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Fictional players in 1998-99 real player draft

 
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Fictional players in 1998-99 real player draft - 9/4/2009 11:31:53 PM   
HotCornerDave


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Ok, so I'm confused about this one. I started a real player association in 1998. When I get to the 1999 draft, there are talented fictional players in the draft pool. The top two on the screen shot, Chad Bridges and Julius Starks (among many others), are fictional. I thought that the only fictional players created by the game when playing a real player association were super scrubs. These guys don't look like super scrubs to me.

Here's the catch - I created this association with 60-man rosters. I know there is a warning at association creation time to not go over 35- or 40-man rosters. But, I have two problems with that. First, in 1998, there are 1510 real players to import from the database. That is a fraction over 50 players per team. I guess I could have gone with 50-man rosters, but I went with 60 to make sure I got those last 10 players. Second, according to the xml, even if I do use a larger roster size, the game should only create super scrubs, right?

Also, I found that if I limited the roster size to 35 or 40 players, the import wouldn't necessarily import the players I would have expected it to, or place the players at the proper level. For example, Jamie Moyer didn't import for the Mariners, and Roger Clemens was stuck in Toronto's AAA system all season despite his AAA numbers of 12-1 with a 1.86 ERA. For both teams, other less skilled pitchers took their place on the major league roster. There are other examples, but these are two that I remember.




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< Message edited by HotCornerDave -- 9/4/2009 11:45:09 PM >
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RE: Fictional players in 1998-99 real player draft - 9/11/2009 6:49:29 PM   
kg_1007

 

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I cannot find anywhere where it says the game will only make bad players, and probably, would not want that, because as you catch up with real-time--for 1998 only 10 more seasons, very fast in puresim it seems....and the game forces many of the older players to retire, many times before they really did, if it was only creating poor players, very quickly there would be all poor players, with perhaps a handful of real "major league"talent.
just an observation

(in reply to HotCornerDave)
Post #: 2
RE: Fictional players in 1998-99 real player draft - 9/11/2009 8:02:47 PM   
HotCornerDave


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Joined: 12/5/2008
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quote:

ORIGINAL: kg_1007

I cannot find anywhere where it says the game will only make bad players, and probably, would not want that, because as you catch up with real-time--for 1998 only 10 more seasons, very fast in puresim it seems....and the game forces many of the older players to retire, many times before they really did, if it was only creating poor players, very quickly there would be all poor players, with perhaps a handful of real "major league"talent.
just an observation



See the clip below from the puresim.xml, specifically the items in bold, red, and green. If I am reading this section correctly, the game should only create good fictional players once the association moves to a year where there are no more real players. That would cover the problem you describe.

But, in years where there are real players to be imported, if the game is truly using the DISTRIBUTION_REPLAY or DISTRIBUTION_SEEDED for creating players to fill in the rest of the draft pool, then all of those players should be super scrubs. It is not working that way in my game. And I don't understand why using larger rosters would make a difference.

Shaun... help?

<!--
Player generation distribution for associations seeded with real players!!!! It is important to note that when you are playing with a seeded association, the values in DISTRIBUTION_SEEDED and DISTRIBUTION_REAL will only be used until your league moves to a year where there are no more real players, at which point the values in the DISTRIBUTION_FICTIONAL section will be used moving forward.
-->
<!--
Player generation distribution for associations generated as real year "replays"
By default, PureSim is setup to pretty much only generate super scrubs because we want
PureSim to fill teams with "real" players as much as possible
-->
<DISTRIBUTION_REPLAY>
<!--
Replay/Historical works a little differently than fictional.
First real players are generated/imported and then the pool size is reduced by that
number and we apply the percent_init at create time and percent_each_year as the seasons pass
-->

<POOL_SIZE mult="1.3"/>

<!-- By default we don't generate any decent fictional players when using real players -->
<STANDARD_PLAYERS percent_init="0" percent_each_year="0" age_roll="7d4+12" age_roll_rookie="2d5+25"/>
<YOUNG_PLAYERS percent_init="0" percent_each_year="0" age_roll="3d5+13" age_roll_rookie="1d6+17"/>


<SCRUB_PLAYERS percent_each_year="0" age_roll="7d4+12"/>
<SUPER_SCRUB_PLAYERS percent_each_year="100" age_roll="4d4+22"/>

</DISTRIBUTION_REPLAY>

(in reply to kg_1007)
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RE: Fictional players in 1998-99 real player draft - 9/11/2009 8:11:06 PM   
kg_1007

 

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Ah..I stand corrected...and, somewhat off topic, if this is editable, what a shiny new toy for me  Thank you

(in reply to HotCornerDave)
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RE: Fictional players in 1998-99 real player draft - 9/11/2009 8:15:29 PM   
kg_1007

 

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I know that in my 2004 season, with 60 man rosters, the computer AI has had Clemens on the AAA roster also, I took over and put him on major roster, and on player usage, I selected the button to freeze him in his spot. Also, there are 30 teams, 60 men roster per, would be 1800 players...but the computer has some 2800 players all told, a huge cast of unsigned free agents also...so they are more than just filling the roster...but I have not seen the super-fictionals at all yet....

(in reply to kg_1007)
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RE: Fictional players in 1998-99 real player draft - 9/11/2009 11:32:45 PM   
HotCornerDave


Posts: 106
Joined: 12/5/2008
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quote:

ORIGINAL: kg_1007

Ah..I stand corrected...and, somewhat off topic, if this is editable, what a shiny new toy for me  Thank you


Well, you have a shiny new toy then. The puresim.xml is editable. Make a backup of the original before changing anything. Doing something wrong in this file will mess up your game.

I made a lot of edits to my xml, but I have since gone back to the default xml while we work through the beta and release candidate versions.

(in reply to kg_1007)
Post #: 6
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