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An OOTP17 Baseball Sim League

The next sim is: TBD upgrading to ootp17
The current game date is: 10/25/2031...
Congrats to the Las Vegas Blackjacks on winning the 2031 World Series!
The NABL league is currently full
We are starting the 2031-2032 off season....

Latest topics

» NABL OOTP16 Rules (2015 - 2017)
League File EmptyJune 21st 2017, 10:43 pm by Rich

» 2031 Regular season Schedule
League File EmptyMay 25th 2016, 11:41 am by Rich

» 2030-2031 Off Season Schedule
League File EmptyMay 23rd 2016, 10:11 am by Rich

» 2030 Regular Season Sims
League File EmptyApril 26th 2016, 9:04 am by Rich

» Form to Join League: Please fill out
League File EmptyMarch 24th 2016, 3:33 pm by Guest

» Draft update
League File EmptyMarch 18th 2016, 9:11 am by Rich

» League Website
League File EmptyMarch 13th 2016, 11:59 pm by WhoDat

» Draft Pool
League File EmptyMarch 12th 2016, 1:04 am by Rich

» Charming seeks SP
League File EmptyMarch 10th 2016, 10:02 am by bigrevkev55

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    League File

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    Post by Guest December 1st 2012, 11:48 pm

    Rich wrote:
    Blue wrote:Hmmm, two 17 year olds and an 18 year old on my 40-man roster. That's going to kill their development time when I'm out of option on them in three seasons.

    They get pushed up each ST because they are on the 40 man, correct?

    Yup. I'll use up their first of three options when I send them down this spring, then two more over the next two springs. Then, as 20 year olds, they either stay on my 25 or I have to pass them through waivers to send them down.

    In real life, 17 year olds get six years of development in the minors before they have to be added to your 40-man.
    Rich
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    Post by Rich December 1st 2012, 11:45 pm

    Blue wrote:Hmmm, two 17 year olds and an 18 year old on my 40-man roster. That's going to kill their development time when I'm out of option on them in three seasons.

    They get pushed up each ST because they are on the 40 man, correct?
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    Post by Guest December 1st 2012, 11:25 pm

    Hmmm, two 17 year olds and an 18 year old on my 40-man roster. That's going to kill their development time when I'm out of option on them in three seasons.
    Rich
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    Post by Rich December 1st 2012, 10:38 pm

    New file up- Next sim Monday- exports due by 7PM. Game date 2/2/20. I sent out the email updates. Let me know if you didn't get them. Hopefully that is working...
    Rich
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    Post by Rich November 21st 2012, 11:27 am

    I'm going to update the draft late tonight and put up a new file. I'll post when its ready. So if you still need to install the league PM me so you don't download the same time as a new one is going up. I'll try to put out new files every round so.
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    Post by Rich November 20th 2012, 9:38 am

    17 out of 24 up an running. Just waiting for-

    Charming - should have internet Wed
    Cleveland
    Denver
    Montreal
    New York
    Portland
    Thunder Bay
    Rich
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    Post by Rich November 19th 2012, 7:17 pm

    Rich wrote:14/24 teams with a successful export

    dont forget to add a password in game.
    Rich
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    Post by Rich November 19th 2012, 7:17 pm

    14/24 teams with a successful export
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    Post by Rich November 19th 2012, 7:13 pm

    new file up now.....
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    Post by Guest November 18th 2012, 3:03 pm

    Rich wrote:I think we should just turn off the draft budgets- IMO. Anyone have any experience with these in an online league?

    Just went through a draft like this only using real rosters, bit of a mess to be honest as it's pot luck with the contracts and most teams ended up having to dump contracts. What the commish ended up doing was any player taken after the 40th round could be dumped and not effect the teams expenses, contracts varied examples being for my Mets Josh Beckett $15m x 3 years, Todd Helton $10m x 2 years, longest contract I ended up with was Tulowitzki $9.5m x 1 and $11.7m x 4.

    It was a bit of a pain in the buttocks and we didn't even have a salary cap, although the first rounds aren't too bad but when you start to get to the later rounds you could end up drafting a load of high priced aged players on multi year contracts, I think I lucked out and didn't end up with a bad contract but as an example the Marlins ended up with 2 contracts paying over $20m for 6 and 7 years, some may think it isn't too bad as they were Cabrera and Reyes until you notice that they have about a dozen players up for free agency.

    To sum up, bit of a pain in the ass. Not too bad first rounds as you can take your time and work out how much you'll be paying in contracts as the commish kept updating the file. The problem came in the later rounds when GM's were inputing lists of say 100 players or auto drafting that's when you could pick up big unwanted contracts.
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    Post by Rich November 18th 2012, 1:58 pm

    got 9 successful exports so far...
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    Post by Rich November 18th 2012, 1:54 pm

    I think we should just turn off the draft budgets- IMO. Anyone have any experience with these in an online league?
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    Post by Guest November 18th 2012, 12:31 pm

    Can we change the ballpark factors? Or is that determined in-game, as actual statistics and performances are taken into account?
    Rich
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    Post by Rich November 18th 2012, 12:11 pm

    HI - new file went up this morning with the stars and some of the new stadiums changed.
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    Post by Guest November 18th 2012, 10:19 am

    Chicago export seemed to have went through just fine. Looking forward to the logos coming out.
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    Post by Guest November 18th 2012, 9:37 am

    So is there any point using the current file then? If you are putting up a new file this morning should I just wait for that one?

    Edit: downloaded it anyway and exported. Everything seems to be the same as everyone else.
    KMcBride
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    Post by KMcBride November 18th 2012, 8:41 am

    Rich wrote:

    I believe the game generates random contracts after the draft is complete. I don't believe there is an option to keep the current contracts. So you have to be careful with going over the cap.

    Sounds like that what draft budgets help with but I'm not sure they will work great with online league. I haven't been part of an inaugural draft in 2013. This is a new option since the I did the ahiba inaugural.

    I'm thinking its best to turn it off. But you could end up with a 110 mil payroll and need to trade/release players right off the bat.

    Okay. That's fine with me. I just wanted to be sure abut how we're doing this.
    Rich
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    Post by Rich November 18th 2012, 12:33 am

    KMcBride wrote:
    Rich wrote:Inaugural Draft Budgets
    By default in OOTP, when you have an inaugural draft, all players are given automatically contracts. The majority of the starting contracts will be for one or two years, although some might be longer. To calculate initial contracts, the league calculates the average player quality at each position. Then it compares each player to that baseline, and based on the difference assigns a contract that is based on the salary steps (above average, good, star, and so on) in the league financial rules. Also factored in are service time (which is generated randomly), age, and a certain amount of randomness. Arbitration-eligible players get less money, and players who are eligible for the league minimum get that amount. Due to the flexibility of the financial model, however, player contracts might be structured differently from what is written here, depending on which financial options are enabled.

    Additionally, OOTP also enables you to more precisely define how contracts are handled by enabling you to draft with a fixed budget. This value can be set on the Draft Rules page. If you choose to draft with a fixed budget, the following options appear:



    When using a fixed budget, players in the draft will each have salary demands. You cannot draft players whose combined demands exceed the team draft budget. After the draft, each team's financials will be adjusted using the draft budget as the base.

    To draft with a fixed budget, you define an overall team draft budget. This budget applies to each team in the league, by default. However, you can also manually adjust each team's budget by editing the values on-screen. You can also have OOTP recalculate the budgets according to the population of the cities that host the teams by clicking the Adjust Budgets using City Population button. In this case, teams from larger cities will have larger budgets.

    If you adjusted any league financial settings after the creation of the league, you should use the Recalculate Player Demands and Recalculate Budgets buttons. Otherwise, your budget settings may not match your new financial settings.

    When using a fixed budget, the Continue Draftscreenwill include player demands, as well as a running total of how much money you have spent towards your budget.

    So what does all this mean for us? Are we allowing the game to automatically give contracts? Or is each team responsible for setting a draft budget? And I thought we would be drafting each player and taking on whatever contract he has in place as of the beginning of the 2020 season? Are we going to be cancelling all existing player contracts at the end of 2019?

    I believe the game generates random contracts after the draft is complete. I don't believe there is an option to keep the current contracts. So you have to be careful with going over the cap.

    Sounds like that what draft budgets help with but I'm not sure they will work great with online league. I haven't been part of an inaugural draft in 2013. This is a new option since the I did the ahiba inaugural.

    I'm thinking its best to turn it off. But you could end up with a 110 mil payroll and need to trade/release players right off the bat.
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    Post by Rich November 18th 2012, 12:24 am

    Neil_MissoulaGM wrote:Missoula have downloaded and exported, also changed password in utilities. When does the draft start? Probably announce the first pck early as at the moment it's one of two that we'll be picking.

    Tomorrow morning- I;m going to put up a new file with the stars for overall and potential.... So I'm thinking the draft will officially start the end of the week. But once the file is good to go if your up you may pick. The timer won't start until the official start but we can start early if you know.
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    Post by Guest November 18th 2012, 12:12 am

    Right now, players don't have contracts. They're all 'minor league contracts'.
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    Post by KMcBride November 17th 2012, 11:33 pm

    Rich wrote:Inaugural Draft Budgets
    By default in OOTP, when you have an inaugural draft, all players are given automatically contracts. The majority of the starting contracts will be for one or two years, although some might be longer. To calculate initial contracts, the league calculates the average player quality at each position. Then it compares each player to that baseline, and based on the difference assigns a contract that is based on the salary steps (above average, good, star, and so on) in the league financial rules. Also factored in are service time (which is generated randomly), age, and a certain amount of randomness. Arbitration-eligible players get less money, and players who are eligible for the league minimum get that amount. Due to the flexibility of the financial model, however, player contracts might be structured differently from what is written here, depending on which financial options are enabled.

    Additionally, OOTP also enables you to more precisely define how contracts are handled by enabling you to draft with a fixed budget. This value can be set on the Draft Rules page. If you choose to draft with a fixed budget, the following options appear:



    When using a fixed budget, players in the draft will each have salary demands. You cannot draft players whose combined demands exceed the team draft budget. After the draft, each team's financials will be adjusted using the draft budget as the base.

    To draft with a fixed budget, you define an overall team draft budget. This budget applies to each team in the league, by default. However, you can also manually adjust each team's budget by editing the values on-screen. You can also have OOTP recalculate the budgets according to the population of the cities that host the teams by clicking the Adjust Budgets using City Population button. In this case, teams from larger cities will have larger budgets.

    If you adjusted any league financial settings after the creation of the league, you should use the Recalculate Player Demands and Recalculate Budgets buttons. Otherwise, your budget settings may not match your new financial settings.

    When using a fixed budget, the Continue Draftscreenwill include player demands, as well as a running total of how much money you have spent towards your budget.

    So what does all this mean for us? Are we allowing the game to automatically give contracts? Or is each team responsible for setting a draft budget? And I thought we would be drafting each player and taking on whatever contract he has in place as of the beginning of the 2020 season? Are we going to be cancelling all existing player contracts at the end of 2019?
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    Post by KMcBride November 17th 2012, 11:23 pm

    With similar problems as has already been mentioned, I'm ready to go.
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    Post by Guest November 17th 2012, 11:14 pm

    Missoula have downloaded and exported, also changed password in utilities. When does the draft start? Probably announce the first pck early as at the moment it's one of two that we'll be picking.
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    Post by Det42 November 17th 2012, 11:09 pm

    I've downloaded the files and done my upload. Glad to know that the logos will be there soon and that perhaps we'll soon be able to see at a glance what our scouts think of players. Going through hundreds and hundreds of potential draft picks to look at their individual stats gets a little monotonous and time consuming... But then I've already got the beginnings of a draft list. Of course, that'll change if the star ratings work.
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    Post by WhoDat November 17th 2012, 10:46 pm

    Might have to Force Re-Scout to get scout ratings from all scouts.

    I shouldn't be able to edit other team's draft budgets.

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