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Bigpapa42

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Posts posted by Bigpapa42

  1. On the scrolling complaints - using the search at the top will also speed things up and bring you directly to the profile/worker/company or whatever you are looking for without any need to scroll the long lists. It may take some getting used to, but the search is fast.

     

    This. You just have to get used to it.

     

    And using the side bar arrows with a profile open has become a favorite. Its so slick.

  2. That they could finally get a break? :D It seems the last editions is just watching them in turmoil. I hope this time this is the beginning of the foundation that will lead them to #1 again in the next iteration.

     

    Fair enough.

     

    But...

     

    Another way to look at it is that they successfully transitioned the top two power positions in the company and a significant number of the top of the card without a drop in business. In 2016, they were in age-related trouble because so many top guy were almost always on time-decline. They have resolved that very effectively. I haven't compared but I bet they changed over more stars and major stars than any either TCW or USPW.

  3. Cheers bud but there is currently an issue for current day mod makers...

     

    I've converted my April 2020 mod but cant start a new game, as setting the database start date to Jan 2020 from April 2020 creates critical errors with generated contract start dates being set to April 2020 for workers who had zero years service in TEW 2016.

     

    I ran into this a bit with workers who had Employment History start dates for June, but the mod started in May. You would have to go in and adjust the start date of the contract (they have actually month year start date now, not just years of service, which is where the conflict can come from).

  4. Okay, this is kneejerk, but the the editor UI makes me want to stay with 2016 if I'm being completely honest. Super messy and confusing. Like I said, just knee jerk, but right now it feels bad to use and not intuitive at all. Why remove the ability to highlight with right click, and then use the arrow keys to scroll up and down? Very disappointed - FOR NOW.

     

    Give it a bit of time. Once you get used to those aspects, the drop down makes moving around smoother and quicker and less clicking. I find modding in 2020 a smoother process as a whole.

  5. If anyone can give a rundown of big changes, new stars, new companies, or worker deaths I’d very much appreciate it. Just started a 9 hour shift.

     

    NOTBPW and CGC merged into CWA.

     

    SOTBPW renamed itself.

     

    GCG and WEXXV are gone and japan as a whole is fairly destabilized.

     

    US scene remains fairly in-line, but Jack Bruce retired and Rocky Golden is the new golden babyface of SWF.

  6. TEW 2016 to 2020 Database Conversion Checklist

    with help from D16NJD16

     

    So a similar thread was created last time and I think it helped those who are converted over mods.

     

    A mod converted over from TEW 2016 to TEW 2020 is playable. The converter will look for major errors which need to be fixed and minor errors which it will mostly correct. So far, it seems to be more playable immediately after a conversion than the 2013 to 2016 conversion process was, where the changeover of broadcasters and minimum requirements meant that without any editing, a 2013 mod converted to 2016 would end up with a lot of “interesting” broadcast deals in a save.

     

    So here are some things to look at that will help. Some are quite necessary and some are more “polish”. I do also have make mention that the Handbook has a ton of great information and is accessible from the Editor, so if something isn’t clear… check there first.

     

    Editing - this is opinion, I guess, but I find editing on 2020 so much smoother. The bigger resolution allows more information on the main screen and switching between Sections is realy slick with the drop down list.

     

    Attributes – probably the most obvious one. The game will convert over the personality settings from TEW 2016 to create Personality attributes, but there are so many more that can be added that impact various things. Creating a shared community list of these for real world workers wouldn’t be the worst idea…

     

    There are different types of attributes – personality, gimmick, and Performance/Misc. Each of these can be added with the option of being Visible and of being Permanent. Obviously, some conflict and can’t be added together.

     

    The conversion process will try to assign personality and gimmick attributes based on the worker info in the 2016 data. Some won’t get a personality – which just basically means they are generic. As the Handbook points out, there is nothing wrong with a generic personality and the game will function fine if every single worker has no set personality.

     

    In terms of gimmick attributes, you will get positive and negative, based on the sliders. Depending on how the gimmick ratings were done for a given worker, they could have almost nothing, or a bunch of positive or negative. One thing I will probably watch for is workers who have a whole of negative gimmick attributes (“Can’t Work Brute”, etc) as having a bunch of negative ones just seems like data clutter to me, unless they are all fully accurate.

     

    The Performance/Misc Attributes are unnecessary in a basic sense. I don’t think any of them will add automatically based on 2016 data converting. But they are a huge dynamic added to 2020 to really bring any game world to life, so very much worth spending some time on if you want a deep and unique mod..

     

    Skills - the two “new” skills for workers are Experience and Technical. The latter is not new, but a combination of Chain, Mat, and Submissions from previously. Experience will be estimated by the Editor but it something that might need adjusting for workers.

     

    Potential - is now broken down into areas, so you can have someone with great potential but only in certain ways. Great to mold how you want a particular real world worker to develop.

     

    Gimmicks: they will carry over on a conversion. But while the Gimmicks list still exists in the data as a "Gimmick suggestion list", the actual gimmick data for a worker or contract is now just a box to type anything in. The existing 2016 gimmick will carry over if there was one.

     

    Products – this is simplified with the selection of products available. It will still require tweaking as the conversion may not select the most accurate one for a given company based on the 2016 product information. The editor has a Product Search function on the Product page of the Companies section, which can be really helpful. And with the addition of core products, you can set two different product types for a given company - Core and Current.

     

    There are other elements within the products as well, such as the women’s division settings, Match Focus, and Angle Focus.

     

    Note - on some conversions, the product settings may result in the fairly generic "Classic Balanced" product, so you definitely want to look over companies.

     

    Roster Size Preferences – Adam has mentioned that roster sizes have increased. Owner preferences make a big impact here. So if an owner preference was set for a bigger roster size on TEW 2016, there is a very good chance this needs to be tweaked down or the company will hire everyone. Literally EVERYONE.

    Production Values and Financials - not new, obviously. And they may work exactly as set when the mod is converted. But this is something to watch for when testing. Checking on financials on soak tests is much easier now because you see the financial breakdown for each company (very yay).

     

    Production values can be something to watch for when doing test sims for financial stability. If you have several companies in competition and one of them has production above-level, others will likely follow, creating a kind of production-quality arms race that can sink everyone involved. The in-game descriptions of the different Production settings are actually very clear and worth checking out when you are assigning them.

     

    Training Facilities – this can potentially have a big financial impact, especially if the dojo is connected to the company. A really good dojo in 2016 will convert to a training facility that has really good Training and Facilities in 2020. But the latter makes it very costly to run on a monthly basis. And paying $650K per month to run that training facility could bankrupt a company like AJPW or Noah. So definitely something to watch for.

     

    Schedules – not something that necessarily NEEDS to be adjusted but the changes leave a lot of cool options available, especially if you are recreating real company schedules.The Schedule function in the Company page of the Editor provides a lot of options, and takes away the need to generate individual touring shows as stand alone events.

     

    Contracts – Written contracts in TEW 2016 will convert to Written deals in TEW 2020, but you may need to add the Iron Clad clause to lock those deals in. A worker on a Written deal without an Iron Clad clause can still leave, but simply has to provide notice.

     

    Contracts now allow you to specify the worker role. This should convert, but might get messy if a worker has multiple available roles. In one test I ran, I got an error that a worker was ineligible to hold a specific title. I looked over the title settings and it didn't make any sense… until I checked their contract and they weren’t given an in-ring role. That was the reason for the ineligibility.

     

    Another element to watch for is that contracts can be per month or per appearance. It seems fairly obvious to say, but someone who is expected to appear on a number of shows in a given month should probably be on a “per month” pay setup, as even a fairly-low per-appearance wage can add up. Do that across an entire roster and the costs could overwhelm the finances of a smaller company that runs regular shows (tour schedule, etc).

     

    Contracts seem to be what brings up the most errors. Workers with "conflicting exclusive and non-exclusive" contracts. You may have adjust one of them to be non-exclusive, regardless of type. And since contract now have specific start dates, if that date is after the start date of the mod, it will create an error that the converter can't take care of. That can happen as the contract start date references the Job History information.

     

    Broadcasters – as stated in the Developers Journal, some adjustments are required. Not just the broadcaster types (Terrestrial, Cable, and Internet) but also Minimum Requirements and coverage levels. You can also limit many shows a broadcaster will carry or companies they will work with. Coverage ranges might need to be adjusted.

     

    Note - with new Internet-based broadcasters, who best to set those up might take some experimentation. For example, YouTube could be one broadcasters with worldwide range, or broken up into regional versions. Doing it the former way might result in companies on that broadcaster attaining unique and unlikely growth. As well, when researching, be aware that many channels / networks are described on Wikipedia as "free to air", but that often means "Terrestrial" in TEW terms. They are commercial broadcasters that make their money selling commercials, generally pay for content, and is available without a cable package - hence the label of free-to-air. But in TEW terms, free-to-air is something like PBS - publicly funded, no commercials, won't pay for content, and anyone can air anything locally. BBC and CBC could fall into this, but probably aren't really.

     

    Broadcast Deals – the revenue split is going to be something you will have to play with. Too high and companies will be drowning in money. Too low and companies will just drown.

     

    Wrestler Type – will convert over by will require tweaking

     

    Titles – belt bios are pretty self-explanatory. Levels have changed too, so a world title for a small company is no longer 70+. And you can indicate a given title as an accomplishment now (Royal Rumble, etc). Current title holder is no longer a subscreen but part of the Title editor screen (its the little things)

     

    Stables – same. Stables will function without much adjustment, but you may want to tweak to

     

    Venues & Location - the addition of Locations is the big element, but for venues, there is now Venue Importance. That can help emulate “wrestling meccas” like Koruken Hall.

     

    Job History - the auto-name function on this makes it so much faster to add employment history to a worker.

     

    Matches: certain "types" of matches are longer valid / needed as they are indicated via Road Agent Note, such as Comedy match.

     

    Other Shows: adding some more depth to the gameworld, these are a new addition for 2020. The Cverse, delightfully, uses real names for everything so they can be imported. If someone adds to it or comes up with a fuller set, that would be awesome but probably not a priority for most modders.

     

    D16NJD16 did a similar thread already.

  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MrJeeps" data-cite="MrJeeps" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>That's cool. I only play Cornell and Thunder.</div></blockquote><p> </p><p> Neither one has enough future workers to be sustainable long-term. If you play 3-5 years, it won't have much impact. But if you manage to go much longer, those game-generated workers because much more necessary.</p>
  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="The-619" data-cite="The-619" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47546" data-ipsquote-contentclass="forums_Topic"><div>I'm very keen for this mod. This is a great idea.</div></blockquote><p> </p><p> Glad to hear it. </p><p> </p><p> Its not a method I would 100% recommend someone else trying and I'll get around to explaining the positives and negatives at some point. It looks like its going to give the outcome I was seeking - balance and results - but just didn't streamline the process quite like I was hoping. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="xGus" data-cite="xGus" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47546" data-ipsquote-contentclass="forums_Topic"><div>Looks really good, I will definitely give it a try, it's nice to see the number of "yet to debut workers"!</div></blockquote><p> </p><p> Well... that's an estimate of the yet-to-debut workers. I have about 250-300 on the list already, and I haven't actively sought out ones to add. That will be one of the last things. It could end up being somewhere lower, but I will be trying to have most notable workers who debuted after May 2013 in there. Where it gets hard to decide is those who debuted, had a career that lasted a year or two, and then left the business. Plenty of those in joshi and in the WWE developmental system. If they never really made an impact in wrestling, then I lean towards no. But I'm always open.</p>
  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MrJeeps" data-cite="MrJeeps" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>So if I were to turn regeneration completely off, that would mean I would get no more of those guys with static bios that describe what school they came from, what their finisher is, and whether they are a good face/heel right? I don't like those.</div></blockquote><p> </p><p> That's new Worker Generation. The game creating random workers. It will use a Free Pic if there is one available, or generate without an image if there isn't. Regeneration is similar, but using some of the basic info from workers who have retired and left the gameworld, then (depending on settings) using their pic. </p><p> </p><p> Either one can be turned off. But if turn it off entirely, the game won't generate much for new workers except where absolutely necessary. Depending on the mod, that may or may not be a good thing.</p>
  10. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MrJeeps" data-cite="MrJeeps" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Right. Could have sworn I turned it off in my last game and I just got a new worker with the Oldest DeColt as his picture.<p> </p><p> Turning that off won't cripple the game right? There are enough workers that get inserted naturally as the game progresses I mean.</p></div></blockquote><p> </p><p> The game comes with quite a lot of free pics, and you can add more. That makes regeneration less necessary.</p>
  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MrJeeps" data-cite="MrJeeps" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I just got 10x more excited. I love Random events. TEW 2016 question. It breaks my immersion when a new worker pops up, aged 20 with like Dan Stone's picture. How can I turn that off?</div></blockquote><p> </p><p> That's regeneration. Its in the Editor.</p>
  12. So I've been doing a crap job of updating this but progress is ongoing. The focus continues to be on adding active wrestlers. Closing in on 1500 workers. I think the end point of active workers will be somewhere around 2000 so not so far away. There will be a load conversion optimization, testing, and then the addition of future workers.

     

    I've avoided doing too much testing but the testing I have done has been promising. Its about what you expect - New Japan is a monster and WWE is a bit inconsistent. TNA struggles financially and sometimes dies (as they probably should have, repeatedly). The smaller companies seem fairly stable.

     

    The workers that are going in now are mostly "lower level" talent, which are a bit faster and easier to add in. Rosters for most companies are relatively complete. I just did a blitz of joshi workers and those are pretty complete now.

     

    I've stopped adding agers. Still adding the pics, but I will go through agers later once its converted as it sounds like that will make the process a lot quicker.

     

    I've been adding title belts lately. Was holding off to try to find good cuts, but I've realized that belts might end up being the most inconsistent part of the pic pack, at least off the start.

     

    Once the current game world is fairly completely, I will probably release a beta. No need to hold off until I've added all the future workers, as that will be an ongoing process.

  13. Thanks

     

    • Adam for TEW and the CornellVerse
    • The ThunderVerse Crew
    • The Mod Squad
    • Derek B for the Mod Making Guide
    • Fleish, Southside Hitman and everyone who has worked on the Real World Chronicles
    • Forlan for T-Zone
    • TheWho1987 and crew for the TEW Modding Resource
    • Mammoth - HUGELY
    • FullMetal for the name mod
    • Asaemon for his work
    • JoeMurphy for his Super Awesome pic pack
    • Taker for his pic pack
    • All the graphic artists and cutters
    • Jon for all his help on this and previous projects
    • Zero, King Steventon, Ed, and others who have provided opinions on talent
    • Strigga for running Cagematch

  14. Can You Help?

     

    This is massively presumptuous of me, but there are often folks in this community who offer to help out whenever a project comes up. And while any offers are appreciated, the answer is going to be the same for anyone at this point - not yet.

     

    There will be need down the road, but the process is still too early to really do any kind of testing or data validation just yet.

     

    Questions

     

    Things I'm seeking feedback / thoughts on.

  15. Data

     

    The Mod Details

    Start Date: May 1, 2013

    Active Promotions: 61

    Future Promotions: 8

    Total Workers: 1861

    Active Male Workers: 973

    Active Female Workers: 246

    Future Male Workers: 25

    Future Female Workers: 14

    Non-Wrestlers: 324

    Agers: 1053

    Alter Egos: 546

    Dojo Graduates: 242

    Mask & Hair History: 88

    Stables: 48

    Teams: 266

    Titles: 154

    Last Updated: July 7, 2020

     

    Top Workers in Game - updated July 7

    1. Hiroshi Tanahashi
    2. Bryan Danielson
    3. Negro Casas
    4. Kazuchika Okada
    5. CM Punk
    6. Chris Jericho
    7. Kota Ibushi
    8. AJ Styles
    9. La Sombra
    10. Rey Mysterio
    11. YAMATO
    12. Tetsuya Naito
    13. CIMA
    14. Shinsuke Nakamura
    15. Perro Aguayo Jr
    16. Averno
    17. Mistico
    18. Kenny Omega
    19. John Cena
    20. Naomichi Marufuji
    21. KENTA
    22. Masaaki Mochizuki
    23. Mephisto
    24. Ultimo Guerrero
    25. Kurt Angle
    26. El Generico
    27. Psycho Clown
    28. Manami Toyota
    29. Nick Nemeth
    30. Triple H
    31. Fergal Devitt
    32. La Parka
    33. Jushin Liger
    34. Christian Cage
    35. Aero Star
    36. Atlantis
    37. Katsuyori Shibata
    38. The Undertaker
    39. Chessman
    40. Dos Caras Jr

     

    * there is some variance each save in terms of the absolute rankings. So #4 and #5 might switch around on one new save

     

    ** veteran workers who are declining such as Kurt Angle and Ultimo Guerrero have physical condition that will impact their match grades notably, so their ranking is a bit... "false"

  16. Progress

     

    Information Updated: November 3, 2020

    Estimated Completion Percentage: 71.742%

    Estimated Total Active Workers: 2000 - 2250

    Estimated Future Workers: 750 - 1000

    Estimated Release Date: To Be Determined

     

    Current Working On

     

    • Adding Currently Active Workers: each full edited with employment history, moveset, biography, agers, and contracts

     

    Completed

     

    • Promotions: TEW 2020 Updating still required
    • Broadcasters: TEW 2020 updating still required and will be looking to integrate Aesamon's broadcasters mod

     

    Yet to Do

     

    • Yet to Debut Workers
    • Broadcast Deals
    • Schedules - will need to be updated for TEW 2020
    • Title Belts & Lineages: will be one of the last things
    • Hall of Fames
    • Hall of Immortals
    • Legendary Deceased Workers
    • Testing for Short Term Results
    • Testing for Long Term Stability

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