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Old 04-24-2004, 02:57 PM   #1
Jermanfu
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my analysis of the creation modifiers

Ok I'm still in the progress of working on this. But After many many trials, I finally got a working model for the Deadball Era. Originally I set out to get realistic numbers with just the creation mods. and not touching the league totals. But I continued to get way high numbers in Ks. So I had to adjust the league totals number for Ks. Everything else is left untouched.

I set up a 2 league system with 8 teams in each league. One with DH, and one without. My goal was to get as close to the MLB setup in 1901 as I could. Thank you Henry for your initial work. I used your numbers as a starting point and it saved me alot of time

Here aer the numbers I used:

Contact +5%
Power -85%
control +30%
endurance +50%
stuff -20%
Speed +15%
Steal +15%

As I mentioned above, I adjusted the Ks under league totals from 30801 (default) to 48000. I left every other league total number at its default.

Now the results:

Code:
AL Hitting	BA	HR	BB	K	SB
1901 real	277	228	2780	2736	1449
OOTP	         274	281      2425	  2998	 1366

NL Hitting	BA	HR	BB	K	SB
1901 real	267	227	2685	4241	1402
OOTP	         258	269	2602	3865	1345



AL Pitching	ERA	CG	SHO	SV	
1901 real	3.66	937	54	19	
OOTP	          3.52	1071	80	17	

NL Pitching	ERA	CG	SHO	SV	
1901 real	3.32	976	70	17	
OOTP	         3.14	1081	104	28
I'm pretty happy with these results. For the most part, everything falls in line. Home runs could probably be toned down just a hair. I'm thinking set power to about -88%. But I don't have time to do it now. I'll check it when I get home from work tonight. But these numbers are def. workable.

now take a look at the league leaders:

1901 NL leaders:
http://www.baseball-reference.com/leagues/NL_1901.shtml

190 AL leaders:
http://www.baseball-reference.com/leagues/AL_1901.shtml

compare these to the OOTP leaders:

EDIT- I'll continue to work on the numbers for the subsequent eras including a transitional model to go between eras. I'll post what I find over the next couple of days.
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Last edited by Jermanfu; 04-24-2004 at 02:59 PM.
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Old 04-24-2004, 03:36 PM   #2
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Very nicely done.
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Old 04-24-2004, 03:39 PM   #3
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Very interesting. I'm wondering if endurance may be a little high as the number of complete games seem a little high. Other than that I think it looks great.
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Old 04-24-2004, 03:52 PM   #4
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What do you do to get a realistic deadball defense, speaking in terms of errors and such for fictional leagues?
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Old 04-24-2004, 04:51 PM   #5
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Quote:
Originally posted by Da Cubs
Very interesting. I'm wondering if endurance may be a little high as the number of complete games seem a little high. Other than that I think it looks great.
Fine study...

To cut down on complete games:

In "team strategies", you might consider adjusting the "pull starter" to have them pulled a little quicker. It worked well in OOTP5 for me.

You might try adjusting "endurance" in Era Settings as Da Cubs suggests.
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Old 04-24-2004, 04:53 PM   #6
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I noticed a big difference in Shutouts.

Any ideas on how to adjust them?
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Old 04-24-2004, 08:07 PM   #7
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My only guess would be the endurance factor. But I haven't played around with the settings enough to be a judge. I'm just going off the modern day baseball where for the life of me I don't understand when a pitcher has an 8-0 lead into the ninth that the AI decides its time to bring a reliever. I should add that I mainly sim all my games.
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Old 04-24-2004, 09:57 PM   #8
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Quote:
Originally posted by Da Cubs
My only guess would be the endurance factor. But I haven't played around with the settings enough to be a judge. I'm just going off the modern day baseball where for the life of me I don't understand when a pitcher has an 8-0 lead into the ninth that the AI decides its time to bring a reliever. I should add that I mainly sim all my games.
That's just the way OOTPB works. Many times I have seen pitchers with low pitch counts and a 7-10 run lead and be taken out in the ninth. I have seen pitchers with shutouts taken out in the ninth even with very safe leads. It's not realistic, but maybe we are expecting too much from the AI. At this point in the game development that's just the way it is.

Instead of simming each game, I probably will eventually sim only the first 6 innings of a game and then play out the rest, so can make the pitching changes and not the AI.

I set the starting pitchers in my league before each game and then sim the game. That way I can use relievers as starters, something the AI can't do...except in the case of the spot starter.

I have found if you increase the endurance in the League Setup to avoid pitchers being pulled and not complete the game, the AI will let a pitcher complete the game and give 10 runs, which is also unrealistic.

I have tried various combinations in "Team Strategies" to adjust the "pull starter" and "pull relievers" to solve this dilemma, but could only come close to what I wanted.

I play 1950's baseball with 9 man staffs. Teams back then usually only carried 8 pitchers, I have to use 9...otherwise the staff will get overworked and the AI will resort to position players. The AI will sometimes use 7 of the 9 pitchers in a game. This is not realistic. Usually a manager would go with no more than a starter and 2 relievers...a long relief man and a short relief man...occasionally 3 relievers at most. The AI can't do this yet.

I have tried every thing possible to get realistic use of relievers and have refined as well as I can, but still can only come kind of close to what is realistic, but not really what I would like.

Last edited by Eugene Church; 04-24-2004 at 10:01 PM.
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Old 04-24-2004, 10:09 PM   #9
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Eugene,

I agree. I wish I had an answer for you but I don't know. I know it's frustrating to see your pitcher sailing aalong, only to be pulled for no apparent reason. If this is the case that the AI cannot consider a game "safely in the bag" then this may be what we have to live with. I think your settings on a whole have proven pretty reliable
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Old 04-25-2004, 06:39 AM   #10
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Quote:
I set up a 2 league system with 8 teams in each league. One with DH, and one without. My goal was to get as close to the MLB setup in 1901 as I could.
Something just seems really wrong with that paragraph.......
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Old 04-25-2004, 09:15 PM   #11
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ROFL, good point.
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Old 04-25-2004, 10:38 PM   #12
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was there dh in deadball era?

and how many games u did for the season on your test? i think they play less than 162 games back in 1901
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Old 04-25-2004, 11:03 PM   #13
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EDIT- never mind my earlier post. I just found out the DH wasn't used until 1973. Sorry about that, didn't realize. That shows my ignorance in some aspects You guys could have said something lol. No one's perfect
also, I used a 154 game schedule.
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Old 04-26-2004, 12:28 AM   #14
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Just jerking your chain a bit, bud. But for future reference, I'm about 90% sure that they only used a 136 game schedule until about 1904 or 1905, and then went to the 154. I also seem to recall that the AL went to 154 a year before the NL, but that difference would be a real pain to recreate in OOTP.
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Old 04-26-2004, 01:35 AM   #15
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Actually, it was like this:

1901-1903: Both leagues played a 140 game schedule.
1904: Both leagues moved to a 154 game schedule.

Both leagues stayed with the 154 game season up to and through the 1918 season. However, due to draft requirements in the U.S. in response to its entry into WWI, the season was cut short, and was ended on Labor Day. By that time all the teams had played around 126 games or so.

For 1919, the season was reduced to 140 games, but it was put back to 154 games in 1920.

Interesting bit of trivia: For the 1910 season, the National League seriously considered moving to a 168 game schedule. Several owners were in favour of the move, while several were opposed. The American League, which had already officially adopted its 154 game schedule for 1910, said it would be willing to revise its schedule to 168 games if the NL moved to the longer season.

In the end the increase to 168 games was voted down and the NL stayed with the 154 game season.

Last edited by Le Grande Orange; 04-26-2004 at 01:39 AM.
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Old 04-26-2004, 02:19 AM   #16
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Hmm, good info, Le Grande, thanks..... obviously, my old timers disease is worse than I thought these days.
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Old 04-26-2004, 10:07 AM   #17
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cool thanks for the info guys!
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Old 04-26-2004, 02:30 PM   #18
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BASEBALL'S REBIRTH (1921-1945)

Ok here's the next set of data:

Code:
AL Hitting	BA	HR	BB	K	SB
1927	        .285	439	4018	3341	788
OOTP	        .284	434	3135	3254	933

NL Hitting	BA	HR	BB	K	SB
1927	         .282	483	3413	3491	649
OOTP             .281	458	3039	3135	755




AL Pitching	ERA	CG	SHO	SV
1927	         4.14	585	59	116
OOTP	         3.85	673	70	104

NL Pitching	ERA	CG	SHO	SV
1927	          3.91	613	69	81
OOTP	          3.79	692	61	97
This time I used no DH in either league thanks to Snowman for pointing that out to me.

The only problem is now, there is really no way to emulate the AL having weaker pitching in these years (or better hitting!) to give the inflated ERAs and BAs compared to the NL. But overall, you can see that the numbers look pretty good. The BB numbers could probably be closer, but this can be alleviated some by lowering the control number a few %.

Here are thenumbers I used to get these results:

Contact +25%
Power -65%
control +5%
Endurance -35%
speed -15%
steal -15%

also under leage totals set Ks to 51500.

And make sure you change your ERA to Baseball's rebirth under engine setup.

As far as a trasition model goes, I'm still playing around with it. but it seems the best thing to do, so far, is to change your creation mods. from deadball (my previous post) to rebirth, approximately 5-7 years before you are ready to switch eras. This will give your newly created players time to develop and make it to the bigs in order for you to switch over. That's all for now. I'll work on The Golden Years (1946-1960) next.
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Old 04-26-2004, 02:35 PM   #19
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Quote:
Originally posted by Jermanfu
BASEBALL'S REBIRTH (1921-1945)

Ok here's the next set of data:
The BB numbers could probably be closer, but this can be alleviated some by lowering the control number a few %.
Perhaps I'm confused by the ratings (I can't be the only one, can I?) but couldn't you simply increase the Eye number by 25% or thereabouts? This would also make the ERA numbers closer as there would be more runs scored.
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Old 04-26-2004, 04:08 PM   #20
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Yeah Dagrims, that would work too. I just hadn't fooled with the eye numbers any. But yes, that should work.
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