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Old 02-01-2007, 09:32 AM   #21
Cras
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Quote:
Originally Posted by Caporegime View Post
"Can you add an uneven number of teams in any given expansion draft?"
No
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Old 02-01-2007, 12:40 PM   #22
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Will it be possible to limit the number of players a team can lose in an expansion draft? When MLB expanded last, teams couldn't lose more than three players each. When I've played OOTP previously, I've normally gone with a league with eight teams. If I were to expand to ten teams, the existing teams would lose a lot of players if there wasn't some sort of cap.
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Old 02-01-2007, 02:45 PM   #23
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Originally Posted by Caporegime View Post
Maybe my first question should have been: "Can you add an uneven number of teams in any given expansion draft?"
This workaround should be able to get around the restiction though:

Add two expansion teams to the same league. This means you can use the game's built-in expansion system. Let the schedule be generated. Next, move one of those expansion clubs to the other league, giving you an odd number of teams in each league. Delete the existing schedule and import a custom schedule designed for that alignment and you should be good to go.
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Old 02-01-2007, 04:56 PM   #24
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Quote:
Originally Posted by CobaltJays View Post
Will it be possible to limit the number of players a team can lose in an expansion draft? When MLB expanded last, teams couldn't lose more than three players each. When I've played OOTP previously, I've normally gone with a league with eight teams. If I were to expand to ten teams, the existing teams would lose a lot of players if there wasn't some sort of cap.
You can set the amount of players that can be protected.
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Old 02-01-2007, 05:27 PM   #25
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Can you adjust (increase) your protected list as you go along?

What I mean is - in some expansion drafts, when you lost a player you were allowed to protect 1 or 2 more. So is it possible to setup the expansion draft in this manner?
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Old 02-01-2007, 05:54 PM   #26
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As a follow-up, is it possible to limit the number of rounds in the expansion draft? That would probably remove any concerns I have about teams losing too many players in leagues with a small number of teams. Expansion teams can go raid the Omaha Industrial Baseball League to fill out the rest of their roster.
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Old 02-02-2007, 08:23 AM   #27
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Quote:
Originally Posted by Le Grande Orange View Post
This workaround should be able to get around the restiction though:

Add two expansion teams to the same league. This means you can use the game's built-in expansion system. Let the schedule be generated. Next, move one of those expansion clubs to the other league, giving you an odd number of teams in each league. Delete the existing schedule and import a custom schedule designed for that alignment and you should be good to go.
Mucho thanks, LGO. Your workaround sounds logical, but in the (likely) event I'm not able to design a practicable schedule for import on my own, is there a collection of custom schedules some place that might work with any crazy alignment I might cook up?

Thanks again.
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Old 02-02-2007, 09:01 AM   #28
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Next question - is the offseason basically the same as far as the schedule and length goes? Any changes here?

Things like FA, Rule 5, ST, etc etc.

Also, is ST still the same or can you have standings and stats? Is there a team screen you can open and a drop down to select ST Stats?
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Old 02-02-2007, 09:57 AM   #29
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Quote:
Originally Posted by Caporegime View Post
Mucho thanks, LGO. Your workaround sounds logical, but in the (likely) event I'm not able to design a practicable schedule for import on my own, is there a collection of custom schedules some place that might work with any crazy alignment I might cook up?

Thanks again.
There are many schedules here: http://www.ootpdevelopments.com/boar...ad.php?t=63714

They do need to be converted for use with the new engine, which can be done with the Schedule Importer that is floating around somewhere. While not every conceivable alignment is covered, a lot of them are, some more than once.
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Old 02-02-2007, 04:43 PM   #30
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i have a question about the expansion draft too: aside from the list of protected players, are there any other "automatic" protections, like say for example players that were drafted before 18, but only have 4 years in the minors or whatever the rules were last time?

like say for example, i have an organization of 150 players, and because i drafted about 50 of those in the past 3 years, does that mean that my list of protected players will only have to include players from the remaining 100?
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Old 02-03-2007, 02:43 PM   #31
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Quote:
Originally Posted by ctorg View Post
There are many schedules here: http://www.ootpdevelopments.com/boar...ad.php?t=63714

They do need to be converted for use with the new engine, which can be done with the Schedule Importer that is floating around somewhere. While not every conceivable alignment is covered, a lot of them are, some more than once.
Thanks ctorg. Looks like every type of crazy alignment I’ve ever found myself with is covered there.
<O</O
For those interested, the converter can be found here:
http://www.ootpdevelopments.com/board/showthread.php?t=121664&highlight=schedule+convert er
<O</O
I haven’t tried it yet, but reading the through the thread it looks like LeafsFan2005NC managed to work out the bugs.
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Old 02-04-2007, 02:51 AM   #32
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One question I haven't seen touched on is how does the game engine go about choosing expansion cities? If you have a major league real life setting, will the game choose cities that can support the team? If you run a fictional league based in cities that are more minor league in size, can you set the size/type of city the game should consider when making a decision?
Also, when running minors with your major league, will the expansion city autmatically generate a minor league team for each level or will this be done manually by the player?
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Old 02-04-2007, 09:41 AM   #33
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Originally Posted by txmudcat View Post
One question I haven't seen touched on is how does the game engine go about choosing expansion cities? If you have a major league real life setting, will the game choose cities that can support the team? If you run a fictional league based in cities that are more minor league in size, can you set the size/type of city the game should consider when making a decision?
Also, when running minors with your major league, will the expansion city autmatically generate a minor league team for each level or will this be done manually by the player?
You choose the cities, and it does expand the minor leagues so that the expansion teams have affiliates at all the levels.
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Old 02-04-2007, 10:24 AM   #34
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You choose the cities, and it does expand the minor leagues so that the expansion teams have affiliates at all the levels.

Fantastic!
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Old 02-04-2007, 11:21 AM   #35
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You choose the cities, and it does expand the minor leagues so that the expansion teams have affiliates at all the levels.
Really? I don't think I like that it expands the minors too... although I can just delete those teams... so maybe that does make sense (don't mind me, I didn't think before I started typing and now it seems all of my thoughts keep pouring out and I'm eventually listening to them as I go - although not fast enough since I'm still typing)... it seems to save the hastle of creating minor league affiliates.
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