Please follow these steps to transform your trial version into the fully functioning game:
Yes, you can copy the entire game and the data files onto a different drive. Just follow these steps:
Follow these steps to move your Version 5 libraries over to Version 6:
Follow these steps to install libraries that were download from DigitalDiamondBaseball.com:
Scheduled games that have a '*' next to them contain the actual as-played lineups that were used on that day in real-life. When you play these games, you will have the option to use these lineups.
Scheduled games that have a '!' next to them had one or more special events take place during the game. Some examples of special events are triple plays, no-hitters, and in the park home runs. You can find out what the special events are by clicking on the game and viewing the boxscore.
Defensive ratings are shown next to each player on the field. The first number represents the player's error rating at that position (the average number of errors per 100 chances). The second number represents the player's range rating (1 - excellent, 3 - average, 5 - poor). In addition, clicking on any player in the game screen will display the player detail popup that shows a player’s defensive ratings.
As long as at least one pitch has been thrown in a game, you can change the teams the computer will manage by clicking on the HM/CM icon next to the team names in the linescore. This will toggle the manager between computer (CM) and human (HM). If both teams are set to CM, the game will enter "watch mode" allowing you to watch the game from the sidelines. If you want to exit watch mode you can press control+p or click on the red Pause button that will be displayed below the dice on the Matchup Tab.
A pitcher will turn red when he becomes tired and from that moment on the pitcher’s performance will gradually decline with each additional batter he faces. A pitcher turning red does not automatically mean you should take him out. There are alot of factors to consider. The key thing to remember is that a pitcher gets progressively tired. This means that when he first becomes tired he still may have an excellent chance to get the batter out. You can confirm this by looking at the Event Probability Table for the current matchup. If he is a good pitcher his numbers at that point in the game may be better than anyone in the bullpen, even though he is tired. You can also confirm this by going to the Bench Coach and looking at the matchups between the current batter and your relievers.
Remeber to keep two tings in mind. First, when a pitcher first turns red, it means he just started getting tired, and his performance will degrade with each extra batter they face. Second, the Event Probability Table and the Bench Coach don't lie. They will always show how your pitcher will do against a batter, taking into consideration how tired the pitcher is.
The percentages on the far right side of the event probabilities table represent two running totals. The first shows the cumulative probabilities for making an out (these are in the rows with a red background). The second shows the cumulative probabilities for getting on base (these are the rows with a green background). This column is helpful because it provides a quick view of what the batter's on base percentage is (the number in the last green row), or conversely, their likelihood of making an out (the number in the last red row).
Here are the steps for creating a new player by hand:
Here are the steps for editing players in your library:
Here is a short description of each player import method and their strengths and weaknesses:
The name column for players that are on an opening day roster will be displayed in green. To view all players on a team's opening day lineup, select a team from the team list box, check the Opening Day check box, and uncheck the Not Opening Day checkbox. To move players to/from an opening day roster, select the players, click on the Selected Players button, and then click on Toggle opening day roster. NOTE: When you restart a season players on an opening day roster will be activted and all other players will be deactivated.
In Digital Diamond Baseball league averages are used to put a player's performance into context. Knowing how many home runs a player hit in a particular season is not very useful until you know how that compares to the average player in that season. The year field assigned to each player specifies the league averages that will be used put that players's stats into context.
In most cases you do not have to worry about league averages because the game comes with a database of the league averages for all of the seasons in the majors. However, if you are creating a library that contains palyers in the minors or some league other than the majors, you will need to create a league average file. In addition, custom league averages are recommended if the players in your library contian stats that span several seasons. Follow these steps to create a new league average and assign it to the players in your library:
The computer manager will follow the team profile when deciding how much to use players. However, if playing time limits are enabled, a player's overall usage during the replay becomes a factor when the computer manager is making decisions before and during a game. As a result, the computer manager will sometimes override a team profile setting when plaing time limits are enabled and a player is being overused.
The game has two different methods for tracking player usage: Distirbuted and Greedy. The distributed method prorates usage across the entire season. As a result, this method spreads out playing time as evenly as possible throught the schedule. As a general rule, this method works best when the library does not have real-life transactions. On the other hand, the Greedy method attempts to use a player as much as possible until they have reached their playing time limit. This method is generally a better choice for libraries that use real-life transactions.
All of the options related to playing time limits can be found in the "Usage" option group.
Every pitcher in Digital Diamond Baseball is given a durability rating (DUR). Durabilitity ratings specify how many batters a pitcher can face before they are susceptible to fatigue. The performance of a fatigued pitcher will decrease with each batter they face after they are fagigued.
Each time a pitcher faces a batter thier batters faced total increases. When the batters faced total is larger than their durability, a pitcher becomes sucseptible to fatigue. This does not mean the pitcher is tired; it just means that they may be getting tired soon. When a pitcher actually becomes tired is determined by their durability bonus, which is a random number that is calculated at the start of the game, and is hidden from both the computer and human manager. This bonus represents how many extra batters a pitcher can faced once they become susceptible to fatigue. In addition, pitchers that are susceptible to fatigue will only become fatigued at the start of an inning or if they allow a base runner. When a pitcher becomes fatigued thier icon on the field will turn red and the word "Tired" will appear in red next to their name on the Matchup tab and the Lineup tab.
Let's look at a specific example. Suppose CC Sabathia has a durabiilty rating of 25 and his random durability bonus for the current game is 3. This means that he will become sucseptible to fatighue when he has faced 26 batters. However, he will not actually be fatigued until he has faced 29 batters and either allows a base runner, or is on the mound at the start of the next inning.
A pitcher's batter faced total carries over from one game to the next. However, the number is reduced based on how much time they rest between appearances. At the end of every game, each pitcher's batters faced total is decreased. By default, starting pitchers typically need around four days of rest before their batters faced total is reduced to zero. Relievers, on the other hand, are often fully rested in time for next game. However, if a pitcher pitches two games in a row, they are likely to need an extra day of rest before the are fully rested.
In Digital Diamond Baseball, a pitcher's durability rating and batters faced total are displayed using the following format: durability/BF total. For example, CC Sabathia's DUR column might look like this 25/6, which indicates that he can face up to 25 batters before being susceptible to fatigue, and that he has faced a total of 6 batters. Pitchers that qualify as both a reliever and starter use a slightly different format that looks like this: starting durablity|relief durability/BF total. For example, Ivan Nova's DUR columnm might look this: 23|20/12, which indicates that he is susceptible to fatigue when he faces 24 batters when starting and 21 batters in relief. In addition, Nova's total batters faced is currently 12.
All of the options related to pitcher fatigue can be found in the "Pitcher Fatigue" option group.
All custom ratings in DDBB are assigned values from 1 to 5 where 1 is the best, 5 is the worst, and 3 is average. Range ratings impact the outcome of some plays, but only when the ball is hit to a fielder that has a range rating above or below 3. Average range ratings (3) do not impact outcomes. Players with good range may rob a hit from the batter, while players with a poor range rating may cause a routine out to become a hit. When the range rating of the fielder impacts a play you will notice it two ways. The result on the event probability table won’t match the actual play (an out may be converted to a hit, or a hit may end up being an out), and the play-by-play call will give some indication that range had an impact the outcome (e.g., “boy he can cover some ground”). If you want range to play a bigger (or smaller) role in the game, you can change the "Fielder Range Factor" option located in the Custom Ratings Options group. Increasing this option will cause range ratings to have a bigger impact during game play.
The Version 6 team profiles allow you to control two things: what players are used in a particular situation and how often they are used. These are two very different things, so let's look at each one separately.
Team profiles are the primary way to specify what players you would like the computer manager (CM) to use in paricular situations. Specifically, you can specify the following:
When and how often the CM will use a player is actually guided by three factors: (1) the playing time limit settings, (2) the fatigue status of a team's pitchers, (3) and the settings in the team profiles. To see how these factors impact the CM's decision, let's consider an example where the CM is looking for a closer and the current batter is left-handed. In this situation he will do the following to determine which pitcher he will choose from the list of relievers specified in the team profile:
A few closing comments on team profiles and player usage. The Often, Sometimes, Rarely frequencies are very useful if you are playing a season with playing time limits turned off. In this case the resulting player usage will closely match the frequencies (Often, Sometimes, Rarely) you specified in your profile. However, when playing time limits are enabled the resulting player usage will typically end up very close to the players' real life usage regardless of your profile frequencies. The lesson here is that profile frequencies have their biggest impact when playing time limits are disabled.
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