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| Earlier versions of OOTP: General Discussions General chat about the game... |
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#1 |
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Minors (Single A)
Join Date: May 2004
Location: Liverpool, NY
Posts: 53
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Question about financials.
I bought OOTP in 2004 and really enjoyed it. The only problem was that I set up a fictional league that played only 60 games per year. I wasn't able to play with financials on because the players contracts didn't adjust to the shortened season.
I was wondering if this issue is solved in OOTP 2007? Thanks.
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Rick |
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#2 |
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Hall Of Famer
Join Date: Nov 2004
Posts: 6,077
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You can adjust the financials to fit whatever you like. if you play a half season, set financials to 0.500. Nice feature to have, isn't it!
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Fidel Montoya Asahi2 Baseball League ex-Commissioner(Historical League Since 2004) Ex-Web Host Current Mod Maker?? |
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#3 |
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Minors (Triple A)
Join Date: Sep 2006
Location: Linköping, Sweden
Posts: 222
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and you can lso customize how many days of service should count as a full year etc. So I think you can do whatever you want to do.
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#4 |
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Minors (Rookie Ball)
Join Date: Jul 2006
Posts: 31
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I'm wondering the same thing. I'm planning a large league where the regular season is only 56 games. Is there anything that I need to tweak? Or will the game handle it for me?
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#5 |
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Hall Of Famer
Join Date: Nov 2004
Posts: 6,077
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Whenever you venture outside a standard setup, you're going to have to do some adjusting of settings to fit your needs. That's a great part of the game. But the bad part(which I particularly enjoy) is that you're probably going to have to run some test leagues to get things just right.
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Fidel Montoya Asahi2 Baseball League ex-Commissioner(Historical League Since 2004) Ex-Web Host Current Mod Maker?? |
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#6 |
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Minors (Single A)
Join Date: May 2004
Location: Liverpool, NY
Posts: 53
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Thanks for the feedback.
I think I'll download the demo this weekend and give it a try.
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Rick |
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#7 |
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Minors (Rookie Ball)
Join Date: Mar 2007
Posts: 33
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I did a 50 game league and found out that if you bump up the media contract to 53 million per team that will compensate for the lost budget. Giving each team to be able to spend between 80 and 110 million per season.
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#8 |
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Global Moderator
Join Date: Nov 2002
Location: Queens, NY
Posts: 9,848
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I think tripling the ticket prices would work as well.
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My music "When the trees blow back and forth, that's what makes the wind." - Steven Wright Fjord emena pancreas thorax fornicate marmalade morpheme proteolysis smaxa cabana offal srue vitriol grope hallelujah lentils |
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#9 |
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All Star Starter
Join Date: Jul 2003
Location: Traveling through another dimension-not one of only sight and sound,but of mind. A journey into a wondrous land whose boundries are those of imagination.
Posts: 1,161
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I have a league that plays 112 game schedule. I found that using the financial coefficiant did not work just the way I wanted. The first problem was that if you look at the page that shows player salaries (the link from team home page) the game still shows the contracts as 2007 dollars. For example if you use a .5 so a star player should make $8 mil for example the salary page still shows the contract as $16 mil.
The other problem I had was players ask for too much money at contract time and over the course of a few years things get out of whack. So what I do is manually set all the contract values and tickets ,media, etc. while leaving the coefficiant at 1.0. Because the league is 112 games I just multiply everthing by .691 (112/162). This works and all parts of the game seem to recognize it. I also do this for hall of fame requirements. |
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#10 | |
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All Star Starter
Join Date: Apr 2003
Location: Massachusetts
Posts: 1,179
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Quote:
cbbl |
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#11 | |
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Hall Of Famer
Join Date: Aug 2002
Posts: 16,842
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Quote:
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"Try again. Fail again. Fail better." -- Samuel Beckett _____________________________________________ |
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