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XML recommendations - 8/24/2006 4:18:51 AM   
verizon32

 

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Is there any XML changes you recommended for Puresim 2007?
Post #: 1
RE: XML recommendations - 8/24/2006 5:50:21 AM   
lynchjm24

 

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Yes.

(in reply to verizon32)
Post #: 2
RE: XML recommendations - 8/24/2006 5:54:34 AM   
lynchjm24

 

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But seriously:

I take injuries up:

<INJURIES freq=".96" freqPitchers=".98">

These I grabbed from the trade thread:
<IN_SEASON_EVAL_WT_1 Contact="6" Power="9" YouthHitter="1" Speed="2" Arm="2" Range="3" Hands="2" Salary="1" Stuff="7" Control="3" Youth="1" Endurance="3" />
<IN_SEASON_EVAL_WT_2 Contact="6" Power="9" YouthHitter="2" Speed="2" Arm="2" Range="3" Hands="2" Salary="1" Stuff="7" Control="3" Youth="2" Endurance="3" />
<IN_SEASON_EVAL_WT_3 Contact="6" Power="9" YouthHitter="4" Speed="2" Arm="2" Range="3" Hands="2" Salary="1" Stuff="7" Control="3" Youth="4" Endurance="3" />
<IN_SEASON_EVAL_WT_4 Contact="6" Power="9" YouthHitter="8" Speed="2" Arm="2" Range="3" Hands="2" Salary="1" Stuff="4" Control="1.5" Youth="8" Endurance="3" />
<IN_SEASON_EVAL_WT_5 Contact="8" Power="11" YouthHitter="0" Speed="4" Arm="2" Range="3" Hands="2" Salary="1" Stuff="9" Control="5" Youth="0" Endurance="4" />
<IN_SEASON_EVAL_WT_6 Contact="4" Power="6" YouthHitter="4" Speed="1" Arm="1" Range="2" Hands="1" Salary="-1" Stuff="4" Control="2" Youth="4" Endurance="2" />

For fatigue so catchers don't dominate at the plate:

<FATIGUE FatigueReduction="63" FatigueThreshHold="30">
<COST_START FatigueCost_Start_C="610" FatigueCost_Start_1B="336" FatigueCost_Start_2B="338" FatigueCost_Start_3B="336" FatigueCost_Start_SS="370" FatigueCost_Start_LF="336" FatigueCost_Start_CF="338" FatigueCost_Start_RF="336" FatigueCost_Start_DH="218"/>
<COST_APPEAR FatigueCost_Appear_C="281" FatigueCost_Appear_1B="158" FatigueCost_Appear_2B="159" FatigueCost_Appear_3B="158" FatigueCost_Appear_SS="170" FatigueCost_Appear_LF="158" FatigueCost_Appear_CF="159" FatigueCost_Appear_RF="158" FatigueCost_Appear_DH="127"/>
<RECOVERY Recovery_C="65" Recovery_1B="85" Recovery_2B="85" Recovery_3B="85" Recovery_SS="85" Recovery_LF="85" Recovery_CF="85" Recovery_RF="85" Recovery_DH="95"/>

And the aging (most important - I've like my fictional results with these)

PLAYER_AGING>

<!-- Brand new PureSim 2006 Fictional Player Career Arc -->
<!-- Note, this is teh base model but is also influenced by playing time, -->
<!-- what level in the minors a player is at given his age etc... -->

<!-- We roll a 1d100 and lookup the value to determine peak age -->
<PEAK_AGE RangeMin="0" RangeMax="4" age="23" />
<PEAK_AGE RangeMin="5" RangeMax="11" age="24" />
<PEAK_AGE RangeMin="12" RangeMax="20" age="25" />
<PEAK_AGE RangeMin="21" RangeMax="31" age="26" />
<PEAK_AGE RangeMin="32" RangeMax="48" age="27" />
<PEAK_AGE RangeMin="49" RangeMax="70" age="28" />
<PEAK_AGE RangeMin="71" RangeMax="83" age="29" />
<PEAK_AGE RangeMin="84" RangeMax="90" age="30" />
<PEAK_AGE RangeMin="91" RangeMax="96" age="31" />
<PEAK_AGE RangeMin="97" RangeMax="100" age="32" />



<!-- Roll a 1d100 to determine when true decline starts to happen -->
<DECLINE_AGE RangeMin="0" RangeMax="9" age="30" />
<DECLINE_AGE RangeMin="10" RangeMax="23" age="31" />
<DECLINE_AGE RangeMin="24" RangeMax="35" age="32" />
<DECLINE_AGE RangeMin="36" RangeMax="50" age="33" />
<DECLINE_AGE RangeMin="51" RangeMax="68" age="34" />
<DECLINE_AGE RangeMin="69" RangeMax="80" age="35" />
<DECLINE_AGE RangeMin="81" RangeMax="86" age="36" />
<DECLINE_AGE RangeMin="87" RangeMax="91" age="37" />
<DECLINE_AGE RangeMin="92" RangeMax="95" age="38" />
<DECLINE_AGE RangeMin="96" RangeMax="98" age="39" />
<DECLINE_AGE RangeMin="99" RangeMax="100" age="40" />


<!-- We roll a 1d100 to see when a player completely falls off the cliff.
Basically the closer DECLINE_AGE and CLIFF_AGE age are, the more steep the decline -->

<CLIFF_AGE RangeMin="0" RangeMax="4" age="34" />
<CLIFF_AGE RangeMin="5" RangeMax="12" age="35" />
<CLIFF_AGE RangeMin="13" RangeMax="22" age="36" />
<CLIFF_AGE RangeMin="23" RangeMax="37" age="37" />
<CLIFF_AGE RangeMin="38" RangeMax="56" age="38" />
<CLIFF_AGE RangeMin="57" RangeMax="80" age="39" />
<CLIFF_AGE RangeMin="81" RangeMax="90" age="40" />
<CLIFF_AGE RangeMin="91" RangeMax="95" age="41" />
<CLIFF_AGE RangeMin="96" RangeMax="98" age="42" />
<CLIFF_AGE RangeMin="99" RangeMax="100" age="43" />


(in reply to lynchjm24)
Post #: 3
RE: XML recommendations - 8/24/2006 4:20:02 PM   
SittingDuck

 

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OK, here's mine on Rapidshare. ->>  http://rapidshare.de/files/30584139/ducks_puresim.xml

(in reply to lynchjm24)
Post #: 4
RE: XML recommendations - 8/24/2006 6:27:54 PM   
Nukester


Posts: 472
Joined: 7/3/2006
From: Newburgh, NY
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Any chance you can post the ps.dtd file also (if you can find it) ? Im at work and dont have access to the file, but Im screwing around with XML and C# and would like to take a peek at that while Im here

(in reply to SittingDuck)
Post #: 5
RE: XML recommendations - 8/25/2006 2:32:12 AM   
verizon32

 

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Joined: 5/23/2006
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quote:

ORIGINAL: SittingDuck

OK, here's mine on Rapidshare. ->> http://rapidshare.de/files/30584139/ducks_puresim.xml



What are your changes?

(in reply to SittingDuck)
Post #: 6
RE: XML recommendations - 8/25/2006 2:51:14 AM   
SittingDuck

 

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Almost everything but the stat data (HRs, Dbs, etc - which I do via the sliders).

Just way too much to even mention.

(in reply to verizon32)
Post #: 7
RE: XML recommendations - 8/27/2006 6:54:03 AM   
henry296

 

Posts: 418
Joined: 5/12/2006
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SittingDuck,

Do you adjust the Fatigue Threshold?  I have the starter recovery at 92 and only got 7 from my association leader.  I do have the threshold at 15 to try to get more at bats from the backups.

Todd

(in reply to SittingDuck)
Post #: 8
RE: XML recommendations - 8/27/2006 7:49:50 AM   
SittingDuck

 

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I haven't touched the threshold - no.

What do you mean '7 from your association leader'?  7 CGs?


(in reply to henry296)
Post #: 9
RE: XML recommendations - 8/27/2006 8:01:50 AM   
henry296

 

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yes, 7 complete games. 

(in reply to SittingDuck)
Post #: 10
RE: XML recommendations - 8/27/2006 5:39:01 PM   
SittingDuck

 

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You're using a 4-man rotation, correct?  You won't get it with a 5-man rotataion era, ever.

I also slightly changed the pitcher fatigue levels - really only the way a pitcher reflects when he is in the 'Feeling Great' to 'Good' range.  Mainly he gets into 'Good' quicker and there is a bit longer 'OK' range.  But the tired-to-wornout range is the same.  So I don't think that should be affecting anything.

A lot of it also has to do with your pitcher's endurance.  This is crucial, and historical.  Also, the league-wide view on pitcher usage is important, too.  Do they yank them early?  Then they won't be getting as many ops for a CG.

I'll be uploading my 1966 league for others to play with in a bit.  This has guys like Koufax, Marichal, Palmer and Perry.  Those are some serious CG masters there.  They don't make arms like that anymore. 

(in reply to henry296)
Post #: 11
RE: XML recommendations - 8/27/2006 8:39:14 PM   
henry296

 

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Joined: 5/12/2006
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Yes 4 man rotations.  The complete games totals was the league wide total and I sim every game.  For my team, the best endurance ratings were 6/8 including Gaylord Perry.  He only ended up with 2 CGs in 37 starts. He only averaged 5 2/3 innings per start.  I did tweak the pinch hit settings, but I though I made them less likely.  I went back to the default for 1968, so we'll see if that helps.

You know I turned on the closing setings in 1966, since I was getting prompted since 1960 to make that change.  That must be it. However, in 1965, the CG leader only had 10. That was Bill Stafford.

< Message edited by henry296 -- 8/27/2006 8:44:09 PM >

(in reply to SittingDuck)
Post #: 12
RE: XML recommendations - 8/27/2006 11:38:52 PM   
SittingDuck

 

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Joined: 9/1/2002
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Well, the high CG guys are in the mid 80's up to 100 for EN.  Those are the big guys.

(in reply to henry296)
Post #: 13
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