anyone know why PSN is still undegoing maintnence?
Fictional Rosters
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Re: Fictional Rosters
M.K.
Knight165All gave some. Some gave all. 343Comment
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Re: Fictional Rosters
I was trying another method of making fictional rosters. I started with Jim's 25-man roster and created/imported generic D-potential players (named "Generic Starter", "Generic reliver", "generic firstbase", etc). Then imported fake players from the blank slate and online rosters and imported them into the roster. After 18-19 hours it was done. I had a 4-day weekend this week, so it was get it done now or just forgt about it until the off-season.
I told RM is another message, that I bought game on release date and have played a total of 6 games. I basically bought the game, and then "worked on rosters".
Anyway, the resulting roster is pretty cool. There are some hassles like far too many Latin players, undersized guys, and the players are basically AAA guys. Making them "white" is quick with a name change, head style change, and skin change, and changing stances from generic 1 to something else. I'm editing teams as I face them on the schedule.
The lower attributes can be balanced with slider tweaks (higher timing, etc). I will say that playing the game with pitchers with lower control combined with lowering control and consistency to 4, has produced an absolutely outstanding game. Each game features ~300 combined pitches with 60-68% strikes.
Anyway, the point I wanted to make is that the fictional roster set is going to be well worth it. When you play with throwback unis and all fake players, it literally is like stepping into an alternate baseball universe. It's awesome.
I did not edit any attributes, and that worried me at first. But as I've played 10 games into my season/franchise ... I noticed something cool. The whole alternate universe is serving a team/league version of "Road to the Show", where each player/team performance is going to significantly affect how they progress for the next season. The sim stats are realistic, which is not surprising since (even with lower attributes) it features players of the same "level" ... just like playing a double A season would see.
This week, I have 2 baseball practices, 2 youth games, and 3 travel ball games, a teacher's award banquet, and a board meeting. Every week for me is pretty much just like this, and weekends are travel tournaments.
But, I did want to provide encouragement that the resulting roster is going to be awesome ... and it will take a life on its own.
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Raleigh, for importing/exporting players, here's what I did (and once I figured this out it went rather quick).
I exported/imported players by position. So, starting with the catchers, I exported 90 guys, simply naming them 1, 2, 3, 4, etc. I exported 90 at a time because that seems to be near the limit that they can be imported by (i.e., even if you export 200 players, when you go to import, it will cut off the number of players you can see to around 90-100 guys ... so the guy at the bottom may be #33 and the guys at the top #132).
So, import all of the guys one-by-one, 1 through 90 and that filled up the position. Then when you go to export the next group of position players (say, 1B's), just do the same thing ... export the first guy and name him "1" and then scroll down all the way to the bottom and overwrite the player at the bottom (also "1"). The list shifts him to the top, so you know you're at the end when you get to player "90". This keeps you from having to "delete" players through the file management feture after each export. It took me an hour for each position, and about 4 hours for both starters and then relievers.
I recorded the number of A, B, C potential players by position to see how they sorted out. I ended up need to change 5 A-potential catchers to 3B's and 5 LF's to 1B's. Other than that it worked out beautifully.
There are also a lot of fake players (comparatively) with "corn rows". Go figure.
I just played a 17-inning game featuring 500 combined pitches, and ended when I hit to 2-run walkoff bomb to win 8-6.
It's pretty cool that after a few games, you can rattle off your lineup and rotation, and know what they look like ... as well as ... the best players on your rival teams.
The more variety in stances/delivers ... the better ... including (perhaps especially) stances that are not "common". I would also advise not to be afraid to make some "fat" players ... especially big, hard throwing relievers. It adds to it.
Anyway, just giving encouragement to the deal. It'll be one of the coolest things out there ... and it's something you can play in the offseason, and just keep it going for multiple seasons, without worrying about updated rosters, real-life trades/injuries, etc.GATEWAY TO GREATNESS: 2010 CARDINALS FRANCHISE
http://www.digitalsportscene.com/for...dinals-17.htmlComment
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Re: Fictional Rosters
I was trying another method of making fictional rosters. I started with Jim's 25-man roster and created/imported generic D-potential players (named "Generic Starter", "Generic reliver", "generic firstbase", etc). Then imported fake players from the blank slate and online rosters and imported them into the roster. After 18-19 hours it was done. I had a 4-day weekend this week, so it was get it done now or just forgt about it until the off-season.
I told RM is another message, that I bought game on release date and have played a total of 6 games. I basically bought the game, and then "worked on rosters".
Anyway, the resulting roster is pretty cool. There are some hassles like far too many Latin players, undersized guys, and the players are basically AAA guys. Making them "white" is quick with a name change, head style change, and skin change, and changing stances from generic 1 to something else. I'm editing teams as I face them on the schedule.
The lower attributes can be balanced with slider tweaks (higher timing, etc). I will say that playing the game with pitchers with lower control combined with lowering control and consistency to 4, has produced an absolutely outstanding game. Each game features ~300 combined pitches with 60-68% strikes.
Anyway, the point I wanted to make is that the fictional roster set is going to be well worth it. When you play with throwback unis and all fake players, it literally is like stepping into an alternate baseball universe. It's awesome.
I did not edit any attributes, and that worried me at first. But as I've played 10 games into my season/franchise ... I noticed something cool. The whole alternate universe is serving a team/league version of "Road to the Show", where each player/team performance is going to significantly affect how they progress for the next season. The sim stats are realistic, which is not surprising since (even with lower attributes) it features players of the same "level" ... just like playing a double A season would see.
This week, I have 2 baseball practices, 2 youth games, and 3 travel ball games, a teacher's award banquet, and a board meeting. Every week for me is pretty much just like this, and weekends are travel tournaments.
But, I did want to provide encouragement that the resulting roster is going to be awesome ... and it will take a life on its own.
---------------------------------------------------
Raleigh, for importing/exporting players, here's what I did (and once I figured this out it went rather quick).
I exported/imported players by position. So, starting with the catchers, I exported 90 guys, simply naming them 1, 2, 3, 4, etc. I exported 90 at a time because that seems to be near the limit that they can be imported by (i.e., even if you export 200 players, when you go to import, it will cut off the number of players you can see to around 90-100 guys ... so the guy at the bottom may be #33 and the guys at the top #132).
So, import all of the guys one-by-one, 1 through 90 and that filled up the position. Then when you go to export the next group of position players (say, 1B's), just do the same thing ... export the first guy and name him "1" and then scroll down all the way to the bottom and overwrite the player at the bottom (also "1"). The list shifts him to the top, so you know you're at the end when you get to player "90". This keeps you from having to "delete" players through the file management feture after each export. It took me an hour for each position, and about 4 hours for both starters and then relievers.
I recorded the number of A, B, C potential players by position to see how they sorted out. I ended up need to change 5 A-potential catchers to 3B's and 5 LF's to 1B's. Other than that it worked out beautifully.
There are also a lot of fake players (comparatively) with "corn rows". Go figure.
I just played a 17-inning game featuring 500 combined pitches, and ended when I hit to 2-run walkoff bomb to win 8-6.
It's pretty cool that after a few games, you can rattle off your lineup and rotation, and know what they look like ... as well as ... the best players on your rival teams.
The more variety in stances/delivers ... the better ... including (perhaps especially) stances that are not "common". I would also advise not to be afraid to make some "fat" players ... especially big, hard throwing relievers. It adds to it.
Anyway, just giving encouragement to the deal. It'll be one of the coolest things out there ... and it's somgething you can play in the offseason, and just keep it going for mul
tiple seasons, without worrying about updated rosters, real-life trades/injuries, etc.Comment
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Re: Fictional Rosters
IMHO, it would be downright crappy of me to release the rosters, given the ongoing status and efforts of this project.
I can most assuredly say that these rosters, once completed, will be superior to the one I made.GATEWAY TO GREATNESS: 2010 CARDINALS FRANCHISE
http://www.digitalsportscene.com/for...dinals-17.htmlComment
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Re: Fictional Rosters
I went a different route than both of you guys....
I edited players from real historical teams(30 each time)...naming them much as you TT....SP1 SP2...then starting with a different division each time(starting from the AL East)...giving one player to each team...then moving to the next division to start with the next team. I picked 6 1st place/2nd place teams...etc throughout history and gave them potentials close to the base set but lining up with the historical teams.
I did it this way so I don't know who's on what team...and it's a sort of draft without even drafting!
I'm in a holding pattern right now on editing though. Just got a lot going on.
M.K.
Knight165All gave some. Some gave all. 343Comment
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Re: Fictional Rosters
Turpentine checked in to say business has been good (given the recession, I think we can all be happy for him) (well, even without the recession we could all be happy for him). So he hasn't made as much progress as anticipated. He said he can still manage NY, BOS, and BAL, but will leave TOR and TB up for grabs.
I think that just leaves five teams unaccounted for. And depending on how my next week or so unfolds, I might request some help with the AL Central pitchers.
Still, we're definitely over the halfway point.Last edited by raleigh mcclure; 04-26-2011, 01:44 PM.Comment
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Re: Fictional Rosters
Brewers and cubs done. Gonna play a few innings with the farm teams tonight before steaming ahead. Just to make sure we look good.Comment
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Re: Fictional Rosters
Ain't no time to play son! Get your *** back to work! Just kidding of course. Yeah, I like to pop the teams in win I finish with them and watch'em toss the ole rawhide around a little bit.Gets me excited about the possibilities for the next team.
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Re: Fictional Rosters
Ok the master file is starting to take shape.
It has all of the MLB guys out of the way. It has RM's teams on it and my teams on it. So about 10 teams in all I guess. They still need some polish of course and some "fill in" players but the hard part on those 10 teams are done. Lineups and rotations and all that stuff still has to be done with them as well. Its great to see it starting to take shape and I want to get it done and back to you guys to enjoy as fast as possible.
It takes about 30 min per team to transfer over to the master file, so when you get them done send them to me so I don't have to spend a whole bunch of time at once importing teams. I imported all 5 of the teams I have done tonight in one setting and I'm pretty sure I went into a trance at one point. lol
If you can't send them via sendspace.com using a usb drive and have to wait til PSN is back up, I totally understand. From what I read today maybe it will be back up this weekend. They said they hoped to have some features up within a week.Comment
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