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Old 08-06-2016, 06:39 PM   #1
Mike67
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Minor League Transactions

I tend to let my minor league managers deal with signing and releasing minor leaguers..

I had to stop in my current 1977 game because he was releasing everyone in sight. At one time I had three players on my Short A team. He even released guys on my 40-man roster.. I didn't think that was possible..

Has anyone else run into this?
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Old 08-06-2016, 06:44 PM   #2
bwburke94
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A lot of us have run into this. Apparently the devs are working on a fix.
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Old 08-07-2016, 11:17 AM   #3
Whoofe
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just finished my draft and I looked at my minor leagues and one team in rookies was near empty while another only had 12 players. I checked transaction logs and didn't see any mass releases. but when I looked at free agents I noticed a few players that I know were in my minor league system before
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Old 09-22-2016, 10:46 PM   #4
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My problem probably has the same cause, so that's why I'll revive this thread.

I gave the AI one job... one... and now I've got 2 minor league teams with 45 players, another one with 5, and my AAA team has 0. One of the 45 player teams has 36 pitchers. I've got to sort through all that flotsam and distribute everyone around my 8 minor league teams again.

God only knows who's been released. Or signed. I don't have the heart to look yet. I'm considering just binning the league because I hate the idea of spending a few hours cleaning this up.

Somehow, my empty AAA team is 7-5 and I do not have ghost players turned on. I wish I had the 'save box scores' settings on for that league but this is another topic...

The worst part is that I didn't even give control of promoting/demoting minor leaguers to the AI. I just wanted the AI to sign some players to top off my lower league teams, so I handed over sign/release minor league players to my minor league managers.

...and why can't the assistant GM do that? It's the only reason I hired him.

"I don't need to create a copy of this league beforehand", I thought. "I've got roster limits turned off. The AI can't promote/demote anyone because I'm in charge of that. This feature has been around for a long time. What's the worst that can happen?"

Ugh. It took years for me to finally trust the AI enough to work with my minor leagues. This was the first time I had done so. I've been playing OOTP for something like 15 years, and I'll likely play it for 15 more. But I'm never letting the AI near my rosters again.
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Old 09-23-2016, 06:03 AM   #5
jfb8300
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For years I've been asking for an additional option on the team control setting screen that would allow the assistant GM to make roster moves for injury/disabled list reasons only.

Letting the assistant GM make roster moves just results in to much chaos. But as a fast simmer (a month at a time) I don't have much of a choice because stopping for injuries is to time consuming.

If there were an option that allowed the assistant to only make roster to send a player to the DL, call up a replacement, and then move the healed player back to the roster that would be amazing. If another players needs released in the process to make room, etc, that's fine, the AI is already doing that with the current option.
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Old 09-23-2016, 03:05 PM   #6
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jfb, you play roughly the same way I do. IMO, OOTP could divide up the 'handling minors' tasks far more than they do now.

I'd be OK with the AI signing players if it were reasonable. But releasing people without my consent? What? Who's in charge here? Sign/release players shouldn't be lumped together.

Also, I'd like to be able to set things at the team level instead of globally. What I wanted to do was have the bottom 2 levels be semi-autonomous, where I'll send a few guys down there but let the AI handle most of it. Most of those players aren't going to make it anyway, which allows me to micromanage A-AAA.

Ideally, I'd like to define it further. So I can tell the AI, 'If a team is playing and they don't have an available catcher who isn't tired, you can sign a FA catcher as long as he doesn't cost anything. Don't release him later, just sign him."
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Old 09-23-2016, 03:19 PM   #7
mitchkenn
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seen the same here. i just took on all the minors moves as GM. But i sim about a week or less at a time, so it's not too time consuming to take a quick look at the numbers and adjust players. My minors managers does all the lineups, so that's not a distraction. Basically it seems the Asst. GM is pretty much a title that does nothing on my team now.
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Old 09-23-2016, 06:44 PM   #8
One Post Wonder
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Quote:
Originally Posted by mitchkenn View Post
Basically it seems the Asst. GM is pretty much a title that does nothing on my team now.
I wonder if you can boost coaching stats in the Assistant GM role?

What I'm thinking of doing is hiring a really young guy who manages/coaches the way I like, and keeping him as an assistant GM until his rep goes up and he can manage a team at peak level.

"Don't touch anything, son. Just watch and learn."
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Old 09-23-2016, 10:03 PM   #9
RubeBaker
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I've noticed the same thing. This is why I no longer have my Assistant GM make promotions or demotions. I usually replicate the real-life Opening Day rosters of the minor league teams, getting the information from the web. Then, during the course of the season, I'll decide who moves up, who moves down and who moves on.
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Old 09-24-2016, 11:01 PM   #10
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lock the players you care about.... you'll have to do their promotions, though. i don't think they can be released, if locked.

One post wonder: i'd love an option that sets maximum potential that they can release. it may not be perfect, but would avoid anything egregious. although i only notice inaccurately rated players getting released. my ai gm doesn't release good players.

maybe edit their personality for player loyalty? i'm sure some sliders could exaggerate or minimize what you are seeing... hire guys that do it the way you prefer.
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