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Old 04-18-2012, 02:24 PM   #141
spleen1015
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Quote:
Originally Posted by SkyDog View Post
24 teams...2 leagues, 3 divisions. It's the same thing I've done for quite some time. The NABA is set up that way, and I was planning to redo the NABA setup for OOTP13. I'm not exactly highly motivated to do it right now seeing this, though.
What are you minor league roster limits set to?
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Old 04-18-2012, 02:27 PM   #142
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Originally Posted by spleen1015 View Post
What are you minor league roster limits set to?
Whatever the defaults are. I didn't touch that either. I'm not even sure how to change that off the top of my head, tbh. Little help? (or I'll look around)
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Old 04-18-2012, 02:29 PM   #143
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Originally Posted by t-bone shuffle View Post
For example, look at poor Ryan Buchter (AI operated Atlanta Braves), shuttling between AA Mississippi and A Rome, four times in 7 days!!
My first question there would be this:

What does the real-world minor league transaction data indicate in terms of how often players are moved up and down between minor league levels?

Are minor league promotions and demotions too common in OOTP as compared to real life? Are they not common enough? Are they about right overall? The only way to answer that question is to compare OOTP to the real-life data.
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Old 04-18-2012, 02:30 PM   #144
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Nothing like making something more complicated than it needs to be. You had the old mechanism in place, and I don't recall people saying it was terribly broken, and the flags are obviously already there, so to generate the MiLB report, so why not just parse that flag and use it to display arrows? And if that is not possible, again, why are things be made to be more complicated then thay should be?

Regardless, arrows and the report should jive. The only thing I can think of if they are indeed working as intended is different filters are being used for each one, so for example the arrows are your being run through your scouts andthe report is being run versus pure ratings, or through something else, somehthing like that. Which again is another worthless and undeeded complication.
Ehhh...if my guess is correct, I can give him a bit of a pass on that one. He decides to add arrows, realizes he doesn't like the algorithm that exists, so he starts from scratch. When he finishes, he likes it better, but then just forgets to switch out the code that generates the Minor League Report. That seems like a fairly reasonable scenario.
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Old 04-18-2012, 02:31 PM   #145
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Originally Posted by SkyDog View Post
24 teams...2 leagues, 3 divisions. It's the same thing I've done for quite some time. The NABA is set up that way, and I was planning to redo the NABA setup for OOTP13. I'm not exactly highly motivated to do it right now seeing this, though.
This explains why I am not seeing the things you are.

I tested in quick start and the AI is running my team as well as the others fine.

25 men on all levels except rookie which has about 40 or so. Everyone is moving up and down realistically.

No craziness with the arrows.

It definitely sounds like a bug though.


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Last edited by SirMichaelJordan; 04-18-2012 at 02:34 PM.
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Old 04-18-2012, 02:35 PM   #146
Ben E Lou
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This explains why I am not seeing the things you are.

I tested in quick start and the AI is running my team as well as the others fine.

25 men on all levels except rookie which has about 40 or so. Everyone is moving up and down realistically.

It definitely sounds like a bug though.


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But doesn't the QS use the same minor league configuration that I would be using in the 24-team league? It would strike me as awfully weird that just a few more teams (I assume 30 in the QS) would make that big of a difference. I could see the number of players or level of minors it needs to manage maybe causing a problem, but just moving from 30 organizations down to 24 really shouldn't.

Last edited by Ben E Lou; 04-18-2012 at 02:39 PM.
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Old 04-18-2012, 02:39 PM   #147
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the whole install could be botched up. a bit extreme to suggest, but at some point it may be something to seriously consider: a fresh install.
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Old 04-18-2012, 02:44 PM   #148
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the whole install could be botched up. a bit extreme to suggest, but at some point it may be something to seriously consider: a fresh install.
That doesn't make any sense at all.
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Old 04-18-2012, 02:46 PM   #149
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Originally Posted by Le Grande Orange View Post
My first question there would be this:

What does the real-world minor league transaction data indicate in terms of how often players are moved up and down between minor league levels?

Are minor league promotions and demotions too common in OOTP as compared to real life? Are they not common enough? Are they about right overall? The only way to answer that question is to compare OOTP to the real-life data.
I have tried to find some type of stat for this and have come up empty. Comparing the promotions/demotion in a real year and game year would be fascinating to see how closely or not they mirror each other. I looked at Baseball Prospectus and found nothing as well.
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Old 04-18-2012, 02:46 PM   #150
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Yes maybe if you uninstall and reinstall it will distract you from the task at hand long enough that you fall asleep and stop posting these VEXING ISSUES.
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Old 04-18-2012, 02:48 PM   #151
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That doesn't make any sense at all.

It makes sense on a very limited set of circumstances that I can come up with. Very limited. And the only reason I would bring it up is because we are finding people, multiple now, that they are not seeing what the OP is seeing. So either his settings are somehow out of bounds, which does not seem likely, there is something broken in his game, or we are still missing something.

My bet is we are still missing something.
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Old 04-18-2012, 02:58 PM   #152
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Yes maybe if you uninstall and reinstall it will distract you from the task at hand long enough that you fall asleep and stop posting these VEXING ISSUES.
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Old 04-18-2012, 08:48 PM   #153
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Found the setting to change roster sizes in minors. Set SS-A and Rookie Ball to 40, others to 25. More top-down stuff:

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Old 04-18-2012, 09:05 PM   #154
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Skydog just a random question. Is this league that you are using an import from an older version of OOTP or are setting up a new one in V13?
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Old 04-18-2012, 09:10 PM   #155
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Skydog just a random question. Is this league that you are using an import from an older version of OOTP or are setting up a new one in V13?
new v13 lg
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Old 04-18-2012, 09:24 PM   #156
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Maybe I'm mistaken, but doesn't the minors report use OSA scouts and the arrows are your team scouts? If so, that would be a reason for the discrepancy on what level the prospects should be at.

Either way, I agree with Skydog, it sure looks like a bug and would be great if the AI handled the minors better.
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Old 04-18-2012, 10:10 PM   #157
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It seems like the arrows are bothering you, but is there any evidence that they are important? Possibly a solution would be to just ignore the arrows?

Also, for someone who want to play the game at a 30,000 ft level (and there is certainly nothing wrong with that), you are worrying a lot about 2 star prospects. These are basically fringe players anyway. Why do you care if a couple 2 prospects get blocked in the minors. Are the majority of your better players making it to AAA? At that point you can decide who makes the majors. That's pretty much what you want anyway, correct?
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Old 04-19-2012, 04:06 AM   #158
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Originally Posted by SkyDog View Post
Hmmm...so supposedly it works exactly how I suggested that it should...Double-checking this now. I went through all levels and released a bunch of players signed by the AI when I had them doing signings for me (REALLY don't want that), that left me with (end regular season)

29 Active
19 AAA
16 AA
12 A
16 SS-A
21 R

Then I turned on ghost players and let the AI manage the minor league rosters. After retirements, I got this...

25 AAA
25 AAA
25 A
10 SS-A
0 Rookie

13 of the 25 guys in Single-A have the down-arrow, and on the Minor League Report (why on earth don't the two guides match????) says that 7 guys don't belong in Single A.

But again, per Markus:



In the absence of a contravening statement from Markus since he made that comment about ghost players, it sounds like AI management of rosters when ghost players are enabled is just flat-out broken, not working how the developer says it should work, and needs to be fixed.
I am looking into this now... obviously if it behaves the way you say it does, then it needs to be fixed
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Old 04-19-2012, 04:20 AM   #159
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I am looking into this now... obviously if it behaves the way you say it does, then it needs to be fixed
Alright, everything works exactly as it should on my end. To test this, I created a 2005 historical league and added all minor league levels and enabled ghost players.

I then took control of a team and filled the Single-A roster with fictional players. I set minor league demotions/promotions and lineups/depth to the computer manager, the rest stayed in my control.

I then simulated to July 1st, looked at my minor league rosters and see the players where they belong (i.e. 6 in AAA, 9 in AA, and so on) without a single red or green arrow to be seen.

Ben, please send me your league files, something is fishy with your settings. Are you sure you have enabled ghost players?
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Old 04-19-2012, 04:22 AM   #160
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Ben, please send me your league files, something is fishy with your settings. Are you sure you have enabled ghost players?
Which files do you need? (And yes, I just re-verified that ghost players are enabled.)
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