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VBigB

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Everything posted by VBigB

  1. As always everything I do is free to use. I think you are stuck with the gif versions from WMMA though. I lost access to my old photobucket account long ago and I'm fairly certain when I backed up everything from photobucket when they moved to payed it was saved on my hard drive that died in November. I have one more external drive to check but I'm fairly certain all my old stuff is lost.
  2. In my longest running Effganic sim the only character to reach the HOI was a woman but she did have to win wrestler of the year a bunch of times. This may be an oversight that should be posted in the tech support forum. I notice that when the AI creates titles for all women's feds they aren't gender restricted and therefore they definitely count. In my example below both MECW and VWG are all women's wrestling feds, but their titles are set to no specific gender. However I think most players/mod maker tend to set their title's to the appropriate gender. http://www.mediafire.com/convkey/c4c6/x0hi03fn6qfodgqzg.jpg
  3. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="CapGermany" data-cite="CapGermany" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50138" data-ipsquote-contentclass="forums_Topic"><div>I can confirm that. Even in the newest patch (6th of June) no road agents appear after 60 years of simulation!</div></blockquote><p> </p><p> The code does work. First the worker needs 65 psychology, 70 respect and 70 experience at the time they retire. Then if they meet that requirement if they are Professional or Stalwart they have 100% chance of becoming Road Agents. Other personalities can become road agents as well (I just can't remember which personalities/percentages...pretty sure "no personality" has a 33% chance which is the highest chance of any other personality type).</p><p> </p><p> In a mod like Effganic: Genesis the intersection of all those requirements is going to be very small as every company starts so small. I have one sim to 1979 (so 60 years like you) and I believe I did get 3.</p><p> </p><p> If you use Effganic: Genesis and mass-edit to add 100 wrestlers with 65 psychology, 70 respect and 70 experience and give them the Professional Attribute before starting a game you will see that when the requirements are met you do indeed get road agents. It's what I did to prove that it was working (I made sure they were old so they would retire very early in the sim).</p>
  4. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="i effin rule" data-cite="i effin rule" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49686" data-ipsquote-contentclass="forums_Topic"><div>Additionally, I believe he said that anyone who retires and is a Professional or Stalwart should become a Road Agent.</div></blockquote><p> </p><p> This is what it is specifically:</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49686" data-ipsquote-contentclass="forums_Topic"><div>- Made Stalwarts and Professional workers who qualify automatically become road agents upon retirement, removing the random element</div></blockquote><p> </p><p> The requirements are Psychology 65, Respect 70 & Experience 70. This means that for the first few decades it's going to be hard to get road agents organically. I did sim once all the way to 1979 and I was starting to see more (but it wasn't all done in the patch that made the change for Professional/Stalwart).</p>
  5. Click on the line so you can see the breakdown. I know in my own created fed I was paying nearly triple the wages in travel costs as I didn’t have enough local workers to fill out my roster.
  6. One thing I would like to see is an addition to Auto-Fix Imbalances where if a company sits without an owner for a certain amount of time (lets say six months), auto-fix imbalances would generate an appropriate candidate. This is probably mostly just an issue for the early years of organic mods. It has always seemed strange to me the game will generate bookers, announcers, color commentators but not owners. Obviously a way around it is to add a few more potential owners to pool before starting a organic game, which is what I'll be doing for now.
  7. I haven't seen this either. And if it were true I fail to see how a worker could ever get past 17 in an organic mod like Effganic:Genesis (and they do get past 17 all the time...i've advanced 55 years).
  8. So in my latest watcher game one thing I've noticed is that Large and Titanic companies can fall directly to Medium and then once the "cooling down" period is complete rocket directly back up to Large/Titanic. http://www.mediafire.com/convkey/74c0/l4ijnzq6bhwc4cvzg.jpg This seems a little strange. I would propose the following for companies Big & larger: - A company can only fall/rise one size level at a time. - There is a grace period before the company can change another level. Personally I would set to something like 1, 2 or 3 months. Deliberately chose this to be short to allow for somewhat rapid changes and to differentiate it from the 6 month "cooling down" period at the medium/big thresh-hold.
  9. Correct me if I'm wrong but isn't this an issue with past TEW's as well that was significantly negated by the way attendance worked in those past games (it's been a long time since I played TEW2016. I believe in the past attendance was based on both your popularity and your company size. This resulted in step changes in attendance whenever a company rose in size but also prevented small companies from reaching ridiculously high levels of attendance. The broken finances get even worse if a company continuously increases their merchandising allowing them to reach completely broken levels of merchandise sales. I kind of already covered it in my own thread: http://www.greydogsoftware.com/forum/showthread.php?t=548141&highlight=merchandise In that thread I was trying to come up with a formula that could do attendance scaling without step changes but haven't really put a lot of effort into it. Audience Fatigue is something that is needed as well.
  10. <p>Hey I have a question for those doing watcher games in this mod. Has anyone seen AOW get an owner? I have never seen it and they always go out of business because they can't run shows.</p><p> </p><p> Looking in the in-game editor in my current sim there seems to only be 2 potential owners left for Britain and they are both female (but no limit on age or company size - they are not generated characters). Wondering if they won't get involved in all-male promotions?</p><p> </p><p> What's weird though is that Pride of Germany, Quebec Championship Wrestling and Viva La Lucha all found potential owners from generated characters. The owner for Pride of Germany was generated in Britain.</p><p> </p><p> Now I've only simmed 5 years so I'll see what happens over the next 5.</p>
  11. In the latest version, it looks like you forgot a second training facility for Japan resulting in not enough workers in Japan.
  12. Well it's a little more work because there are no advanced filters in free pictures (you can only filter for missing picture) but you can delete all entry's except for the entry's for announcers/color commentators. Or delete all entries and add announcer/color free picks back in after. Free pictures can be restricted by role. This way announcer's could still be generated.
  13. I think part of the problem is that a lot of the profit a company generates is based off of popularity which is giving these single region companies an advantage once they get over the hump (ie they either get over the hump or they go bankrupt). Then some of the expenses are scaled by company size. Marketing: based on the tool tip this is based purely on company size. Miscellaneous: based on company size and amount of profit. This is leading to a very high profit margin. So in the current system we are expected to believe that a small company is only spending $2500 on marketing and is getting 25K attendance levels and is selling an insane amount of merchadise.
  14. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Kalmus" data-cite="Kalmus" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50375" data-ipsquote-contentclass="forums_Topic"><div>I think you are right and wrong.<p> </p><p> Let me explain. What you suggest there compleatly screwes up real life mods even more then they already are. Companies are going bust left right and centre.</p><p> </p><p> In my own save I had 7 companies go belly up inside a year. And thats with current money stuff. They were ROH,CMLL,IWA,some all women promotion,SHIMMER(saved by me),FIP(bought put by me and renamed to ESW)</p><p> </p></div></blockquote><p> </p><p> That's why the scaling needs to be set up properly. I was trying to figure out a system that wouldn't overly punish the smaller companies or I agree they would all go bust.</p>
  15. <p>So I was trying to think of how to do attendance scaling without having jumps when a company increases in size. I think it could be accomplished by having the attendance set up as follows:</p><p> 1. The attendance that is based of the region the show is held in has diminishing returns at higher popularity levels.</p><p> 2. More attendance is added on top of the base single region attendance based off of the popularity in adjacent regions (lower additions in attendance based off of distance from where the show is held).</p><p> </p><p> This could be set up so that companies that have most of their popularity in one region would not reach the ridiculous levels of attendance whereas say a company that had 80 in BC and 60 in the rest of Canada could reach the higher levels.</p>
  16. So in my latest sim in Effganic Genesis I have gone 29 years with organic companies turned on and I've noticed some bad trends. Here is the most extreme example (there are others that are nearly as bad). I have a company FPWA that has been in business for 24 years. They are small and they have racked up 700 million. This is pre-pay-per view and they do not have a TV deal. Now it's possible that at some point they became medium and fell back to small. I don't know because I can only go back 12 months. They are holding approximately 10 events a month (sometimes more, sometimes less) and it looks like exclusively in BC Canada. http://www.mediafire.com/convkey/e893/c6eo8s5uo4gi18izg.jpg I looked at February 1949. Their attendance for the month was 306,451 (approximately 25,000 per event over 12 events). They made $7.5 million in merchandise which works out to about $24 per person assuming every person was unique and purchased merchandise. Also notice they are only pulling in 11K through mail order and only 3k via workers. http://www.mediafire.com/convkey/b82d/nagnm39tq2ggj58zg.jpg Anyway this really unbalances the finances and pretty much makes them trivial. It need some kind of scaling. Merchandise Live Event Scaling While it may be reasonable to assume that everyone will buy some sort of merchandise when there are only 100 people in attendance and it only costs a dollar (ie they are probably hardcore fans, relatives of the workers, etc and not many casuals) as attendance goes up the percentage of people buying needs to go down. My idea: - There needs to be a thresh-hold where this nerf does not apply in order to make it worthwhile for small companies to invest in merchandise infrastructure. Just for illustration purposes lets say 1000. - Implement different scaling factors based on attendance levels. There would probably need to be some experimentation to set the appropriate level. Just as an example: 1k - 5k: 75% in attendance buy 5k - 25k: 50% 25K & up: 25% - Perhaps as well a further nerf based on company size for extreme attendance levels. So for example a big company for an event of over 25K attendance would get the entire 25% sales of merchandise. Smaller companies would get less. This may not be needed if attendance scaling is implemented (or refined). - Perhaps a diminishing returns nerf on sales for events held in the same region in the same month. Lets say I attended 6 of the 12 events...I'm probably only buying something once. Again may not be needed if attendance scaling is implemented (or refined). - Merchandise infrastructure investment: at a certain point investment should have a greater effect on mail/internet order and diminishing returns for live events. This may already be the case as I haven't invested to the higher levels in any of my saves. Attendance Scaling 1. There needs to be attendance scaling based on company size for the higher attendance levels (thresholds should be different for different company sizes). I know this would cause jumps in attendance when the company grows which happened in past TEW's but IMO that is better than what we have now. If there already is scaling and I missed it, it needs to be increased. 2. Same region diminishing returns: Holding events in the the same region in the same month should have diminishing returns at higher attendance levels especially the smaller the company is. Anyway I'm running out of steam. I may flesh out attendance scaling some more after I've thought about it.
  17. Good to here. I did eventually notice that one of the two was supposed to be only women so I fixed it myself. I then edited it so that the "Only women Facilities" would only produce 4 grads a year and the higher quality "Mostly Male" to 6 per year. I'm going to run a sim with those settings to see how it goes.
  18. Hey I'm enjoying your mod. Good work. I answered your survey. So far my biggest issue is too many workers for longer term sims. I just downloaded your updated version and started looking through you training facilities. I'm wondering if you overlooked something. For Canada you have closed the province specific facilities in 1931 which is great but then you have 2 larger facilities: Canada Pro Wrestling Academy - 1925 to 1951 - 12 graduates per year. The Canada Pro Wrestling Academy - 1931 no close date - 12 graduates per year. I am wondering if that is intentional or if you forgot to delete one of them. The same thing exists in the 4 areas I checked so far (USA, Mexico, Canada, UK) which if the pattern holds that meas 192 workers per year from 1931 to 1951 (~ 4000 total). That's probably way too many. Things seem to start chugging once you cross 3000 workers.
  19. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="tryker2710" data-cite="tryker2710" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50138" data-ipsquote-contentclass="forums_Topic"><div>It's an organic mod made of computer generated workers. But the fact that the game is so bad at balancing it's own role ratios is concerning. As I said before it makes an unsustainable environment</div></blockquote><p> </p><p> Just confirming that I finished running a sim using Effganic Genesis up to 1942 (basically let the game run for 24 hours straight on Patch 1.05). Accidentally had organic companies turned on so at the end of that period I had 36 active companies and 3603 workers. Out of the retired workers none were road agents except for 5 that are set up that way. After using the "allseeingi" cheat, I can confirm that not a single worker has the "Future Road Agent" attribute.</p><p> </p><p> If it hasn't been posted in the Tech Support forum I will post it as a concern.</p>
  20. <p>Typically I start unemployed and then create a promotion on Rock Hard Difficult and see how far I can take it (or if I want an npc owner I'll create an equivalent Promotion in the editor before starting). And I usually play promotions that are unattractive to sponsors and have restrictions on TV time slots. In my current game my user character did have a bit of booking skill and reputation so I started with $5,000 (Bar Room Entertainment).</p><p> </p><p> In TEW2020 I've also been running nightly watcher games where I leave it on unlimited advance overnight to see how the world shapes up.</p>
  21. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Nachtfalter" data-cite="Nachtfalter" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50047" data-ipsquote-contentclass="forums_Topic"><div>Finances were way too easy and revenues way too high, originally. Now they seem too low to me. Probably not as much too low as they were too high before, but still...<p> </p><p> Either way, the radical change in finance balancing essentially kills any save that was started before the change. As an example, in my PGHW save I had buyrates between 0.85 and 1.11 before the change and 0.13 now (with significantly higher popularity, mind you).</p><p> That not just invalidates any strategic decisions or investments I might have made before the change, it also just utterly destroys any kind of immersion I could have had in the gameworld.</p><p> </p><p> Since I assume there will be further rebalancing of the financial side in future patches, here's the actual suggestion:</p><p> - Add an option/preference to have finances be anywhere from "Very easy" (aka around original release time) to "very hard" with the current settings being the default option.</p><p> </p><p> That way, both the people who thought finances were too easy (like myself) as well as people who enjoyed easily raking in lots of money can be satisfied and already started saves can be continued without game-breaking changes in the middle of a save.</p></div></blockquote><p> </p><p> This was actually something from WMMA5 that I wish he had ported over. It had both a Financial Difficulty Setting and a AI Hiring Aggression setting. However in WMMA5 even on the hardest settings it was still too easy <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> .</p>
  22. If that is what you are doing it's far faster to: 1. Create a new database 2. Exit the game 3. Go to the Default Database folder 4. Copy everything. 5. Go to your new database folder 6. Paste over it 7. Go back into the game, select your new database and edit to your hearts content.
  23. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="wwe9112" data-cite="wwe9112" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50020" data-ipsquote-contentclass="forums_Topic"><div>I'm not sure if it exists already, but it would be really nice for AI Controlled Companies to automatically alter women's wrestling. There are some eras (especially in the past) where women's wrestling just didn't exist, or it was on the back burner. It would be nice if the AI adjusted accordingly their product to fit...thank you.</div></blockquote><p> </p><p> It would be nice for some real world mods but I would only want this if it could be disabled (for those of us who play purely fictional mods and don't necessarily want to mimic reality). Maybe it's something that could be added to Era's or Narratives.</p>
  24. It’s in your mail settings. You need to set it to important. Tomorrow when I boot up the game I’ll get you the exact option if you haven’t found it your self yet. It's on page 7 of the mail settings. You want to set "Owner Position Opens" and "Booking Position Opens" to important.
  25. I generally start with a slightly modified CVerse for at least the first month after release waiting for patches and balances and learning the new systems. Then I move on to a fictional mod. In TEW2016 that was mainly CV97 and Thunderverse. In past TEW's I played a lot of 9000-verse. This time I'm thinking of going with Effganic for my first serious game after simming it for quite a few years.
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