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Old 07-07-2011, 08:27 AM   #41
juanito89
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Originally Posted by ricko View Post
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?
If you want your league rules and teams to be the same by the time the simulation is over, yes, disable league evolution. Personally I'm pissed about the teams changing names when they relocate, even when I had name changing disabled in the league evolution options, since it screws with my hand-picked team logos
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Old 07-07-2011, 08:39 AM   #42
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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.
My guys had only minor league contracts because I had yet to put anyone on the active roster, my bad

The fictional contracts function gave everyone the same $402k for 5 years deal, though.
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Old 07-07-2011, 01:17 PM   #43
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Originally Posted by ricko View Post
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?
Yes, of course. I ALWAYS turn this thing off........
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Old 07-07-2011, 01:20 PM   #44
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Originally Posted by Questdog View Post
Yes, of course. I ALWAYS turn this thing off........
As do I.

Although I am curious about the more/less offense and more/less pitching. Do they just adjust league totals or do they say something like your league has raised or lowered the mound and totals will go up and down depending.
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Old 07-07-2011, 02:57 PM   #45
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As do I.

Although I am curious about the more/less offense and more/less pitching. Do they just adjust league totals or do they say something like your league has raised or lowered the mound and totals will go up and down depending.
I simmed 80 years with only those two evolution options checked, by the time I got 60 years into the sim I had guys hitting 150-200 hr's a year. Interesting, but I didn't want adjustments quite that extreme.
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Old 07-07-2011, 03:16 PM   #46
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I simmed 80 years with only those two evolution options checked, by the time I got 60 years into the sim I had guys hitting 150-200 hr's a year. Interesting, but I didn't want adjustments quite that extreme.
But think about the bat technology they will have 60 years from now!!
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Old 07-28-2011, 04:26 PM   #47
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I'm now simming 20 years in a newly-created fictional league. I want to erase the history, then sim another twenty. Two questions:

1) The sim hangs slightly, and frequently, to create baseball cards. Is there any way of stopping their creation? Obviously don't need them because these guys will be deleted.

2) I've re-read this entire thread but still a bit confused about precisely what I should be deleting, and more importantly, how. Can someone (Questdog?) spell this out?

Thanks for a great thread, its an idea that never would have occurred to me.
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Old 07-28-2011, 04:42 PM   #48
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Originally Posted by nwmartinson View Post
I simmed 80 years with only those two evolution options checked, by the time I got 60 years into the sim I had guys hitting 150-200 hr's a year. Interesting, but I didn't want adjustments quite that extreme.
Umm, that's a little concerning. 150 hr in a season? That doesn't sound right. I'm not doubting you, but if this is the case i would believe somethings a miss.
Maybe a little more offense but that extreme isn't even within the realm of being real.
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Old 07-28-2011, 05:39 PM   #49
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Originally Posted by tylertoo View Post
I'm now simming 20 years in a newly-created fictional league. I want to erase the history, then sim another twenty. Two questions:

1) The sim hangs slightly, and frequently, to create baseball cards. Is there any way of stopping their creation? Obviously don't need them because these guys will be deleted.

2) I've re-read this entire thread but still a bit confused about precisely what I should be deleting, and more importantly, how. Can someone (Questdog?) spell this out?

Thanks for a great thread, its an idea that never would have occurred to me.
You can uncheck baseball cards under Game Setup=>Player and Picture Options in the corner under Fictional Picture Options.

When you are ready to delete, go to Game Setup=>League Setup... In the bottom right, choose "Erase the entire league history." Last I knew, you also need to go to your league pulldown and go to the bottom of the Single Game Records page. Click "Clear Records." As someone else pointed out, you might also want to exit your league and then navigate to your saved game folder and delete messages.dat and retired.dat, as well as your messages folder. Those deletions are not necessary, but it will clear up some clutter, save space and possibly cut load time.
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Old 07-28-2011, 05:58 PM   #50
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Worked perfectly, thanks Don. Simming another 20 now.
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Old 07-28-2011, 06:02 PM   #51
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Originally Posted by Questdog View Post
It's your league; your call.

Me personally, I don't want any players from the initial pool in my league, period.
So you erase players after the first sim and create new fictional players? I'm in the process of simming my 25 years but after erasing all history, I was gonna have an inaugural draft with those players and some historical ones that I will import.

As a heads up if you have a cpu or laptop with alot of music/software/games the sim time is going to be huge. It is currently taking me about 50 minutes to sim one season. I have tried the suggestions to cut down on time but it hasn't helped me much.
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Old 07-28-2011, 06:35 PM   #52
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Originally Posted by GiantYankee View Post
So you erase players after the first sim and create new fictional players? I'm in the process of simming my 25 years but after erasing all history, I was gonna have an inaugural draft with those players and some historical ones that I will import.

As a heads up if you have a cpu or laptop with alot of music/software/games the sim time is going to be huge. It is currently taking me about 50 minutes to sim one season. I have tried the suggestions to cut down on time but it hasn't helped me much.
Don't delete the players. Get to the preseason of the season you want to start actually playing, then go to league setup and release all players + schedule inaugural draft.
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Old 07-28-2011, 07:35 PM   #53
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It takes about 40 years of hands off simming to build up a good solid history.
If I want to start a league in say the year 2000, I begin my league in 1960. I sim year by year and adjust league totals and finances bit by bit until I can leave then alone for themselves. This usually takes 12-15 seasons. Then the final 5-8 seasons I run long term viability tests to make sure that OOTP does not show any of it's usual weirdness like league totals suddenly going off the charts or teams having too much or too little money.
One thing I forgot to mention is that after your first 10 years or so you should create a separate league file save and be able to use this as a restore point. This way if your league fails the long term viability test and gets to the point where you can't fix it, then you can go back and retry it all over again.

So you run your long term viability test and you reach year 20. It is now Jan 1st 1980 in my little scenario. You now think that your league can run on it's own with minimal input from you and you won't see 50% of the league hit over .300 or the league average ERA be over 6.00 or all teams bleed money.
Also 95% of the unrealistic players from the initial league creation are now gone or in their late 30s/early 40s.
You now create another save file for your league.
You can now either fast sim another 20 seasons or sim season by season and keep adjusting. This is now your history building phase.
At the end of it you have reached the 2000 season and should be ready to begin play in earnest.

I have also created an excel spreadsheet that I use to modify league totals. It uses several sets of weighted numbers to simulate the rising and falling of offensive/pitching eras. And the end of each season I run the spreadsheet and it generates a random number between 1.0-3.5% in either falling or rising league totals. Then the next season I enter this data and chances are much higher that the totals will again go in the same direction as the previous year. It will usually go in 5-15 year trends in one direction to the point where league totals have risen or fallen 15-30%. Then once it reaches this point the odds tend to become heavily stacked against continuing in this direction. I created a formula so that the spreadsheet knows where the league totals began and knows how far away the current totals are. Once it reaches the outer edges in either direction chance become more and more likely that they will go in the other direction. It then swings back towards the middle and usually past and then goes into the extreme in the other direction.
So now you have logical and yet random offensive eras just like real baseball. And just like real baseball you have trends that continue in the same direction except for a few 1-2 year anomalies.
The amount of seasons that pass for the trends to occur is also realistic.
I am pretty proud of myself for creating it. It really enhances my solo leagues.

Fictional leagues are a bit of work and require some creativity and constant attention. But I also think that they have the highest payoff of any of the three ways to play.
Historical leagues are fun every now and then. Real life leagues do nothing for me.

That is a long winded answer to the first question. You need 20 years to get rid of the unrealistic initial league setup and then a minimum of 20 years to build a good solid history.
More than 20 years is better but if you have limited time then 40 years altogether before you begin serious play is acceptable.
Like a good cask of scotch, fictional leagues get better with age.
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Old 07-28-2011, 09:45 PM   #54
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Rudel, this is one of the coolest posts I've ever seen here. Fine wine indeed!

Quote:
Originally Posted by rudel.dietrich View Post
One thing I forgot to mention is that after your first 10 years or so you should create a separate league file save and be able to use this as a restore point. This way if your league fails the long term viability test and gets to the point where you can't fix it, then you can go back and retry it all over again.
I'm a little worried about my season, I haven't been doing this as I go and I've simmed from 1920-1964 so far (I want to start in 2010 or 2011).

I've made minor mistakes that I wouldn't make again (like stadium seating not expanding automatically, players from wrong nations, etc.) but I hope it will work out. I have made backups here and there but not enough to have "restore points" like you describe.

Anyway, thanks to the veteran fictional players that have posted here.
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Old 07-29-2011, 09:15 AM   #55
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All this (great) discussion got me wondering... Questdog, since you have been at the forefront of the fictional game, has Markus indicated that this "too many young talented inception players" problem can or will be fixed at some point?
Seems we all get exhausted with this song and dance, not to mention all the heartache from mistakes and do-overs.

Or is this a touchy subject?
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Old 07-29-2011, 10:20 AM   #56
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Originally Posted by juanito89 View Post
Don't delete the players. Get to the preseason of the season you want to start actually playing, then go to league setup and release all players + schedule inaugural draft.
Thanks!
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Old 07-29-2011, 12:04 PM   #57
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Originally Posted by Pdubya64 View Post
All this (great) discussion got me wondering... Questdog, since you have been at the forefront of the fictional game, has Markus indicated that this "too many young talented inception players" problem can or will be fixed at some point?
Seems we all get exhausted with this song and dance, not to mention all the heartache from mistakes and do-overs.

Or is this a touchy subject?
Honestly, I've never broached the subject with him.

My philosophy is that I only ask for things to be fixed that I can't fix myself. Since this one can be worked around, I don't sweat it.

Part of the reason for my philosophy is that Markus only has so much time and I don't want it spent on things I can handle without his help. The other part of the reason is that sometimes the "cure is worse than the disease" and I'd rather deal with a known quantity that is workable than an unknown that may not be.
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Old 08-02-2011, 01:35 PM   #58
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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.
Since you erased service time every player is essentially a rookie making the minimum salary. This means there will be NO free agents for five years, then EVERYONE from the initial year is going to be a free agent with the exception of any extensions signed.
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Old 08-03-2011, 03:09 AM   #59
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What I do, and as QD says do what works for you, when I start a league is to delete the initial players TOTALLY and seed enough teams lowest minor league team fully to get enough players to fill the major league roster. I Release those turkeys into the inagural draft pool. Of course my mindset is always of a fictional startup league and it makes sense too me that the players would be marginal.

Last edited by Kobeck; 08-03-2011 at 03:10 AM.
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Old 08-03-2011, 12:22 PM   #60
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The problem with the inaugural draft is resets all your finances due to payroll. If you want league parity then holding one after erasing service time will put all teams at small market because market size is set in relation to payroll. If you start with a draft that intends to set market size by setting draft budgets you can undo this with a draft especially if all service time is erased and if the game treats everyone like a minor league player with no contract demand.

Personally, I would leave all teams as if the finances are ok or not erase service time and have the draft with budgets again so you can the financial distribution you want.
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