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#21 | |
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Minors (Double A)
Join Date: Jun 2006
Posts: 107
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Quote:
This isn't as effective as the 30-year sim, but it will help you avoid the .385, 65 HR, 180 RBI guys that always seem to ruin the league record books. I'd say it's your best option if you don't want to do the long sim. |
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#22 | |
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Hall Of Famer
Join Date: Jun 2006
Location: In a dark, damp cave where I'm training slugs to run the bases......
Posts: 16,142
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Quote:
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#23 |
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Minors (Double A)
Join Date: Feb 2010
Posts: 148
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Settings?
Great discussion! As someone who has never played fictional but is thinking of taking the plunge I would like to ask a question.
What are the settings that you all use to run the first, say, 25 years of your association? I know that we can do anything with the game that we want but I was hoping that you all could give some advice on this subject. For example, trading settings, player development settings, etc. Would this be a good subject for a Wiki article? |
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#24 |
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All Star Reserve
Join Date: Dec 2004
Posts: 532
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i have a high school league in my sim. and in the career records, the average and pitcher ratios dont show up because the game decided to set the bar around 600 PA higher then the leader in PA has ever played in that league. is there any way to fix that??
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#25 | |
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Hall Of Famer
Join Date: Jun 2006
Location: In a dark, damp cave where I'm training slugs to run the bases......
Posts: 16,142
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Quote:
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#26 |
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Minors (Double A)
Join Date: Jun 2006
Posts: 107
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I leave most of the stuff at default outside of trade settings. It seems that most "veteran" OOTP players use "hard" and "favor prospects" for trade settings. You'll probably find the game a bit too easy otherwise.
I also put the trade frequency on "very low." That still seems to result in quite a few trades - more than there are in reality, anyway. I've never messed with development stuff... I've always been really happy with the default settings. |
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#27 |
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Minors (Rookie Ball)
Join Date: Nov 2009
Posts: 41
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I got a quick question I thought I post in this threas since it's related.
I started a fictional league starting in 1990 ans saved it as a template to use later, then I decided starting in 1990 was too early as I want to take over in 2011. SO I went back and started another fictional league this time in 1960 using the saved template. I deleted the default fictional league (the first one you get in the setup wizard) after I had started the game. I tried simming to 1985 but the game would crash at September 1968 everytime. I created another league with the same template starting in 1960 again, but this time I deleted the default major league in the set up wizard and started my game. I'm simming up to 1970 this time and again the game crashes in September 1968. It took me two days to create the template so I don't want to start over with a new template. Anyone know what is going on here? |
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#28 |
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Minors (Triple A)
Join Date: Feb 2003
Location: Bay Area
Posts: 244
Infractions: 0/3 (3)
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I've actually never done this technique but I exclusively play fictional leagues - having done this since OOTP 3, I am positive this would have a tremendously POSITIVE effect on record books and as others have said, it's EXTREMELY easy to do. There is no way I won't be doing this for ALL of my future leagues.
Editting out the top X amount of players is way more time consuming and is likely to solve the problem but not 100% effective in solving the problem, so why not just do the erase league history thing? |
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#29 |
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Minors (Triple A)
Join Date: Apr 2009
Location: Back Bay in Boston
Posts: 295
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So if you start in, say, 1975 and sim for 30 years, what do you do to ensure that your "actual" start date has 2005 financial standards? Does the game automatically adjust for inflation as it sims each year?
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#30 |
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Minors (Double A)
Join Date: Jun 2011
Posts: 163
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ok, so i started up a ficional league in 1871 and am almost done with my first season (i am managing the games). Now I read this and am like damn, didn't know the first crop of guys are super studs (none of mine seem that way). So my basic question is since i am only having a 40 game season (trying to do # of games based on real life) is this something i really need to think about since we won't get to the more normal 140-154 games until around 25 years anyway.
I guess my reasoning is that super players are only playing 40 games so they cant make that huge of an impact on the records and stats and by the time i get to a more normalized schedule of games all those players will be retired by then anyway. |
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#31 |
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Minors (Triple A)
Join Date: Feb 2003
Location: Bay Area
Posts: 244
Infractions: 0/3 (3)
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#32 | |
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Hall Of Famer
Join Date: Jun 2006
Location: In a dark, damp cave where I'm training slugs to run the bases......
Posts: 16,142
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Quote:
Me personally, I don't want any players from the initial pool in my league, period. |
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#33 |
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Hall Of Famer
Join Date: Jun 2006
Posts: 2,944
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#34 |
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Minors (Double A)
Join Date: Jun 2011
Posts: 163
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I got his opinion which is what i was looking for is just opinions. I know that its my league to do as I want. good topic btw.
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#35 |
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Minors (Double A)
Join Date: Mar 2009
Location: Ribeira Brava, Portugal
Posts: 120
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Another question about our little topic of the week, simming to then delete history
![]() I did the 25 year sim, have deleted history, records, career stats and service time (pretty much hit every delete button I could find). I then released all players and scheduled a fantasy draft in the 2010-2011 off-season since I want to take over in 2011. I also edited myself so I'm not in my sixties when I take over .After releasing the players, I assigned fictional financials to all teams, based on their payroll, so now every team is around the same market size (all payrolls are 0). So my question is: after I do the draft, can I just assign fictional financials again, and the teams will get differentiated market sizes depending on the combined salaries of the guys they drafted? The reason I'm asking is because last time I simmed the 25 years, every guy I drafted came with a minor league contract, and my payroll was zero no matter how many times I hit the "make fictional players contracts" button. All the other teams were perfect, except mine. Since my payroll after the draft was zero, the game gave my team a tiny market size so I didn't have the money to manually offer contracts to even half my players, even if I had the patience to do so.
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"We only make peace with our enemies. That's why it's called making peace". |
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#36 |
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Hall Of Famer
Join Date: Jun 2006
Location: In a dark, damp cave where I'm training slugs to run the bases......
Posts: 16,142
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You can edit your market size and budget to whatever you want.
One other thing to remember to erase is the Record Book...... |
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#37 | |
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Minors (Double A)
Join Date: Mar 2009
Location: Ribeira Brava, Portugal
Posts: 120
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Quote:
![]() By record book you mean Single game records > Clear records? EDIT - One more question: is there a way to delete the news history?
__________________
"We only make peace with our enemies. That's why it's called making peace". Last edited by juanito89; 07-06-2011 at 10:39 PM. |
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#38 | |
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Hall Of Famer
Join Date: Jun 2006
Location: In a dark, damp cave where I'm training slugs to run the bases......
Posts: 16,142
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Quote:
2)Yes. 3)Yes, but it doesn't stick around very long anyway and is not really worth the trouble. |
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#39 |
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Minors (Single A)
Join Date: Oct 2007
Location: Canada
Posts: 90
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But, I would think you should disable League Evolution for the sim, no? Just to make sure you don't come out of it with, say, unwanted DH rules, 38-man rosters and such?
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#40 |
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Minors (Double A)
Join Date: Mar 2009
Location: Ribeira Brava, Portugal
Posts: 120
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Still having financial trouble. After the inaugural draft, every player on every team has the same contract: five years, making $402k per year.
My team is the exception, as everyone was drafted with only a minor league contract.
__________________
"We only make peace with our enemies. That's why it's called making peace". |
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