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Old 06-01-2007, 03:58 PM   #21
never_ends
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Be sad no longer. Benitez is a Marlin as of a few hours ago.
Yes! That is the best news I've heard since the Giants got rid of Ray Sadecki in the 1960's...

I will have to go read all about it now.
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Old 06-01-2007, 07:09 PM   #22
Erithtotl
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I would very much like a seperate 'injury severity' setting along with the 'injury frequency' setting. I don't think there are too many injuries in OOTP, I could even deal with more, but I think there are too many 8-9 month injuries. It's very rare that a position player gets an injury that lasts 9 months, but I'll get two a year in OOTP.
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Old 06-01-2007, 08:01 PM   #23
injury log
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By customizing the injuries.txt file, you can manage injury severity. By removing enough of the more severe injuries, you should see a reduction in their frequency. Unfortunately, it doesn't appear to be as simple as 'remove half the severe injuries and they happen half as often'. I think your best bet, if I understand the injury implementation correctly, would be to change all injuries affecting one body part code to never be severe, and this should give about a 1/4th reduction in severe injuries. That said, I'm not an expert, and this is mainly what I've arrived at through experimentation. If anyone has details of OOTP injury implementation, I'm interested.
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Old 06-03-2007, 06:42 PM   #24
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Old 07-08-2007, 08:41 PM   #25
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By customizing the injuries.txt file, you can manage injury severity. By removing enough of the more severe injuries, you should see a reduction in their frequency. Unfortunately, it doesn't appear to be as simple as 'remove half the severe injuries and they happen half as often'.
I'm not familiar with the injuries.txt file, but just as an example: If there are twenty different possible injuries, ten of them 'mild' and ten 'severe', and all equally possible, then there's a 50% chance of having a severe injury. Removing half of the severe injuries would leave a chance of five out of fifteen, or 33%. Changing half of the severe ones to mild would yield a chance of five out of twenty, or 25%, which would be the half as often you were looking for.
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Old 07-08-2007, 09:27 PM   #26
injury log
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I'm not familiar with the injuries.txt file, but just as an example: If there are twenty different possible injuries, ten of them 'mild' and ten 'severe', and all equally possible, then there's a 50% chance of having a severe injury. Removing half of the severe injuries would leave a chance of five out of fifteen, or 33%. Changing half of the severe ones to mild would yield a chance of five out of twenty, or 25%, which would be the half as often you were looking for.
Things aren't nearly so linear, which does make controlling injuries a bit difficult. It's my understanding, from reading threads elsewhere and running a lot of tests (since my last post in this thread), that injuries work something like this:

1) game decides, on a play, that an injury has happened;
2) game decides how severe the injury is;
3) game scans injuries.txt for a 'suitable diagnosis (i.e. a diagnosis that can happen on the play in question, and of suitable severity), and from among all suitable diagnoses, chooses one at random;
4) if no suitable diagnosis is found, the injury is ignored completely- it's as though it never happened.

There are many implications, of which:

-the injuries in injuries.txt will not occur with equal probability. Those that only occur as illnesses or on hbps are much less common than those that occur while pitching/throwing, for example, and severe injuries are much less common than mild ones; severe illnesses are especially rare. Injuries that can occur on the same play types and which are of similar severity will normally be equally common, however;

-if you remove many injuries from injuries.txt, you may not see any reduction in injuries at all- you may just see the remaining injuries more often;

-the only way to reduce injury frequency (and skew the balance between mild and severe injuries) by editing injuries.txt is to remove enough injuries so that the game can't find a suitable diagnosis in some situations (as described in 4) above). If you take out, for example, all the severe HBP injuries, then you will certainly see a (fairly small) reduction in severe injuries; if you take out all but 'fractured skull', you will see no reduction at all- you'll just always see 'fractured skull' every time the game generates a severe HBP injury.

-changing a severe diagnosis to a mild one doesn't mean that the game will produce a corresponding increase in mild injuries and decrease in severe ones, because the game decides severity before choosing a diagnosis.

Last edited by injury log; 07-08-2007 at 09:30 PM.
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