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Old 06-20-2015, 10:40 PM   #1
ra7c7er
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world file question

My fictional world only uses Illinois for teams, cities, and players. Would it speed up gameplay if I created a custom world file with only illinois in it?
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Old 06-21-2015, 06:27 AM   #2
Bluenoser
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No, how slow is your game?

Last edited by Bluenoser; 06-21-2015 at 06:48 AM.
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Old 06-21-2015, 08:25 AM   #3
ra7c7er
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No, how slow is your game?
It's not crazy slow or anything but the off-season gets boring to sim though. I've got 68 teams already and was considering adding minors but I don't want simming days to get any slower.
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Old 06-21-2015, 08:32 AM   #4
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It's not crazy slow or anything but the off-season gets boring to sim though. I've got 68 teams already and was considering adding minors but I don't want simming days to get any slower.
That's a decent sized league, and with OOTP, like any text based sim, the larger and longer your league is/runs, the slower it will sim. So much data builds up that it's inevitable.

If you add minors be prepared for more of a slowdown.

How many seasons in are you?
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Old 06-21-2015, 11:10 AM   #5
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14 as of now. I was thinking about starting over with minors from the beginning.
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Old 06-21-2015, 11:17 AM   #6
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14 isn't a great amount, but it's starting to build up some data.

I take it you're simming vice playing out - when you think about 68 teams, that's a lot of roster decisions for the AI to handle everyday. Plus all the other league related things it does in the background like compiling stats, updating leaderboards, etc etc. Nano seconds to a computer, but still takes time. More data = more time.

At the end of the day 68 teams is a big world. OOTP can handle it, but it won't do top speed.
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Old 06-21-2015, 11:49 AM   #7
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just ran through a season of a promotion/relegation league I'm tinkering with to time how long an off-season takes (minus the time it takes me to manually move teams up/down); and it took about a second per day to run from Dec 6 (day after the 1st year player draft) up to the start of spring training (took about 15-20 seconds to go from Dec 31 to Jan 1 with year-end stuff). I'm 8 seasons into it, so not quite up to the 14 you have, but not that far behind all things considered.

There are times where I'll get a "(not responding)" for the program and it'll sit there for a few minutes, but eventually it continues on (not sure if that's with the program itself, or something on my machine, but the added time doesn't really bother me as long as it manages to get past it on its own).

(league setup is 5 leagues with 24 teams each; so 120 total teams; no minors, just reserve rosters. I'm also using reserve clause rules, so other than a handful of trades, there isn't a lot of player movement/free agents/etc, so I'm sure that helps as well).
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Old 06-21-2015, 02:58 PM   #8
ra7c7er
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Originally Posted by stl jason View Post
just ran through a season of a promotion/relegation league I'm tinkering with to time how long an off-season takes (minus the time it takes me to manually move teams up/down); and it took about a second per day to run from Dec 6 (day after the 1st year player draft) up to the start of spring training (took about 15-20 seconds to go from Dec 31 to Jan 1 with year-end stuff). I'm 8 seasons into it, so not quite up to the 14 you have, but not that far behind all things considered.

There are times where I'll get a "(not responding)" for the program and it'll sit there for a few minutes, but eventually it continues on (not sure if that's with the program itself, or something on my machine, but the added time doesn't really bother me as long as it manages to get past it on its own).

(league setup is 5 leagues with 24 teams each; so 120 total teams; no minors, just reserve rosters. I'm also using reserve clause rules, so other than a handful of trades, there isn't a lot of player movement/free agents/etc, so I'm sure that helps as well).
Your computer is faster then mine. I'm getting roughly 3-5 seconds a in-season day and roughly 7-10 seconds each off-season day. Like I said it's not bad but if I'm going to be adding another 68 teams it's going to get slow.

I do 100% believe the game could use some optimization. Even with my limited XML and coding knowledge I've seen things that are erroneous and probably could be removed without issue. Not a knock on the game, BTW, it happens as game databases get older and coding gets more streamlined and line complex. If the game were created today you'd probably get the same game 75-80 of the code length.
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