Post by sj on Jan 26, 2010 16:38:37 GMT -5
Or simpler, I guess. This isn't perfect, but it's good, fast, and also gives you an idea of how veterans are going to age.
Go into League --> League Settings.
Change all promotions, from MLB through A, to between -20% and +20%
The exact number depends on how much, or little, you want to fast track a player. At lower settings, players don't get promoted soon enough. At higher settings, they get promoted too soon. Either one is bad.
Change Contract Renewals and Lengths to +100 (keep players on their original teams)
Change Platooning to +10% or +20% (more good players get playing time when there are position conflicts)
Change League Revenue to +100% (don't want players lost to bankruptcy)
Change Salary Demands to -100% (same as above)
Change Injury Frequency and Severity to -100% (injuries are too random to allow them to effect development probability)
Now, go into Tools --> Options and turn commissioner mode off (advancement towards peak, and other re-ratings, can sometimes be effected by Commissioner Mode)
Once all these things are set up, Save the file as something like "1982 Master Sim Ahead File" (using your real start year, of course)
Select Play --> Play multiple Seasons and pick a year.
Do this three times or more. I like having five with different end seasons. If you stagger the end season in unique runs, you can see not only how they turn out, but also how fast they get there, or where they hit problems. For example, first run to 1994, then Save that file, reload the original master file, and run to 1995. Same with 1996, remembering to save after each run.
Doing it this way also allows you to check out players that peak in different seasons.
Be careful about going too far ahead. Baseball Mogul will often dramatically re-rate a player left in the minors too long after he hits peak, and if a team ends up with a few good players at his position, the player you want to look at might still get held down.
If you see a poorly rated prospect, at peak, who should have had good ratings, go into Edit to see what age he peaked at. If he peaked two or more seasons before the current year, he got downgraded. This can even happen one year after reaching peak.
When you're done and ready to check on an amateur, rookie, or veteran, see how he ends up rated in all three files.
If he tanks in 1 out of 3, then you're okay.
If he tanks in 2 out of 3, think twice.
It takes around 10 to 30 minutes to complete each multi season run, depending on your computer, but you don't have to keep the window up while you run it, you don't have to do all three (or whatever) in the same sitting, and you only need to do them once per season.
But remember:
For evaluating upcoming amateur draftees Do Not do it until they're on the official April 1 file.
Every run ahead to April 1 will give you different overall, peak, potential, and longevity ratings, as well as different peak start and end ages. They aren't locked in until Scott posts the official April 1 file.
You can also "nurse" a player along by running one sim season at a time, but it takes a lot longer and the AI doesn't do as good a job of promoting or demoting players on other teams.
A couple of other ways to do this is to use a combination method, where you hand sim through a season or two, make needed changes, then turn it over to the AI for a multi season run. Or you can do a multi season sim of just a few years, make your changes, and do another multi season sim from where the last one left off.
Again, the results you'll get aren't etched in stone, but they're a fair indicator of how individual players should turn out.
Note: This is not a good way to project team success. It doesn't take player trades into account, amateur ratings for players added after your start year will be different from their official file ratings, and BBM is still an idiot when setting lineups.
Go into League --> League Settings.
Change all promotions, from MLB through A, to between -20% and +20%
The exact number depends on how much, or little, you want to fast track a player. At lower settings, players don't get promoted soon enough. At higher settings, they get promoted too soon. Either one is bad.
Change Contract Renewals and Lengths to +100 (keep players on their original teams)
Change Platooning to +10% or +20% (more good players get playing time when there are position conflicts)
Change League Revenue to +100% (don't want players lost to bankruptcy)
Change Salary Demands to -100% (same as above)
Change Injury Frequency and Severity to -100% (injuries are too random to allow them to effect development probability)
Now, go into Tools --> Options and turn commissioner mode off (advancement towards peak, and other re-ratings, can sometimes be effected by Commissioner Mode)
Once all these things are set up, Save the file as something like "1982 Master Sim Ahead File" (using your real start year, of course)
Select Play --> Play multiple Seasons and pick a year.
Do this three times or more. I like having five with different end seasons. If you stagger the end season in unique runs, you can see not only how they turn out, but also how fast they get there, or where they hit problems. For example, first run to 1994, then Save that file, reload the original master file, and run to 1995. Same with 1996, remembering to save after each run.
Doing it this way also allows you to check out players that peak in different seasons.
Be careful about going too far ahead. Baseball Mogul will often dramatically re-rate a player left in the minors too long after he hits peak, and if a team ends up with a few good players at his position, the player you want to look at might still get held down.
If you see a poorly rated prospect, at peak, who should have had good ratings, go into Edit to see what age he peaked at. If he peaked two or more seasons before the current year, he got downgraded. This can even happen one year after reaching peak.
When you're done and ready to check on an amateur, rookie, or veteran, see how he ends up rated in all three files.
If he tanks in 1 out of 3, then you're okay.
If he tanks in 2 out of 3, think twice.
It takes around 10 to 30 minutes to complete each multi season run, depending on your computer, but you don't have to keep the window up while you run it, you don't have to do all three (or whatever) in the same sitting, and you only need to do them once per season.
But remember:
For evaluating upcoming amateur draftees Do Not do it until they're on the official April 1 file.
Every run ahead to April 1 will give you different overall, peak, potential, and longevity ratings, as well as different peak start and end ages. They aren't locked in until Scott posts the official April 1 file.
You can also "nurse" a player along by running one sim season at a time, but it takes a lot longer and the AI doesn't do as good a job of promoting or demoting players on other teams.
A couple of other ways to do this is to use a combination method, where you hand sim through a season or two, make needed changes, then turn it over to the AI for a multi season run. Or you can do a multi season sim of just a few years, make your changes, and do another multi season sim from where the last one left off.
Again, the results you'll get aren't etched in stone, but they're a fair indicator of how individual players should turn out.
Note: This is not a good way to project team success. It doesn't take player trades into account, amateur ratings for players added after your start year will be different from their official file ratings, and BBM is still an idiot when setting lineups.