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XML questions - 11/20/2006 7:55:03 AM   
XCom


Posts: 193
Joined: 6/6/2006
Status: offline
For anyone out there who has dug into editting the XML file...here are a few things I'd like to tweak and questions about specific lines. All my testing is done on a continuously running 12 team fictional league with all teams under computer control.

I want to increase the overall number of errors in the league. Right now errors seem to be almost half of what they should be and thus the number of earned runs/total runs is too high. Found this line, but I've adjusted it down quit a bit in my file and I've seen absolutely no effect so far.

Decrease BaseAdj for more errors, increase for better fielding.
default = 7.8
-->
<FIELDING_ERRORS BaseAdj="4.00"/> <!-- was 6.50, 7.50, 7.80 -->

I've also noticed that while the overall stats are good there are few outliers at the top of each stats category. This is very evident with strikeouts where most regulars are striking out 70-130 times but there are no players with only 40 Ks or 180 Ks even though there are several regulars with EYE ratings in the 90s and several in the 20s and 30s. Same thing with Ks for pitchers. Several pitchers with 200+ Ks, but I VERY rarely see a player with more Ks than IP. Maybe I just need to tweak my ratings up, but I thought about this line

<PRE_PLAY_ADJ PitcherAvgWeight="100" BatterAvgWeight="100"/>

If say I increase each of these to 200 would then that in essense increase the spread of the ratings by making the best players that much better than the mediocre players because everyone's ratings are doubled? Or will it not change anything because the two are equal (is it relative or absolute I guess is my question). Haven't tried anything here yet. I know the actual ratings are relative to the other players in the league, so maybe there is room upward to increase the "value" of the best ratings so that a 100 EYE is actually a higher absolute value in the gameplay...but I haven't tried anything there yet either. Any thoughts?

I have a few other things to tweak into place, but overall the results right "out of the box" have been very good and a great starting point. For those that may wonder what kind of control freak I am this is all for an online multiplayer league that I will be starting up shortly.
Post #: 1
RE: XML questions - 11/20/2006 2:56:02 PM   
CBeasley37


Posts: 61
Joined: 5/17/2006
Status: offline
Hey XCom,

Try this thread
http://p089.ezboard.com/fpuresimbaseballfrm21.showMessage?topicID=558.topic

It's where I learned to do alot of xml tweaking in Puresim.
Hope it helps.

Chris

(in reply to XCom)
Post #: 2
RE: XML questions - 11/20/2006 7:47:56 PM   
XCom


Posts: 193
Joined: 6/6/2006
Status: offline
Cool. Thanks, Chris. I know I had seen this before, but I couldn't find it again. A good refresher for what some of these things mean.

Now, does anyone have any practical experience in changing some of these lines and their actual effects? I've been able to tweak my offensive numbers into line very well by using the adjust lines. Overall my stats are very good, but I'm having problems like:

rarely getting a player to hit .350+ even though my overall league AVG is good
too many players hitting 20+ HR even though my overall number of HRs is good
and similarly not enough players hitting less than 10 HR
too many players striking out 100+ times even though my overall number of Ks is good
etc.

So I need to work on the distribution curves and figure out which lines will affect those kinds of things.

quote:

ORIGINAL: CBeasley37

Hey XCom,

Try this thread
http://p089.ezboard.com/fpuresimbaseballfrm21.showMessage?topicID=558.topic

It's where I learned to do alot of xml tweaking in Puresim.
Hope it helps.

Chris


(in reply to CBeasley37)
Post #: 3
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