binjamin Posted December 6, 2007 Share Posted December 6, 2007 I've searched far and wide on the forums and wasn't able to come up with anything, so I thought I'd ask it here. Is there any sort of mod that exists, or that could possibly be brought into existence that progresses a player based upon both his status (whether a prospect or a seasoned vet) and the numbers he puts up, either during the season, or at least at the end of every season? Link to comment Share on other sites More sharing options...
Borgi Posted December 6, 2007 Share Posted December 6, 2007 ronmexico is the man you want to talk too, id PM him, and he does have player progression mods, and it is included in the total conversation mod Link to comment Share on other sites More sharing options...
redsox Posted December 6, 2007 Share Posted December 6, 2007 There are a couple of progression mods in the download section. I would suggest that you try both of them out and see which one you like the best. Link to comment Share on other sites More sharing options...
binjamin Posted December 6, 2007 Author Share Posted December 6, 2007 thanks guys, I'll give that a shot Link to comment Share on other sites More sharing options...
ronmexico Posted December 7, 2007 Share Posted December 7, 2007 No, it won't work. Sorry. Game is adamant in making it a random thing. Link to comment Share on other sites More sharing options...
BigPaPa Posted December 7, 2007 Share Posted December 7, 2007 in order to create a more realistic progression i often have to edit players myself Link to comment Share on other sites More sharing options...
SESbb30 Posted December 7, 2007 Share Posted December 7, 2007 one thing i hate about they way pitchers progress is, after 2 years, phil hughes had a 97 mph fastball, a 71 mph changeup and a 91 mph slider. and a 70 mph curve!! ?? Link to comment Share on other sites More sharing options...
ronmexico Posted December 7, 2007 Share Posted December 7, 2007 Well the way the game sees it, a good fastball gets faster, a good changeup gets slower, a good curve gets slower and a slider gets faster as it gets better. So nothing you can do about that except as Papa said, edit the players yourself. Link to comment Share on other sites More sharing options...
JP_Frost Posted December 7, 2007 Share Posted December 7, 2007 basically the game isn't made to play more than a few years of dynasty or owner mode. Even after the tremendous adjustments that have been made to the progression system, there are still quite a few errors. Link to comment Share on other sites More sharing options...
ronmexico Posted December 7, 2007 Share Posted December 7, 2007 Tell you what, I have winter break coming up and I will have some free time, I'm off starting the 21st, so I'll call it a 70% chance of me fine tuning what I currently have to something more realistic. Leave some feedback as in, what specifically you have gripes with and I will work on fixing that. I don't just mean, players excel too much, what specific trends do you notice that you would like fixed up, pitchers progress too slow, hitters progress too fast, catchers are drafted have too much power? Stuff like that. Link to comment Share on other sites More sharing options...
DoubleD Posted December 7, 2007 Share Posted December 7, 2007 I had pitched an idea to TyWiggins nearly a year ago for a progression mod (more like a progression program rather than a mod...exports players ratings before the offseason, exports their stats, use a formula to figure out how they should improve/regress, then import those new ratings after the offseason), and he said he had had a similiar idea before. But it was put on his backburner because his plate was already filled, nor was anyone willing to donate for it, and he hasn't even been around in over half a year, so I doubt it'll happen. Mostly posting it because I don't know if there's any new programmers around. I used to be able to code 4-5 years ago, but I forgot it all and don't even have the proper programs anymore. Link to comment Share on other sites More sharing options...
ronmexico Posted December 7, 2007 Share Posted December 7, 2007 I had the same idea and planned to do it in a .net language but wasn't able to access specific data the way I had figured and gave up on the idea. Link to comment Share on other sites More sharing options...
BigPaPa Posted December 7, 2007 Share Posted December 7, 2007 id give it a hack but itd take me a while i'm pretty busy right now Link to comment Share on other sites More sharing options...
tywiggins Posted December 7, 2007 Share Posted December 7, 2007 You can actually undo all of the player progression using a couple of my programs. Right before progression, run my .dat exporter program. Then right after progression, run my attribute updater program. Both programs can be found in the mod previews forum. If someone can come up with some good formulas for how to progress each attribute, let me know, and I'll put them into a program. Link to comment Share on other sites More sharing options...
DoubleD Posted December 7, 2007 Share Posted December 7, 2007 I suppose one thing that could be done, atleast for hitting attributes, is use one of the CAP formulas like at http://www.eamods.com/roster/ However you'd want to add a multiplier for their star level and their age. I might play around with it more later Link to comment Share on other sites More sharing options...
tywiggins Posted December 7, 2007 Share Posted December 7, 2007 One idea of how progression could work: NewRating = OldRating + ChangeBasedOnAge + ChangeBasedOnStarLevel + ChangeBasedOnLastYearsStats ChangeBasedOnAge could be positive or negative depending on the player's age. ChangeBasedOnStarLevel should always be positive (or 0 depending on the attribute) ChangeBasedOnLastYearsStats could be positive or negative depending on the player's relevant stats. (It would be easier to just use mlb stats for this) Link to comment Share on other sites More sharing options...
ronmexico Posted December 7, 2007 Share Posted December 7, 2007 Well I would say that changebasedonage should be randomized, between 2 set values. I would use it as a multiplier rather than a number itself. Link to comment Share on other sites More sharing options...
tywiggins Posted December 7, 2007 Share Posted December 7, 2007 Well I would say that changebasedonage should be randomized, between 2 set values. I would use it as a multiplier rather than a number itself. Is a random multiplier good for anything, besides randomness? :) Link to comment Share on other sites More sharing options...
ronmexico Posted December 7, 2007 Share Posted December 7, 2007 Point taken. But players I meant one that changes how much the player progresses as opposed to if he progresses. It's like the fact that 2 players would have the same stats and probably progress differently, they have different aptitudes for the game and some pick up other things that others wouldn't. Hope that little ramble made sense. Link to comment Share on other sites More sharing options...
DoubleD Posted December 7, 2007 Share Posted December 7, 2007 Age shouldn't be too much of an impact, but it shouldn't be random. For instance, from 16-24, it should be about medium increase, 25-29 should be the largest increase [This being the prime of players careers, almost always see players numbers increase in this time frame], 30-34 it should stay about the same, then from 35 on it should be gradually worse. But I don't think age should have that much of an impact, I think star rating should be the biggest thing. Link to comment Share on other sites More sharing options...
ronmexico Posted December 7, 2007 Share Posted December 7, 2007 That's about what I was thinking, and tried to pull off with the mod. Link to comment Share on other sites More sharing options...
tywiggins Posted December 7, 2007 Share Posted December 7, 2007 Age shouldn't be too much of an impact, but it shouldn't be random. For instance, from 16-24, it should be about medium increase, 25-29 should be the largest increase [This being the prime of players careers, almost always see players numbers increase in this time frame], 30-34 it should stay about the same, then from 35 on it should be gradually worse. But I don't think age should have that much of an impact, I think star rating should be the biggest thing. Pretty much what I was thinking, except I would give age 25-29 a smaller increase than the younger players. Don't forget, the good players in the 25-29 range should also be getting bonuses based on their stats, as well as from their star level. Link to comment Share on other sites More sharing options...
tywiggins Posted December 7, 2007 Share Posted December 7, 2007 Let's try progressing a sample player here: Colby Rasmus (a Cardinals CF prospect) He is 21. His current batting attributes in kg's rosters are: 36 for contact vs LHP 44 for power vs LHP 50 for contact vs RHP 57 for power vs RHP For this example, use 0 for ChangeBasedOnLastYearsStats. Also he is a 4 star player in kg's rosters. Try to progress him for the next five years: 2008 Spring Training - Age 21 2009 Spring Training - Age 22 2010 Spring Training - Age 23 2011 Spring Training - Age 24 2012 Spring Training - Age 25 Link to comment Share on other sites More sharing options...
RaptorQuiz Posted December 7, 2007 Share Posted December 7, 2007 Well apparently the Cards expect him to be... 65 for contact vs LHP 75 for power vs LHP 80 for contact vs RHP 80 for power vs RHP ...by spring training of 2009. lol. Link to comment Share on other sites More sharing options...
JP_Frost Posted December 7, 2007 Share Posted December 7, 2007 that might be a little high, but it's not far from where he'd be in 2009 Link to comment Share on other sites More sharing options...
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