puresimmer -> RE: Superstar salary demands (11/21/2007 5:51:40 PM)
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ORIGINAL: QuikSand Shaun, if it would help, I'd be glad to email you my saved game file. Otherwise, I guess I need some guidance on what "setup" information you're looking for. I can tell you that I created my league using the QuickStart option, it has 10 teams in two divisions, use ratings scaled from 1-20, and I think I used a scale of 20% for my salary structure when I set it up (I don't see how to go and check these settings in the game, but this is my best recollection of what I used). Not sure what other information might be useful that I can extract from the game. Hope this is helpful in your sleuthing. Hey Quick, thanks. I am deep in this code right now in next year's version, but I think I'll also back-port my changes into PS 2007 and release it as a patch. BTW, what is happening is the players are reducing their salary demands if teams are getting a little too close to their internal budgetary thresholds, and weeks pass in free agency with them remaining unsigned. It looks like in some cases it is way too much of a reduction (say after backing off their demands for 3 weeks in a row). If you are the tweaking type, I think you can play with this a bit on your end. In the puresim.xml file there are entries tagged as REDUCE_SAL_DEMAND_FREE_AGENT_PERIOD there is one entry for each of the 16 weeks in the free agency phase. Basically, that is a base multiplier fed to an internal reduction algorithm. So, if a player determines he is willing to back off a little bit in a given week, the AI will lookup the week in that table and apply the appropriate multiple to their current ask algorithm. For example, if you changed them all to "1" then players would barely ever reduce their demands. I think the curve is just a bit too steep, but there are a lot of other factors in play in this code (bidding wars, small vvs. large market teams skweing AI assumptions, avoiding teams running out of cash on the hard cap, avoiding having to sign scrubs, trying to avoid the case of superstars remaining unsigned etc..) Anyway, you should be able to dial the effect back significantly by tweaking those values to be higher multiples. Hope that helps, and I think I am getting close to an even better solution... I'll let you guys know if it ends up being practical to back-port it into PS 2007 as long as you promise to buy next year's version, that is (just kidding!) Shaun
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