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Old 11-04-2007, 02:07 PM   #1
nyy57rep
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Suggestions closed?

This thread really belongs in "suggestions" but I got an error message when I tried to access it. I'm finding that when the AI makes out the daily lineups in the minors it tends to overlook fatigue. Over half of my AI minor league teams use their backup catcher in the starting DH slot, and in my exuberence to get rolling on my season I set up the 7 day lineups and depth charts and simmed two weeks. Of course, when I checked things out after this a lot of my minor league catchers were at 0% exhausted.
No problem, I'll just have to take a hands on approach for a few days until everyone is rested back up, but here's a suggestion for next year's edition: Don't know how difficult it would be to program in, but maybe you could have the AI make one pass through the set lineup to search for "red bar" exhausted players,starting with position 2 and if it finds one, automatically insert the next player on the depth chart. Then make a second pass to search for "yellow bar" players and repeat the process. Then a third pass to search for any open lineup slots and fill them. Thanks for listening.
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Old 11-04-2007, 04:28 PM   #2
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This has been logged as a bug. I fully expect it to be fixed in the new version. The only work around I found is to have three catchers on my minor league teams.
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Old 11-04-2007, 04:31 PM   #3
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In the meantime, here are three threads that may help you in managing the problem. Look for a key post or two in each one that has some good information.

http://www.ootpdevelopments.com/boar...d.php?t=151069

http://www.ootpdevelopments.com/boar...d.php?t=149239

http://www.ootpdevelopments.com/boar...d.php?t=143276
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Old 11-05-2007, 09:37 AM   #4
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I've noticed this fatigue problem in the minors also. I was wondering, does playing your prospects when they are completely exhausted affect (screw up) their development any or does it just increase the chances that the player might be injured?
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Old 11-05-2007, 12:52 PM   #5
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Thanks guys

Appreciate the responses (RchW and 1998). The 3 catchers scenario is a good one, and one I used in 2006. In fact what I did there was sign a bunch of scrub C at the end of the season and during the off-season had them all go to "camp" and learn to play 1B (anywhere from 15-50 experience points depending on the guys work ethic). That way I could get them a little playing time without having them get rusty for when I really needed them in the lineup. 2007 is the best yet, the interface is great, and the AI text in the PBP is 1000% improved over 2006. Also, I didn't think at first that I would care one way or the other about the FaceGen, but now I'm so addicted to it I have the pics in my minors also.
BTW, the 1998 Yanks WERE one of the best all-time, right up with the '27 version! Thanks again.
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Old 11-05-2007, 01:04 PM   #6
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Hey Falkonisback! To answer your question to the best of my ability, I would say that yes it does screw them up. Reason being that tired=perform worse. Perform worse=morale drop. Morale drop=perform worse. In addition, when the AI decides on a talent check, I THINK that the players' stats have some bearing on the drop/raise and how much of a hit/boost. Don't know for sure about that one. But I do know from reading the posts that the AI is brutal to guys playing above their level, especially if they are young. And if their performance is bad due to being exhausted, the AI might interpret that as being over their head. If I'm totally off base on this I'm sure one of the veterans out there will correct me.
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Old 11-05-2007, 01:07 PM   #7
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Quote:
Originally Posted by nyy57rep View Post
Also, I didn't think at first that I would care one way or the other about the FaceGen, but now I'm so addicted to it I have the pics in my minors also.
BTW, the 1998 Yanks WERE one of the best all-time, right up with the '27 version! Thanks again.
BTW backatcha, I would be careful about file bloat with that many potential picture files. They're small, but backups take longer just with the sheer amount of files to address.

So, my advice, if you want it, is to have the game set to Create Player Pictures only On Demand. That will hold it down somewhat.

And thank you for the kind words about my namesake.
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Old 11-05-2007, 01:24 PM   #8
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Originally Posted by nyy57rep View Post
Hey Falkonisback! To answer your question to the best of my ability, I would say that yes it does screw them up. Reason being that tired=perform worse. Perform worse=morale drop. Morale drop=perform worse. In addition, when the AI decides on a talent check, I THINK that the players' stats have some bearing on the drop/raise and how much of a hit/boost. Don't know for sure about that one. But I do know from reading the posts that the AI is brutal to guys playing above their level, especially if they are young. And if their performance is bad due to being exhausted, the AI might interpret that as being over their head. If I'm totally off base on this I'm sure one of the veterans out there will correct me.
nyy, fine supposition. This is the only potential fallacy: "tired=perform worse." This jogged my memory of another recent thread in which the conclusions were inconclusive:

http://www.ootpdevelopments.com/boar...d.php?t=154694

However, that thread mentioned TT #2690 which brings us back to the original question; this TT was included as fixed in the last patch:

Quote:
- TT #2690 Fixed issue where, when using ghost players, AI plays position players every game, resulting in exhausted players
This was mentioned as one of the workarounds, if you recall.
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Old 11-06-2007, 12:58 PM   #9
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Thanks for the heads up, 1998. Read the thread you referenced and was enlightened. As for the FaceGen file thing, thanks for that info too. Hope that won't be a problem, I just got a new XP with a Terrabyte of RAM and something like 960 gig of memory. As funny as it might sound, one of the reasons I got the new computer was because 2007 wouldn't work on my old win98se, and I wanted to see what Marcus and crew had done with the game!
As for the tiredness thing, I admit to going strictly by my personal experience, with no proper mathematical analysis. I'll leave the analysis to the experts, as long as the game does a reasonable job of simming real life I'm happy.
Quick Q about the manual: Been trying to download the manual and can't seem to be able to. I'm connecting from the help menu in the game, it takes me to the web site. When I click on the download it brings up a blank screen, and if I try to use the rapidshare link I get a message saying something about download timeout exceeded. ??? Thanks.
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Old 11-06-2007, 01:09 PM   #10
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Originally Posted by nyy57rep View Post
Thanks for the heads up, 1998. Read the thread you referenced and was enlightened. As for the FaceGen file thing, thanks for that info too. Hope that won't be a problem, I just got a new XP with a Terrabyte of RAM and something like 960 gig of memory. .
WHOA!!!

One of those must refer to hard drive size but even then you've either got 1024GB of ram or 960... I'm slaving away here with just 2...
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Old 11-06-2007, 01:32 PM   #11
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Quote:
Originally Posted by nyy57rep View Post
I just got a new XP with a Terrabyte of RAM and something like 960 gig of memory. As funny as it might sound, one of the reasons I got the new computer was because 2007 wouldn't work on my old win98se, and I wanted to see what Marcus and crew had done with the game!
Hey, not funny sounding at all ... nearly 20 years ago, I upgraded my very first computer, a Tandy 1000, to a faster model that could better handle Earl Weaver Baseball, which a friend and I played religiously.

Times may change, but methodologies don't always have to!

BTW, 1998 -- I'm beginning to think you are the resident librarian of these boards. Can you quote every thread ever posted or only 93.5% of them??!
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Old 11-06-2007, 06:26 PM   #12
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Originally Posted by 1998 Yankees View Post
nyy, fine supposition. This is the only potential fallacy: "tired=perform worse." This jogged my memory of another recent thread in which the conclusions were inconclusive:

http://www.ootpdevelopments.com/boar...d.php?t=154694

However, that thread mentioned TT #2690 which brings us back to the original question; this TT was included as fixed in the last patch:



This was mentioned as one of the workarounds, if you recall.
That TT did not address the cause of the fatigue which is a flawed AI logic allowing both catchers to play all the time. TT3882 is set to be fixed for the the next release.

Summary: Minor league AI routinely uses backup catcher as DH

Possible solution;

The AI should be set to not play the second catcher at any
position other than catcher. This could be problematic if you have two good catchers and/or one of them able to play another position.

I prefer the following alternate solutions;

Have 3 catchers (but only if the AI won't play the third catcher elsewhere).
Allow human manager to prevent catcher from being DH
Set up minors roster logic to have 3 catchers.
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Old 11-06-2007, 06:33 PM   #13
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I just got a new XP with a Terrabyte of RAM and something like 960 gig of memory.
Could you clarify that please? RAM and memory are the same thing and if you've got either a Terrabyte or 960 gig of RAM and your running it with XP32 bit you got hosed because you are still only able to use 3 gigs and change. If your using XP64, good luck finding drivers
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Old 11-07-2007, 09:29 AM   #14
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BTW, 1998 -- I'm beginning to think you are the resident librarian of these boards. Can you quote every thread ever posted or only 93.5% of them??!
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