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CapGermany

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  1. How to play alliances/title changes Hello, I try to grasp how playing an alliance company works. In a MOD I played a small NWA territory. I borrowed to the title for the nicht and gave it to a very low level wrestler, who became NWA-champion. Is it supposed to work that way?! Do the other alliance members not have a say in it? Thanx for your input.
  2. Automatic random worker/company creation? In my game the program does not create new workers or companies randomly. How can I fix this? Thank you for your help! I had a great 30 year+ game bach in 2008/09 and would love to play such an epic random game again...
  3. I want to strongly second that. My experience is, that you will end up with empty shells of companies if you do not create owner characters your own in organic games...
  4. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="VBigB" data-cite="VBigB" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50138" data-ipsquote-contentclass="forums_Topic"><div>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> If it hasn't been posted in the Tech Support forum I will post it as a concern.</p></div></blockquote><p> I can confirm that. Even in the newest patch (6th of June) no road agents appear after 60 years of simulation!</p>
  5. <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>If you have small roster penalty on, I'd say 12 - 16, if it is off then I'd say you could probably get by with 10.<p> </p><p> </p><p> </p><p> You have to turn on Auto Fix Imbalances.</p></div></blockquote><p> I did not. But after 50 years only 3 road agents were created…:-/</p>
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BobbyRogers" data-cite="BobbyRogers" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49686" data-ipsquote-contentclass="forums_Topic"><div>As an Effganic/MVP player, I fired this would be a good thread to to confirm that as long as you allow organic companies, autobalance, new workers, and whatever else you want, you could actually set up a bare bones mod with one worker, one company, a user character, and the standard DB imports (broadcaster/names/gimmicks etc.). <p> </p><p> 5 years in and I have 10 new companies and only one in Canada has never hired. I don't even have future workers or companies.</p><p> </p><p> This runs MUCH better than previous games, where it seems no one would ever be hired, bankruptcies, and there were never enough workers.</p></div></blockquote><p> Did the sim produce road agents? I am 50 years in the sim and only 3 road agents were generated!</p>
  7. Does the game not create new Referees Colour Commentators Announcers After 10 years not one new non-wrestler emerged...
  8. <p>Effganic is the best</p><p> </p><p> Let fate create a completely unique game from nothing.</p>
  9. Can't wait... In the past 90% of my gameplay was your organic mod. I can't wait to start a game in TWE 2020.
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