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KevEnoch

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Everything posted by KevEnoch

  1. All the messages I'm getting about hires read "(Worker X) Agrees Deal With (Company Y)." Sounds like weird grammar to me, unless it's some UK usage that I've never heard.
  2. Here's some stats from my latest sim. And this is AFTER starting a game where all of the dojos had their "Facilities" number cranked down to 15% or lower (the game estimated 2 graduates per year at that level). My mod starts out with 3047 workers, including inactive and deceased. It begins in the year 2001. I've simmed forward to the year 2011. In 10 years, the population has gone from 3047 workers to 4343, with 3936 active. That's way too much. I really do need a way to adjust that down.
  3. Maybe a random event gave him the "In a Funk" personality trait, in which case it could last quite a while, but wear off eventually.
  4. Dojos, huh? Okay, it's a little more effort-intensive, but as long as I can adjust the number of generated workers, I've got no complaints. I'll tweak it that way. There's still thousands of tweaks to be made in this mod, since the conversion from 2016 was imperfect.
  5. This is a feature from TEW 2016 that I didn't even realize had disappeared. In my test-sims, I'm noticing that there are a whole lot more random workers than usual, like 5 to 8 per month, which means they tend to overwhelm the roster. TEW 2016 gave me the option to limit new workers to Very Low, Low, Medium, High, Very High, and Extremely High. TEW 2020 seems to be stuck somewhere near High. For my 2001 sims (because I always play mods somewhere in the range of 2001 to 2004 or so) I tend to play on Low or Very Low until the year hits 2013 or so, at which point I upgrade to Medium, then in 2016 I switch to High, and when Current Year hits I switch to Very or Extremely High. It's not that I want to eliminate random workers. I like having them. They add spice even to historical sims. I just don't want them to dominate the worker population within 4 or 5 years.
  6. This is a small thing, so I figure it could be added into a patch. A lot of team names include "The Young" or "Youth" or "Kids," and I'd like to be able to mark them as only to be used if both team members are under 30.
  7. Got it. I was using only two pictures in my "Free Pictures" folder. I had every box selected, thinking that would make the pics universal. Yesterday I noticed that both "Masked" and "Bald" were selected. That meant that the only workers the game was generating were masked & bald. I went back and unchecked "Masked" and "Bald." Now random workers are appearing with no masked gimmicks and using my random names properly. That's good enough for me.
  8. I'm constantly tinkering with chemistry in my mods to avoid situations like that.
  9. Maybe I'm not understanding how 2020 works as opposed to 2016. 2016 randomly generated workers and gave them appropriate names for their nationality. 2020's random workers are given names like "Lord Squirrel" and "Storm Python" even if they're from Mexico or Japan. I went to a lot of trouble to expand the Worker Names section of my mod to give realistic names. How do I get 2020 to use them for randomly generated workers? (edit) I guess the game notes their "real" name in the description. "Storm Python (Gregorio Cardenas) is a..." Okay, but where did "Storm Python" come from? I'd want control over these gimmick names in the same way that I'd want control over the real names. There doesn't seem to be a customizable file for these gimmick names.
  10. Yeah, I noticed that too. (Why would you want a narrative that appears hidden in the middle of game-generated headlines anyway?) After I converted my 2016 mod, I just switched everything to either Vital or Very Important.
  11. Here's how I wish I could organize things in a TEW database. Every worker, in addition to a birth date, would have another date, which could be used as a death date. For example, I always play in the 2000s. So let's take Eddie Guerrero as an example. If I want to play super-realistic, I'd have: Born October 1967 Set To Debut September 1987 (Died) November 2005 The section marked (Died) would be a drop-down menu with other choices. The most important and frequently used choice would be (Alive Mortal). This would be the only option used for every present-day mod. It means the worker is alive as of current day but is vulnerable to death. The drop-down menu should also have another choice, one that will make my 2000s mods, or anyone's past mods, a little less stressful. I'd call it something like (Immortal Until). I don't want Ric Flair dying randomly in 2003, so I'd set him to: Born February 1949 Set To Debut December 1972 (Immortal Until) September 2020 Ric Flair would never die before September 2020. However, after that date, he would be vulnerable to random death like anyone Mortal. That way I wouldn't have to worry about Flair randomly dying before his time, causing a major shakeup in my booking. I'd use the same settings for any major figure currently alive in 2020. Vince McMahon, for example, or Hulk Hogan. My perfect system would allow me in my 2000s mods to set Eddie Guerrero to be Immortal, protected from random death, until his real-world death date, at which point he would become Mortal, ditto with Chris Benoit, Mitsuharu Misawa, etc. Meanwhile, other workers whose wrestling careers had ended at their time of death, like Randy Savage, Roddy Piper, Bruno Sammartino, Dusty Rhodes, I would use their actual death dates. To keep things interesting, I would set most minor workers to be Mortal even in the past, so Buck Quartermaine, Nick Mitchell, Sean Casey, etc. would all be open to random deaths. But I'd put a shield around major players like CM Punk, Kenta Kobashi, Daniel Bryan, John Cena, Hiroshi Tanahashi, and so forth. I'd also like the option to use a Narrative event to schedule a death that might require a very specific description. That could be used for Chris Benoit, Owen Hart, Perro Aguayo Jr., various deaths that were strongly tied to the industry itself. I mean, the mod that I played actually had a Narrative event for the death of Russ Haas, and I was confused by the fact that Russ Haas not only survived, but I as a player couldn't even use the Editor to mark him as Deceased at that point. It's a big ask, but that's the feature I've wanted the most ever since I bought the software.
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