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Qazox
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Postby Qazox » Sat Oct 12, 2013 9:12 am

Eastfield Lodge wrote:(Image)

The way you have it shown, Greg should be 2nd not Hutt, as Greg won the H2H...after EL is eliminated by GD.
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Eastfield Lodge
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Postby Eastfield Lodge » Sat Oct 12, 2013 9:25 am

Qazox wrote:
Eastfield Lodge wrote:(Image)

The way you have it shown, Greg should be 2nd not Hutt, as Greg won the H2H...after EL is eliminated by GD.

That's what I was asking, would H2H be applied recursively. Although with those results, CH had Hutt second...
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Qazox
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Postby Qazox » Sat Oct 12, 2013 9:30 am

Eastfield Lodge wrote:
Qazox wrote:The way you have it shown, Greg should be 2nd not Hutt, as Greg won the H2H...after EL is eliminated by GD.

That's what I was asking, would H2H be applied recursively. Although with those results, CH had Hutt second...

If it was applied recursively, then Greg should, if not, then Hutt. But despite the table generator, under the listed tie-breakers, Greg should get #2, as they won the H2H. One reason why I always tried to double check the scorinator's table against my tiebreakers before posting.
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Eastfield Lodge
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Postby Eastfield Lodge » Sat Oct 12, 2013 9:37 am

Qazox wrote:
Eastfield Lodge wrote:That's what I was asking, would H2H be applied recursively. Although with those results, CH had Hutt second...

If it was applied recursively, then Greg should, if not, then Hutt. But despite the table generator, under the listed tie-breakers, Greg should get #2, as they won the H2H. One reason why I always tried to double check the scorinator's table against my tiebreakers before posting.

I'm trying to resolve tie-breakers for each and every group as part of my RP, but this is sort of delaying it. And Greg hasn't won H2H, it's three points each.

EDIT: GA's working for another group...
Last edited by Eastfield Lodge on Sat Oct 12, 2013 9:40 am, edited 2 times in total.
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Gregoryisgodistan
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Postby Gregoryisgodistan » Sat Oct 12, 2013 6:19 pm

Eastfield Lodge wrote:
Qazox wrote:If it was applied recursively, then Greg should, if not, then Hutt. But despite the table generator, under the listed tie-breakers, Greg should get #2, as they won the H2H. One reason why I always tried to double check the scorinator's table against my tiebreakers before posting.

I'm trying to resolve tie-breakers for each and every group as part of my RP, but this is sort of delaying it. And Greg hasn't won H2H, it's three points each.

EDIT: GA's working for another group...


If it's applied recursively, you would just look at my record against Hutt River, and leave you (Eastfield Lodge) out of the equation. I beat Hutt the only time I played them.

If it's not applied recursively, you're right.
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San Jose Guayabal
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Postby San Jose Guayabal » Sat Oct 12, 2013 6:35 pm

How do you add the RP Bonus in Xkoranate? (if I use a 1,2,3,4 rank of RP)
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Free Republics
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Postby Free Republics » Sat Oct 12, 2013 6:36 pm

San Jose Guayabal wrote:How do you add the RP Bonus in Xkoranate? (if I use a 1,2,3,4 rank of RP)


Add it to the ranking.
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San Jose Guayabal
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Postby San Jose Guayabal » Sat Oct 12, 2013 6:39 pm

Free Republics wrote:
San Jose Guayabal wrote:How do you add the RP Bonus in Xkoranate? (if I use a 1,2,3,4 rank of RP)


Add it to the ranking.


Where I found that?
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Free Republics
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Postby Free Republics » Sat Oct 12, 2013 6:47 pm

San Jose Guayabal wrote:
Free Republics wrote:
Add it to the ranking.


Where I found that?


Image

The ranking is the "Skill" and the style modifier is the "Style."

For those interested, that is S1 of the Acedonian Premier League.
Last edited by Free Republics on Sat Oct 12, 2013 6:48 pm, edited 1 time in total.
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Farfadillis
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Postby Farfadillis » Sat Oct 12, 2013 6:52 pm

Free Republics wrote:
San Jose Guayabal wrote:
Where I found that?


Sexy picture I have to exclude

The ranking is the "Skill" and the style modifier is the "Style."

For those interested, that is S1 of the Acedonian Premier League.


Worth noting that if the skill of a team exceeds the maximum possible skill, you've got to change the latter for xkoranate not to reject the bonus.
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San Jose Guayabal
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Postby San Jose Guayabal » Sat Oct 12, 2013 7:05 pm

Farfadillis wrote:
Free Republics wrote:
Sexy picture I have to exclude

The ranking is the "Skill" and the style modifier is the "Style."

For those interested, that is S1 of the Acedonian Premier League.


Worth noting that if the skill of a team exceeds the maximum possible skill, you've got to change the latter for xkoranate not to reject the bonus.


Ok, thank you.
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Commerce Heights
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Postby Commerce Heights » Sat Oct 12, 2013 8:33 pm

Eastfield Lodge wrote:(Image)

Sorry, I misunderstood; I read “H2H points, GD and GA” as being three head-to-head tiebreakers (which put Hutt River ahead of Gregoryisgodistan and Gregoryisgodistan ahead of Eastfield Lodge on head-to-head goal difference). In that case, Gregoryisgodistan is correctly ahead of Hutt River on head-to-head points applied recursively to the two-team tie. (If head-to-head tiebreakers are not applied recursively, it is possible, in a similar scenario, for two teams to finish tied on all remaining criteria even though one has beaten the other.)
Last edited by Commerce Heights on Sat Oct 12, 2013 8:48 pm, edited 1 time in total.

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Eastfield Lodge
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Postby Eastfield Lodge » Sun Oct 13, 2013 10:30 am

Commerce Heights wrote:
Eastfield Lodge wrote:(Image)

Sorry, I misunderstood; I read “H2H points, GD and GA” as being three head-to-head tiebreakers (which put Hutt River ahead of Gregoryisgodistan and Gregoryisgodistan ahead of Eastfield Lodge on head-to-head goal difference). In that case, Gregoryisgodistan is correctly ahead of Hutt River on head-to-head points applied recursively to the two-team tie. (If head-to-head tiebreakers are not applied recursively, it is possible, in a similar scenario, for two teams to finish tied on all remaining criteria even though one has beaten the other.)

Right, thanks for the clarification.
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Saintland
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Postby Saintland » Sun Oct 13, 2013 6:05 pm

I modified my xkoranate file for SQIS-IFAF American Football to produce more realistic scoring. By just changing the attacks from 12 to 22, I was able to bring scoring remarkably closer to RL levels. Both "Blue" and "Red" have a style modifier of 0 and skill of .5, with the default range of 0-1.

Image

This works out to an average of 41.2 points per game, which is much closer to RL scoring levels at the highest levels of the sport. I also ran a similar test with +5 modifiers, which produced an average of 50.62 points per game and a test with -5 modifiers, which produced an average of 31.11 points per game.

Last year, the NFL averaged 45.6 points per game. However, 41.2 is actually the same level of scoring as the NFL in 2005 and is pretty close to the historical norm. With 12 attacks, scoring is at mid-1930s levels.
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Osarius
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Postby Osarius » Mon Oct 14, 2013 2:51 am

Saintland wrote:I modified my xkoranate file for SQIS-IFAF American Football to produce more realistic scoring. By just changing the attacks from 12 to 22, I was able to bring scoring remarkably closer to RL levels. Both "Blue" and "Red" have a style modifier of 0 and skill of .5, with the default range of 0-1.

That's nice for domestic leagues, if you're going for an NFL analog with some semblence of parity... but how will that change impact competitions with a larger range of skill values? (e.g. World Bowl, NSCF etc). For example, it's not really uncommon to see 30+ point margins between top teams and lower ranked ones in those competitions with the attacks set to the default of 12. Won't those already large margins become outrageous with a larger number of attacks?

If that is the case, perhaps a better solution might be to simply scale all style modifiers upwards if you want higher scoring games. Based on my (admittedly limited) understanding of the scorinator -- I haven't properly sat down and looked at the source recently, so I'm working from vague memory here -- that would increase the rate of attack success, and lead to higher scoring games without having to alter the source of the scorinator. This way, the output is still largely within the control of the user.
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Barunia
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Postby Barunia » Mon Oct 21, 2013 5:12 am

How exactly does the relative bonus part of xkoronate work? I ask because I was playing around with it, and in 224 games I got the exact same result: a 0-0 draw. I was using Barunia and Furellum, both with their post-qual 66 ranks, and had set bonus to relative with Furellum taking a 1 point bonus, with bonus set to 100%

On a related note, the point of this little exercise was to determine a good way to apply RP bonus. So, if any experienced hosts have any suggestions on what methods to use, I'd appreciate the advice.
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Commerce Heights
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Postby Commerce Heights » Mon Oct 21, 2013 8:15 am

Barunia wrote:How exactly does the relative bonus part of xkoronate work?

If you set it to 100%, it doesn’t. Otherwise, like this. If you really want the bonus to be the entire scorination rank, use an absolute bonus.
Barunia wrote:I was using Barunia and Furellum, both with their post-qual 66 ranks

100% means the ranks don’t matter at all.

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Fashiontopia
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Postby Fashiontopia » Fri Nov 01, 2013 1:35 pm

What scorinator would be good to use for Drag Racing? I would need to input each racing team's car weight, horsepower, reaction time and/or weather conditions (say it rained the day before and gives less traction on the far end). The track would be one quarter of a mile (1/4 mile).

If this is not possible I could just use this: http://www.assassinracing.com/tech/drag_calc.html if scorination is not possible.
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Osarius
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Postby Osarius » Fri Nov 01, 2013 3:55 pm

Fashiontopia wrote:What scorinator would be good to use for Drag Racing? I would need to input each racing team's car weight, horsepower, reaction time and/or weather conditions (say it rained the day before and gives less traction on the far end). The track would be one quarter of a mile (1/4 mile).

If this is not possible I could just use this: http://www.assassinracing.com/tech/drag_calc.html if scorination is not possible.

Sounds like it would require a custom build. That link would be a good starting point, but it doesn't seem to provide any sort of randomization, so it's not really suitable for scorination, imo. There needs to be a randomization factor, otherwise you can game the system and the best car will always win... which is kinda boring.

It might be best to speak to Hodori or Liventia (since I know they have both done some motor racing stuff) and see if they have existing systems you could work with, and tweak. I'd offer to help, but I know pretty much nothing about motor sports or drag racing, so I can't really build a system to generate pseudo-random, realistic results for it.
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Vilita
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Postby Vilita » Fri Nov 01, 2013 4:01 pm

Fashiontopia wrote:What scorinator would be good to use for Drag Racing? I would need to input each racing team's car weight, horsepower, reaction time and/or weather conditions (say it rained the day before and gives less traction on the far end). The track would be one quarter of a mile (1/4 mile).

If this is not possible I could just use this: http://www.assassinracing.com/tech/drag_calc.html if scorination is not possible.


I would personally start with something simple, see if the RP interest is there to warrant a more detailed/exact scorinator, and go from there.
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Fashiontopia
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Postby Fashiontopia » Fri Nov 01, 2013 4:19 pm

Osarius wrote:
Fashiontopia wrote:What scorinator would be good to use for Drag Racing? I would need to input each racing team's car weight, horsepower, reaction time and/or weather conditions (say it rained the day before and gives less traction on the far end). The track would be one quarter of a mile (1/4 mile).

If this is not possible I could just use this: http://www.assassinracing.com/tech/drag_calc.html if scorination is not possible.

Sounds like it would require a custom build. That link would be a good starting point, but it doesn't seem to provide any sort of randomization, so it's not really suitable for scorination, imo. There needs to be a randomization factor, otherwise you can game the system and the best car will always win... which is kinda boring.

It might be best to speak to Hodori or Liventia (since I know they have both done some motor racing stuff) and see if they have existing systems you could work with, and tweak. I'd offer to help, but I know pretty much nothing about motor sports or drag racing, so I can't really build a system to generate pseudo-random, realistic results for it.

I mean obviously reaction time (how fast you can get the car into gear and get horsepower to the tire), as well as the horrible possibility that there could be a crash, or systems failure within.

I was kinda hoping that racing teams not knowing how much horsepower they have would give enough of an element of randomness. And potentially I could find a random number generator that would help me find random reaction times of the drivers but it most likely wouldn't have an average reaction time which each driver would have.

Vilita wrote:
Fashiontopia wrote:What scorinator would be good to use for Drag Racing? I would need to input each racing team's car weight, horsepower, reaction time and/or weather conditions (say it rained the day before and gives less traction on the far end). The track would be one quarter of a mile (1/4 mile).

If this is not possible I could just use this: http://www.assassinracing.com/tech/drag_calc.html if scorination is not possible.


I would personally start with something simple, see if the RP interest is there to warrant a more detailed/exact scorinator, and go from there.
True, and going back to the previous poster I've already sent a TG to Hodori asking him what possible options I have as far as Drag Racing is concerned vs. Circuit Racing. I also asked him how to establish a base of people to participate.
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The Sova Empire
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Postby The Sova Empire » Fri Nov 29, 2013 9:32 am

I am not terribly skilled at this, so excuse my n00b-ish ways.

In Xkoranate, is it possible to set up an ice hockey league with 2 conferences, with each team in their conference playing 3 times and each team playing the out of conference teams twice?
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Frusennia
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Postby Frusennia » Fri Nov 29, 2013 9:37 am

The Sova Empire wrote:I am not terribly skilled at this, so excuse my n00b-ish ways.

In Xkoranate, is it possible to set up an ice hockey league with 2 conferences, with each team in their conference playing 3 times and each team playing the out of conference teams twice?

What I've done is created three groups, one for each conference, and one with every single team in it and told xkoranate to run a single round-robin. This will do what you ask (since they'll play conference opponents one in the little group and once in the big group, and out of conference opponents once in the big group only), except that you will then have the unenviable task of combining two sets of tables into one (which isn't that bad if you know how to spreadsheet and use CSV). Example would be here, but you can't really tell what I did.

In your particular case, you'd probably want two big groups and two small groups to get the extra out-of-conference game.

If someone knows a better way, I'd be game to hear it.
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Karditan
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Postby Karditan » Fri Nov 29, 2013 9:40 am

The Sova Empire wrote:I am not terribly skilled at this, so excuse my n00b-ish ways.

In Xkoranate, is it possible to set up an ice hockey league with 2 conferences, with each team in their conference playing 3 times and each team playing the out of conference teams twice?


Inter-group play is only possible in NSFS, I'm afraid. You could do what Frusennia did, or you could go the more lazy route and just sim it using NSFS' football function, since the scores are roughly comparable to hockey's.
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Postby Vettrera » Fri Nov 29, 2013 12:26 pm

Frusennia wrote:
The Sova Empire wrote:I am not terribly skilled at this, so excuse my n00b-ish ways.

In Xkoranate, is it possible to set up an ice hockey league with 2 conferences, with each team in their conference playing 3 times and each team playing the out of conference teams twice?

What I've done is created three groups, one for each conference, and one with every single team in it and told xkoranate to run a single round-robin. This will do what you ask (since they'll play conference opponents one in the little group and once in the big group, and out of conference opponents once in the big group only), except that you will then have the unenviable task of combining two sets of tables into one (which isn't that bad if you know how to spreadsheet and use CSV). Example would be here, but you can't really tell what I did.

In your particular case, you'd probably want two big groups and two small groups to get the extra out-of-conference game.

If someone knows a better way, I'd be game to hear it.

:palm: ...I could have been doing this the whole time.
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