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| OOTP 26 - General Discussions Everything about the brand new 26th Anniversary Edition of Out of the Park Baseball - officially licensed by MLB, the MLBPA, KBO and the Baseball Hall of Fame. |
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#1 |
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All Star Reserve
Join Date: Jan 2004
Location: Sanford, NC
Posts: 571
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BB in Fictional League
My fictional league has evolved into a low walks league. No player got near 100 walks either of the last two seasons (2015-2016), and home runs are down as well. I automatically import player creation modifiers, which are curiously all at 1.000 now. What would be the best way to get the numbers back to more normal? Also, is there a place I can view historic player creation modifiers to input myself? Thanks!
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#2 |
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Hall Of Famer
Join Date: Feb 2002
Location: Idaho
Posts: 2,902
Infractions: 1/0 (0)
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Under your league settings, on the Stats & AI tab, you can increase the number of walks and then recalc the modifiers. Or possibly if you're not auto or manually recalcing already, the walk totals are fine and you just need to recalc to bring the modifiers in line with the totals.
In your database folder there's a file called "era_modifers.txt". This is where the historical modifiers come from. You should be able to import into Excel/Numbers/OpenOffice/whatever spreadsheet app to make it easier. Keep in mind if your fictional league is 2005 or beyond (which it seems like it is,) everything will be 1. |
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#3 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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if the rest of the stats are where you want them i'd suggest just changing teh walks modifier i a proportional way.
if you want 2x as many walks, multiply by 2. however, if you go this route, you may want to do a test sim.. also consider the ramification... if you get 1000 more walks, that's 1000 less AB for hits, 2b, 3b, hr, so etc. Somenumber may drop if you add walks... this is all a piece of a pie and if you shift some of it then something is lost elsewhere. think increasing walks will also increase babip? lol Okay, maybe don't change one thing, but if u use the autocalculate, do a few years of simulation to look for funky ramifcations before sticking with it for the same reasons explained above autocalculate is dependent on current talent in leage... you may accidentally set a low high-water mark and shift stats you expect down a bit (or the opposite if in a low-talent year for any particular statistical outcome). regardless, you'll likely need further tweaking. i use long-term sims to calculate modifiers that work long-term... the only way to do that is to start a league and zoom forward 30years to ensure 100% of active players in the world are computer generated and not seed players or real-life players. Otherwise you'll need to tweak modifiers throughout that inevitable transition, which is likely what you are seeing now causing the large shift in stats... . |
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