really stop the computer teams from releasing large amounts of players but you can stop it from releasing key players and replacing them with minor leaguers. Its really hard and time consuming though, I didn't mean to say it was easy. I would love to create my own roster set and try to solve this problem myself but I just don't have the time. Too busy with summer school and my part time job.

Last edited by MJB_919; 07-12-2005 at 11:41 PM.
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