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| OOTP 17 - General Discussions Everything about the latest Out of the Park Baseball - officially licensed by MLB.com and the MLBPA. |
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#1 |
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Major Leagues
Join Date: Feb 2016
Posts: 446
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I messed up my finances
So I hit the "Adjust Global Coefficient" tab on March 31st as a test to see what it would change (had some mucked up finances) I wasn't intending to keep it of course, but I accidentally hit the finish now, which caused an auto save and yata yata
Basically the highest paid player has gone from 30M to 3M, I've tried to change it back from 10.010 to 1.001 (the original) and that didn't work Any suggestions?
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![]() Plays legit baseball now. My OOTP ratings are low. 2022 update: I'm two stars! |
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#2 |
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Hall Of Famer
Join Date: Jul 2003
Location: Somerville, MA, USA Bats: Right Throws: Left
Posts: 3,640
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Can you restore from a backup?
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#3 |
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OOTP Developer
Join Date: Jun 2009
Location: Here and there
Posts: 16,244
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The adjust financial coefficient will shift all internal values down, but then adjust the global coefficient up. So if you were using the default 1 coefficient before, if you set the global coefficient to 10, then player salaries should show up like what they did before. You can go in and fix other values in your league's financial settings, but if you don't have an autosave or backup to restore from, then keep the new coefficient at 10, and simply edit the rest of the finances in your league.
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#4 |
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Hall Of Famer
Join Date: Aug 2002
Posts: 16,842
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Depending how far along your season is, I've typically resorted to the Adjust Fictional Finances (after setting the global coefficient accordingly) and the league stablizes for future use without significant impact, except a few teams have money available that didn't prior to that selection. But that only increases activity level a bit. Nothing wrong with that, IMHO.
FWIW
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"Try again. Fail again. Fail better." -- Samuel Beckett _____________________________________________ |
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#5 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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if you multiplied all by 10, then you probably need a ".1" in there to get back to the original... a "1" or anything near 1 like 1.001 will just keep things as they currently are. 1.001 actually increased it a hair again if you hit apply after that, as you did with the "10." if you use this, the recipricol could bring you back to your previous fincancial state.
or as matt said, change the salaries of the players in the financial page (i think that's what he was talking about). bump them by 10x... that new option allows the new inflation model and i assume other factors inthe future to take affect without causing overflows. An example of its use: so, you see 30M on the ui, but in reality it's 300M due to inflation. if all the players on the team had 10x normal salaries on a 200M payroll team, that is a payroll of 1Billion... well this needed to be more than 10x to prove the point... but as these numbers exceed the limit of the defined variable in the game, bad thngs will happen. and it's just not your payroll figure... anything added together cannot exceed this (2^32)/2 ceiling. the computer will simply not handle the extra information as a human could adapt to a larger number. (if unsinged, removed the /2... also if singned, remember "0" is a number, so minus 1 from the top or bottom i forget) Last edited by NoOne; 08-13-2016 at 12:05 PM. |
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