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Old 07-26-2013, 02:33 PM   #21
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Originally Posted by Painmantle View Post
I play ALOT of games, I have several solo leagues, I'm in many online leagues (5 to be exact), I have the AI fix my Minor league teams frequently and make adjustments and I have never once seen the AI promote or demote a locked player in ootp14 ...EVER!
My experience is the same.
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Originally Posted by Markus Heinsohn View Post
Well, the average OOTP user...downloads the game, manages his favorite team and that's it.
According to OOTP itself, OOTP MLB play (modern and historical) outnumbers OOTP fictional play three to one.

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Old 07-26-2013, 03:17 PM   #22
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Originally Posted by RchW View Post
The player lock has always worked for me. I suspect this is not the whole story. Why not tell it?

Markus must prevent game crashes by ensuring that a minimum number of players are available on each team and at each level. He probably overrides the lock when there are no players left to move. Are you both creating the problem by removing enough players to force this response? If so, then it seems disingenuous to be concerned about the AI response to the player deficit you created.

If not then say exactly what you do.
I mean, I said right off the bat (no pun intended) that the AI overrides the lock for me after my major league roster thins out from bulk trading for prospects.

I have minor league signings/releases set to CPU, as well as promotions/demotions. I would assume that if I had, let's say, 8 prospects locked at a certain level, and I traded away 5 players from the major league roster, the CPU would then promote non-locked prospects to fill the new holes in the majors and sign guys to minor league deals to fill up the minors spots that opened from the promotions of the non-locked minor-leaguers.

I'm cool with it if this isn't the case, and I appreciate the help in advance if I'm missing something.

Last edited by teddy wolvesevelt; 07-26-2013 at 04:10 PM.
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Old 07-26-2013, 03:22 PM   #23
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Oh yea: Clicking the button to have the AI manage the minors overrides the locks, as well. So, if you're going to use locks, you're basically forced to use locks for everyone (or, at least, everyone of interest), let the AI do whatever it wants without any oversight at all, and/or manually manage everything yourself.
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Old 07-26-2013, 03:31 PM   #24
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Originally Posted by Painmantle View Post
weird, Locks and forced starts work for me perfectly fine.
Same here, those features work perfect for me. I am 10 seasons in on a OOTP14 league without a hitch.

Maybe the people having trouble with this feature are using leagues imported from a different version??

For those of us who can get the feature to work I think it is perfect and allows you to control the development of your main prospects with having to deal with all of the other scrubs that are just filler.
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Old 07-26-2013, 04:29 PM   #25
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Again, for the third time, they work as designed. It's not about them "not working".
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Old 07-26-2013, 04:52 PM   #26
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Oh yea: Clicking the button to have the AI manage the minors overrides the locks, as well. So, if you're going to use locks, you're basically forced to use locks for everyone (or, at least, everyone of interest), let the AI do whatever it wants without any oversight at all, and/or manually manage everything yourself.

Which button?

No one button allows the AI complete control of the minor leagues. When I click on "Ask AI to set up complete minor league system" it does not override the lock?
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Old 07-26-2013, 04:58 PM   #27
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Originally Posted by RchW View Post
No one button allows the AI complete control of the minor leagues. When I click on "Ask AI to set up complete minor league system" it does not override the lock?
That's the button, and it does.
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Old 07-26-2013, 05:15 PM   #28
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Which button?

No one button allows the AI complete control of the minor leagues. When I click on "Ask AI to set up complete minor league system" it does not override the lock?
Quote:
Originally Posted by ohms_law View Post
That's the button, and it does.
I've used this button literally Thousands of times and it most certainly DOES NOT over ride the locked players on my computer. I have just now went into several of my teams both online and solo and used every possible combination of AI roster controlling features using both that button and every other button that causes the AI to make transactions (Including switching my team to AI on the Manager options)and I have still never had the AI over-ride the Lock feature.

In my opinion you are either simply not actually locking the players or this just isn't happening and you just like to post for attention it brings.


I wish you the best in fixing your issue. Good luck!
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Old 07-26-2013, 06:09 PM   #29
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I'm just going to ask what your manager settings are set to. All of 'em.


Back to the original question... I let the AI do the promotions/demotions in the minors and I don't believe that messes them up. I check my good prospects but I never really pay attention to if the are being put at the right level (though I guess I should...)
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Old 07-26-2013, 07:25 PM   #30
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In reply to the thread title..

I play a solo league and I do all of my own promotions\demotions. However the AI does all transactions for every other team. The AI doesn't have any problems developing talent for "their" teams. Why would it be different if it makes promotions\demotions for a human team?
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Old 07-26-2013, 07:33 PM   #31
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I was thinking "if the AI is bad at developing its young talent, why do I keep trading for it?" I think you are safe to let the AI manage your minors.
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Old 07-26-2013, 08:03 PM   #32
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Originally Posted by teddy wolvesevelt View Post
I mean, I said right off the bat (no pun intended) that the AI overrides the lock for me after my major league roster thins out from bulk trading for prospects.

I have minor league signings/releases set to CPU, as well as promotions/demotions. I would assume that if I had, let's say, 8 prospects locked at a certain level, and I traded away 5 players from the major league roster, the CPU would then promote non-locked prospects to fill the new holes in the majors and sign guys to minor league deals to fill up the minors spots that opened from the promotions of the non-locked minor-leaguers.

I'm cool with it if this isn't the case, and I appreciate the help in advance if I'm missing something.
Not enough info. Can you post a screenshot like this?
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Last edited by RchW; 07-26-2013 at 08:04 PM.
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Old 07-26-2013, 08:23 PM   #33
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Yea, I've never had much success with the locks and strategies myself. I've basically given up on managing the minor leagues, personally.

The short season leagues probably shouldn't have players in them for the first half of the season either, but the AI hates it when you try to keep them clear.
Not exactly. In the first half of the season, MLB teams have a LOT of players in Extended Spring Training. Since OOTP doesn't have EST, the short season leagues are where you put those players instead.

Quote:
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Again, for the third time, they work as designed. It's not about them "not working".
The problem is, the way you're describing how they "work" for you...isn't how they're designed, so it IS about them not working.
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Old 07-26-2013, 09:08 PM   #34
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Not exactly. In the first half of the season, MLB teams have a LOT of players in Extended Spring Training. Since OOTP doesn't have EST, the short season leagues are where you put those players instead.



The problem is, the way you're describing how they "work" for you...isn't how they're designed, so it IS about them not working.
And several people including me have posted that it does work.
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Old 07-26-2013, 09:09 PM   #35
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Originally Posted by Sweed View Post
In reply to the thread title..

I play a solo league and I do all of my own promotions\demotions. However the AI does all transactions for every other team. The AI doesn't have any problems developing talent for "their" teams. Why would it be different if it makes promotions\demotions for a human team?
You may be right. But in computer games, it is always a mistake to assume that you and the AI are governed by the same programming code. I know for a fact that the code for AI team scouting is different than it is for human team scouting... I suspect player development also differs. I'm not sure, but I would definitely not just assume it is the same.
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Old 07-26-2013, 09:41 PM   #36
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You may be right. But in computer games, it is always a mistake to assume that you and the AI are governed by the same programming code. I know for a fact that the code for AI team scouting is different than it is for human team scouting... I suspect player development also differs. I'm not sure, but I would definitely not just assume it is the same.
You think the AI uses different coding\logic for promoting\demoting players when it does it for a human team?

I might understand Markus coding differences in development chances depending on whether a human or the AI is making decisions. I find it hard to believe there would be a different logic used when the AI makes moves for an AI team compared to the AI making moves for a human team. I mean when you turn all the decisions over to the AI you are already taking out whatever advantage a human player might have.

Could of course be wrong but seems like getting the coding right for one system would be hard enough. Now he's coming up with two systems for the AI to use?

I do agree with you that games can and do use different code to minimize a human player's advantage.
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Old 07-27-2013, 03:26 AM   #37
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note: the veterans on my big-league club are terrible, but I don't want the CPU to use that as a reason to rush a guy with almost no time in double-A up to the majors.
I havent tried this, but it would make things easier. It doesnt decide the major league roster, does it? Because, it might be a reason why I have a lesser player on my bench. And I dont want it automatically carrying 12 pitchers either. I prefer 11, with the option of carrying an extra reliever in the event of overuse or day to day injury at times. So I wll switch out a position guy to call up the reliever for 3 days or so.

Just that there are many reasons why I am carrying a certain player on the bench, maybe a swift 5th OF because I have a bunch of slow players, or the dreaded Mark Belanger type middle IFer because my IF defense sucks. They would have specific roles rather than some AAAA guy who is so-so across the board, but doesnt give me anything specific, and I only use him as a PH once a week..

I'd love this idea, but I dont want it screw up my master plan in the majors.
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Old 07-27-2013, 06:49 AM   #38
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You think the AI uses different coding\logic for promoting\demoting players when it does it for a human team?
.
Sorry, I was not clear. I would think the same coding is used to place players on minor league rosters. But I suspect that different coding is used for the consequences of player placement.

My guess:
1) On AI teams, time develops players, with no differentiating for placement, ideal or terrible.
2) On human teams, there is some difference in speed of development AND impact on talent levels, with players suffering if brought along too fast, too slow, or with not enough playing time.
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Old 07-27-2013, 09:55 AM   #39
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in my opinion you are either simply not actually locking the players or this just isn't happening and you just like to post for attention it brings.
+1
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Old 07-29-2013, 06:39 AM   #40
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Sorry, I was not clear. I would think the same coding is used to place players on minor league rosters. But I suspect that different coding is used for the consequences of player placement.

My guess:
1) On AI teams, time develops players, with no differentiating for placement, ideal or terrible.
2) On human teams, there is some difference in speed of development AND impact on talent levels, with players suffering if brought along too fast, too slow, or with not enough playing time.
Markus specifically denies my guess as to how it works. Probably want to listen to him, not me. http://www.ootpdevelopments.com/boar...ml#post3545688
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