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Old 06-05-2008, 03:16 PM   #61
Erik W.
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Quote:
Originally Posted by Charlie Hough View Post
Does the 2D path actually play out on the screen in a way that can build tension like you can get with PureSim or similar games?
Similar, but not the same.
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Old 06-05-2008, 03:30 PM   #62
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Originally Posted by Qrusher14242 View Post
on the game replays, can you have the game continue on its own or do you have to keep pressing 1? And can you change the speed of the replay. Also, can you skip to an inning, like the 9th?
I really hope so, on all accounts: continuing on its own, playback speed, and skipping ahead. If yes, then this feature truly rocks, if not, not so much.

It's funny, I thought Markus might add simple ball animation this time around and then expand it next version. And jbmagic was right about the replaying games, wow!
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Old 06-05-2008, 03:58 PM   #63
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Please tell me the ball animation is an option that can be disabled.
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Old 06-05-2008, 04:03 PM   #64
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Originally Posted by BruceM View Post
Please tell me the ball animation is an option that can be disabled.
The ball animation is an option that can be disabled.
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Old 06-05-2008, 04:05 PM   #65
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Originally Posted by BruceM View Post
Please tell me the ball animation is an option that can be disabled.


What if it CAN'T?!? *gasp*


Seriously, what is the problem with ball animation??
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Old 06-05-2008, 04:07 PM   #66
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Originally Posted by ashantewarrier View Post
I wonder how large the replay files will be?
One is 50 kb, but mostly text, so in the compressed league file it's no more than 15kb per game replay.

Last edited by Markus Heinsohn; 06-05-2008 at 04:11 PM.
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Old 06-05-2008, 04:10 PM   #67
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Quote:
Originally Posted by Qrusher14242 View Post
on the game replays, can you have the game continue on its own or do you have to keep pressing 1? And can you change the speed of the replay. Also, can you skip to an inning, like the 9th?
Yes, yes, yes, yes...
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Old 06-05-2008, 04:11 PM   #68
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Originally Posted by BruceM View Post
Please tell me the ball animation is an option that can be disabled.
Of course it is an option.
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Old 06-05-2008, 04:15 PM   #69
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Originally Posted by eriqjaffe View Post
While this is really cool, judging by this:



It's gonna be kind of a nightmare to configure these, especially if your parks aren't all identically photographed.

I suggest that, in future, all one should need to do is identify home plate and then "draw lines" to the outfield wall? Or, at the least, identify home plate, the left field corner, left center, etc. and then have the game auto-fill the other positions? It should be fairly simple math for the game to calculate those locations based on a few key ones.
It took me just three minutes to set these locations up for this park, so it is no big deal at all, and more precise than triangulation if using lines.
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Old 06-05-2008, 04:16 PM   #70
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Originally Posted by rogmax11 View Post
Do I understand that stat neutralization is similar to normalization? Does that imply that if I import Nap Lajoie 1901 into 1977 he will generate modified stats appropriate to the era?
Yes.
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Old 06-05-2008, 04:16 PM   #71
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Quote:
Originally Posted by eriqjaffe View Post
While this is really cool, judging by this:



It's gonna be kind of a nightmare to configure these, especially if your parks aren't all identically photographed.

I suggest that, in future, all one should need to do is identify home plate and then "draw lines" to the outfield wall? Or, at the least, identify home plate, the left field corner, left center, etc. and then have the game auto-fill the other positions? It should be fairly simple math for the game to calculate those locations based on a few key ones.
I'm guessing the ball locations will directly effect the PBP? In looking at it you could configure some interesting scenarios. By draggind people around

It appears as if the # corresponds to the fielder going for the ball, two #'s might mean that two players can get the ball. The number look to correspond to your basic baseball scorekeeping positions.

As for letters after the numbers I think it goes like this:
F=Foul
S= Shallow/Short
M= Medium/Middle
D= Deep
XD= Xtra deep
W= Wall

I think L means line in some cases, while in others it is left. R = Right

So, for a bunt down the third base line that lands foul, it woudl probably end up at 25F (between catcher (2) and 3B (5) and foul (F)
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Old 06-05-2008, 04:24 PM   #72
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Originally Posted by southside_hitmen View Post
I'm guessing the ball locations will directly effect the PBP? In looking at it you could configure some interesting scenarios. By draggind people around

It appears as if the # corresponds to the fielder going for the ball, two #'s might mean that two players can get the ball. The number look to correspond to your basic baseball scorekeeping positions.

As for letters after the numbers I think it goes like this:
F=Foul
S= Shallow/Short
M= Medium/Middle
D= Deep
XD= Xtra deep
W= Wall

I think L means line in some cases, while in others it is left. R = Right

So, for a bunt down the third base line that lands foul, it woudl probably end up at 25F (between catcher (2) and 3B (5) and foul (F)
The numbers are just describing the location, as seen on the field. The letters you state are all correct.
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Old 06-05-2008, 04:24 PM   #73
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Markus, can you also clear up what exactly you mean by these features?

Customization features
- Added the option to assign nations to teams in the league setup
- Player creation utilizes different team nationalities in a league


Basically, did you implement the ideas discussed in the Multinational League Thread?

Specifically, can you apply foriegner limits to each team, or are they still naitonwide?
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Old 06-05-2008, 04:25 PM   #74
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Originally Posted by jbmagic View Post
Will this fictional quickstart come with different fictional stadium & park factors?

or all fictional teams going to get assign the same stadium & park factor?
They are different.
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Old 06-05-2008, 04:29 PM   #75
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Quote:
Originally Posted by southside_hitmen View Post
Markus, can you also clear up what exactly you mean by these features?

Customization features
- Added the option to assign nations to teams in the league setup
- Player creation utilizes different team nationalities in a league


Basically, did you implement the ideas discussed in the Multinational League Thread?

Specifically, can you apply foriegner limits to each team, or are they still naitonwide?
Foreigner limits are still based on league, but can be changed to match the team nationality. I'll probably add an option for that. If not in the release version, then in the first patch.

Player creation is now based on the team nationalities. So when you have 10% of the teams from Canada, 10% in Mexico and 80% in the USA, then the same ratios are applied to the selection process of player nationalities, using the ethnicity data of each country needed.
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Old 06-05-2008, 04:29 PM   #76
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Dola,

http://www.ootpdevelopments.com/news...42/screen3.jpg

Corner is spelled corber.

Bug 1216 has been added to the database.
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Old 06-05-2008, 04:31 PM   #77
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Any chance manager histories made it into the game?
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Old 06-05-2008, 04:34 PM   #78
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Originally Posted by akw4572 View Post
Any chance manager histories made it into the game?
What exactly do you mean? There is already manager history in the game.
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Old 06-05-2008, 04:37 PM   #79
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Originally Posted by Markus Heinsohn View Post
Player creation is now based on the team nationalities. So when you have 10% of the teams from Canada, 10% in Mexico and 80% in the USA, then the same ratios are applied to the selection process of player nationalities, using the ethnicity data of each country needed.
How does that affect Foreigner% ? Following your example, if Foreigner% is set to 50%, would that league have 40% Americans, 5% Canadians, 5% Mexicans and 50% from elsewhere, or would some of that 50% foreigners be from Canada and Mexico too (assuming the league was based in the USA)?

Also, while you're around, I was wondering if personality ratings and endurance will now be visible for those of us playing with actual ratings off - I remember you or someone "official" saying something to the effect that it would be, months ago, but I can't see that in the features list. Also, many thanks for a recoded endurance model, which is something that could be a very welcome addition to realism - any chance we can have more details on that?
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Old 06-05-2008, 04:41 PM   #80
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Originally Posted by Markus Heinsohn View Post
What exactly do you mean? There is already manager history in the game.
Like a hired/fired section in the history for managers. Not sure it it's possible, but a "average all" coaches button would be great too. That way coaches wouldn't really influence player dev., but you could have different manager personalities for each team.

Last edited by akw4572; 06-05-2008 at 04:42 PM.
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