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Old 08-02-2009, 09:33 PM   #61
Libid21
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Originally Posted by Libid21 View Post
Sorry, I'm still a little confused.

So this OOTP9 financials text isn't much of an improvement then? Should I just stick with the original OOTPX financial file?
I'm waiting for a response to this question. I'm going to start my season as soon as I learn if it's an improvement or not. I just want it to be a little bit realistic, but from what QuestDog said, it sounds like it won't make a difference since it is past 2008 already.

I don't mean to sound impatient, but if someone knows the answer to the quoted question, I'd appreciate an answer.

And yes, feedback from Markus would be nice.
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Old 08-02-2009, 10:09 PM   #62
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Originally Posted by Libid21 View Post
I'm waiting for a response to this question. I'm going to start my season as soon as I learn if it's an improvement or not. I just want it to be a little bit realistic, but from what QuestDog said, it sounds like it won't make a difference since it is past 2008 already.

I don't mean to sound impatient, but if someone knows the answer to the quoted question, I'd appreciate an answer.

And yes, feedback from Markus would be nice.
If you are creating a new game then the OOTP9 file works great.

For a league already created, I think you are stuck with editing the totals in the "Game Setup", but this takes about 5 minutes and is very easy to do. Just copy the numbers from the OOTP9 file....

Base on my limited tests, I don't think the game reads the financial.txt file except at game creation..........
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Old 08-03-2009, 12:37 AM   #63
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Does anybody want to give this file a shot

I quickly drew up a financials file which is the same as the OOPTX file with the fixes to the fair players but has the maximum cash adjusted to the rate of the OOTP9 file. (Essentially it was .24 * the combination of the player salaries).

I think this will work to give the same balance of the OOTP9 file with the historically more accurate numbers (no millionaires until the 1970s) of the OOTPX.

Give it a shot and tell me what you think please.
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File Type: txt financials.txt (20.8 KB, 110 views)
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Old 08-03-2009, 01:14 AM   #64
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Another problem with the financials is that it distorts historical fictional financials so the Japanese are richer than the MLB teams. For example, start a 1980 fictional league with the NBL added. The MLB stats will be adjusted to 1980 levels but the NBL need to be manually set to 1980. Unfortunatly, this action makes their financials at todays levels.
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Old 08-03-2009, 03:01 AM   #65
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Another problem with the financials is that it distorts historical fictional financials so the Japanese are richer than the MLB teams. For example, start a 1980 fictional league with the NBL added. The MLB stats will be adjusted to 1980 levels but the NBL need to be manually set to 1980. Unfortunatly, this action makes their financials at todays levels.
I second baba's concerns here. Ditto for any independent leagues.
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Old 08-03-2009, 06:37 AM   #66
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Originally Posted by Gambo View Post
I quickly drew up a financials file which is the same as the OOPTX file with the fixes to the fair players but has the maximum cash adjusted to the rate of the OOTP9 file. (Essentially it was .24 * the combination of the player salaries).

I think this will work to give the same balance of the OOTP9 file with the historically more accurate numbers (no millionaires until the 1970s) of the OOTPX.

Give it a shot and tell me what you think please.
Cool.

I think we should include an adjusted file in patch #4...
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Old 08-03-2009, 12:04 PM   #67
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Originally Posted by Déjà Bru View Post
[hurries back online just to answer this question, then back to his OOTP season currently in high gear to see if it's true]

We're hoping that you can insert it anytime, and the next time it gets addressed to import historical financials (first day of offseason IIRC), that it starts picking up the numbers from that file instead. More on that in a few days or so, from me (or from anybody else who cares to answer).
I'm not sure if it will pull the data once you've gone past the last year in the file. I know it uses the last year in the file in subsequent years, but I'm not sure if it will *update* the data if you switch the file and the last year in the new one is before your current year.

but, at worst, you can do a bit of a work around to fix it:
1. crack open financials.txt from v9
2. copy the last line. i think that's for year 2008...
3. paste that text below but change the year from "2008" to "2009"
4. repeat step 3 to add as many years as needed to bring the last year of the file up to (or slightly ahead of) your current year.
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Old 08-03-2009, 12:07 PM   #68
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Originally Posted by Gambo View Post
I quickly drew up a financials file which is the same as the OOPTX file with the fixes to the fair players but has the maximum cash adjusted to the rate of the OOTP9 file. (Essentially it was .24 * the combination of the player salaries).

I think this will work to give the same balance of the OOTP9 file with the historically more accurate numbers (no millionaires until the 1970s) of the OOTPX.

Give it a shot and tell me what you think please.

if the new file has not balanced income against player salaries, then adjusting the cash max is only going to solve part of the problem. basically, you're still going to have teams that are always at the cash max, and (i think) that leads to players demanding more $$$.
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Old 08-03-2009, 02:20 PM   #69
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Originally Posted by Seviien View Post
I'm not sure if it will pull the data once you've gone past the last year in the file. I know it uses the last year in the file in subsequent years, but I'm not sure if it will *update* the data if you switch the file and the last year in the new one is before your current year.

but, at worst, you can do a bit of a work around to fix it:
1. crack open financials.txt from v9
2. copy the last line. i think that's for year 2008...
3. paste that text below but change the year from "2008" to "2009"
4. repeat step 3 to add as many years as needed to bring the last year of the file up to (or slightly ahead of) your current year.
I don't think that works....

I tried this last night with a league in 2046. Posted numbers for 2047 and simmed and nothing imported....I think maybe the file is loaded on creation and not checked again.....

But changing the values by hand in game set up is easy and painless and quick....
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Old 08-03-2009, 02:31 PM   #70
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did you do all years between 2008 and 2046?
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Old 08-03-2009, 02:50 PM   #71
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did you do all years between 2008 and 2046?
If you mean did I supply those lines in the text file, no.....
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Old 08-03-2009, 02:59 PM   #72
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try that.
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Old 08-03-2009, 03:20 PM   #73
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Originally Posted by Seviien View Post
try that.
I'm working on it....

I started a historical league to see and it DOES read the text file between seasons.....however, there are odd things going on....the various values don't come from the proper year; some come from a year or two earllier and some come from a few years in the future....

I think the dollar signs and quotation marks are the culprit....testing that now...
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Old 08-03-2009, 09:09 PM   #74
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Originally Posted by Seviien View Post
if the new file has not balanced income against player salaries, then adjusting the cash max is only going to solve part of the problem. basically, you're still going to have teams that are always at the cash max, and (i think) that leads to players demanding more $$$.
I'm working under the premise that the OOTP9 file works fine in regards to the max cash stuff. The realtionship between the numbers is consistent in the OOTP9 but varies much more in the OOTX file. From what I've read the major problem is that the wild fluctuations and the massively inflated cash max is the root of the problem

With my file it is essentially the OOTP file with the salaries adjusted slightly so it more reflects to "truer" numbers of the OOTX file, however, it keeps the cash to salary relationship and the consistency of scale of the OOTP9 file.

You guys recognize the issues (and know what too look for) much more easily than I can so I think one or more of you guys should test it to see if it's a happy medium and get it implement for the patch.

Seriously, let me know how it works out and we can take it from there.
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Old 08-03-2009, 09:15 PM   #75
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Originally Posted by Gambo View Post
I'm working under the premise that the OOTP9 file works fine in regards to the max cash stuff. The realtionship between the numbers is consistent in the OOTP9 but varies much more in the OOTX file. From what I've read the major problem is that the wild fluctuations and the massively inflated cash max is the root of the problem

With my file it is essentially the OOTP file with the salaries adjusted slightly so it more reflects to "truer" numbers of the OOTX file, however, it keeps the cash to salary relationship and the consistency of scale of the OOTP9 file.

You guys recognize the issues (and know what too look for) much more easily than I can so I think one or more of you guys should test it to see if it's a happy medium and get it implement for the patch.

Seriously, let me know how it works out and we can take it from there.
If you start a game in 2009, then using the OOTP9 file is the same as using nothing, since there is no setting for 2009. However, the values coded into the game to use without a financials.txt file are fine and anything's better than using the OOTPX file.....

Actually, nothing would be prefered, because I'm currently working on a real file, but I'm seeing odd behavior. The game does not read the financial.txt file properly.....
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Old 08-03-2009, 09:22 PM   #76
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Quote:
Originally Posted by Gambo View Post
I quickly drew up a financials file which is the same as the OOPTX file with the fixes to the fair players but has the maximum cash adjusted to the rate of the OOTP9 file. (Essentially it was .24 * the combination of the player salaries).

I think this will work to give the same balance of the OOTP9 file with the historically more accurate numbers (no millionaires until the 1970s) of the OOTPX.

Give it a shot and tell me what you think please.
I tried but it made the game crash before loading up. When I switched back to the original files, no problem.
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Old 08-03-2009, 10:06 PM   #77
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I tried but it made the game crash before loading up. When I switched back to the original files, no problem.
Duh! I told you guys I dont know how to work this financial stuff! Actually I just saved the file as tab delineated instead of comma delineated.

Try this file now (I tested it, it loads right)
Attached Files
File Type: txt financials.txt (20.5 KB, 119 views)
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Old 08-04-2009, 10:26 PM   #78
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Quote:
Originally Posted by Markus Heinsohn View Post
I think we should include an adjusted file in patch #4...
Maybe this is the file you should use:
Quote:
Originally Posted by Gambo View Post
I quickly drew up a financials file which is the same as the OOPTX file with the fixes to the fair players but has the maximum cash adjusted to the rate of the OOTP9 file. (Essentially it was .24 * the combination of the player salaries).

I think this will work to give the same balance of the OOTP9 file with the historically more accurate numbers (no millionaires until the 1970s) of the OOTPX.
Quote:
Originally Posted by Gambo View Post
I'm working under the premise that the OOTP9 file works fine in regards to the max cash stuff. The realtionship between the numbers is consistent in the OOTP9 but varies much more in the OOTX file. From what I've read the major problem is that the wild fluctuations and the massively inflated cash max is the root of the problem.

With my file it is essentially the OOTP file with the salaries adjusted slightly so it more reflects to "truer" numbers of the OOTX file, however, it keeps the cash to salary relationship and the consistency of scale of the OOTP9 file.
This makes sense if the .24 ratio is still applicable. Anybody know how that figure was arrived at and why it works? Because if it does, then this financials.txt file would be the best of both worlds. I'm going to try it anyway.
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Old 08-05-2009, 11:19 PM   #79
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Well, at least I found out a few things here.
  • On the first day of the offseason, the game imports data from financials.txt and the numbers are fresh, meaning if you have a revised file in place, the new numbers are imported.
  • The game imports the Cash Maximum, Average Coach Salary, and Minimum Player Salary for the current year, while
  • it imports the typical Salary figures from the previous year.
  • Where it is getting the Average Attendance per Game is beyond me; the figure is close but not exactly what's in the file for either year.
Sorry if this is obvious to some of you, but this is the first historical league (with fictional players) that I have ever attempted. Just in time for OOTP X, LOL!

I'm relieved that the revised financial data will import each year. Now whether these revised data will fix the financial gridlock in my league is another matter. Thanks again, Gambo.
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Old 08-05-2009, 11:34 PM   #80
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So reading through this, I'm confused.

I'm at the end of 1904 in a fictional league. The offseason hasn't started.

If I cut and paste the ootp9 database financials file into the ootp10 database financials file, things will be fixed?

Or do I need to cut and paste the financials file into my specific league's financial file?

Or does the cut and paste option only work with historical leagues, and I'm just screwed?

I'm sorry, I just haven't been able to follow the conversation. Thanks for any help!
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