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OOTP 18 - Historical Simulations Discuss historical simulations and their results in this forum. |
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02-01-2018, 10:08 PM | #1 |
Minors (Single A)
Join Date: Dec 2006
Posts: 58
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Experimenting With League Settings
So I guess this is just an observation I've had. I love playing historical games but putting twists on them. The game I'm running right now basically is a "what if" of if the 1901 Brewers stayed in Milwaukee. To achieve this you obviously need to turn off automatic expansion.
On top of this I was playing with historical minor leagues checked in the set-up options. Minor league players have been added yearly in my draft pool. At about 1907 I realized the free agent pool was rather massive on top of teams having rather large reserve player rosters. Now, I had believed from what I've read puttering around the forums (I spend half my free time playing OOTP, and the other half googling it) that creating fictional minors isn't a valid option because the game would basically delete them every year until the real minor leagues begin to generate (1920 I believe?). I wondered what effect having auto expand off may have on this so I started up a second save in which I followed the exact same set up as my 01 Brewers game, with the exception that I created a AAA level minor league. I was surprised to find that the minor league I created did not go away AND the real historical minor leagues aren't added to my game even as I get into 1920! All the while the historical minor league players are STILL being added to my draft classes. Kind of cool actually. So to confirm this. I decided to check the automatically expand option for 1921, which in turn brought up the option to maintain real minor leagues. At the end of the season the fictional AAA I had created became inactive and the real NNL, PCL and Texas league showed up. What was interesting in this, however, was that the game generated a great number of historical minor leaguers as well. In going through the transaction logs for the leagues I noticed that some of these players were created with their real life stats recorded as game stats. This kind of bugged me a bit because these players had stats compiled that didn't actually happen in the game, yet league history records them as career stats. This made me wonder if certain minor leaguers weren't getting generated at draft time, because why would players with stats dating back to the 00s (including major league stats) be first generated at creation of the historical minor league team? My guess is that these were players that never played and were thus deleted from the game at retirement. I do not have the "delete players who never reached the majors" checked however. I'm guessing the game will delete anyone who never plays a game on any level at retirement? I'm also guessing I'm just going to have to live with those phony stats then. Sorry for the long ramble, just wanted to pass on the experiment and see if anyone has any thoughts or anything to add, or if I frankly somehow did something so stupid I ripped the very coding of the game apart. =] |
02-02-2018, 12:41 AM | #2 | |||||
Hall Of Famer
Join Date: Jun 2006
Posts: 4,853
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At any rate, please continue to post your findings with these tests. Very interesting! |
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02-02-2018, 01:47 PM | #3 | |||
Minors (Single A)
Join Date: Dec 2006
Posts: 58
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To me this was the one knock against this experiment. HOWEVER this would only ever occur in the instance you would start your replay with auto expand off and decide to turn it on later. It may not apply in most scenarios. Other than that I'm not sure anything else can be done about this. Quote:
The thing that I most appreciate about this game, and wish was present in other sports sims, is how it is nearly limitless in how you can set up your world. I'm a programmer myself, so it's very inspiring to see a project like this and I use it as an example of what a sim game can be truly capable of. |
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