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Bigpapa42

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Posts posted by Bigpapa42

  1. Data

     

    The Mod Details

    Start Date: May 1, 2013

    Active Promotions: 61

    Future Promotions: 7

    Total Workers: 808

    Active Male Workers: 523

    Active Female Workers: 102

    Future Male Workers: 11

    Future Female Workers: 2

    Non-Wrestlers: 83

    Yet to Debut Non-Wrestlers: 4

    Agers: 778

    Alter Egos: 350

    Dojo Graduates: 140

    Mask & Hair History: 24

    Stables: 26

    Teams: 125

    Titles: 24

    Last Updated: December 27, 2019

     

    Top Workers in Game - Regularly Updated

    1. Hiroshi Tanahashi
    2. Bryan Danielson
    3. Kazuchika Okada
    4. CM Punk
    5. Shinsuke Nakamura
    6. AJ Styles
    7. Kota Ibushi
    8. Chris Jericho
    9. Averno
    10. Perro Aguayo Jr
    11. Negro Casas
    12. CIMA
    13. Fergal Devitt
    14. Keiji Mutoh
    15. Kurt Angle
    16. YAMATO
    17. Kenny Omega
    18. Tetsuya Naito
    19. John Cena
    20. Rey Mysterio
    21. The Undertaker
    22. Minoru Suzuki
    23. La Mascara
    24. KENTA
    25. Masaaki Mochizuki
    26. Triple H
    27. Naomichi Marufuji
    28. Psycho Clown
    29. HARASHIMA
    30. La Sombra
    31. Ultimo Guerrero
    32. El Generico
    33. Minoru Suzuki
    34. Robert Roode
    35. Ultimo Guerrero
    36. Mistico
    37. Claudio Castagnoli
    38. Angel de Oro
    39. Chessman
    40. El Texano Jr
    41. TJ Wilson
    42. Hirooki Goto
    43. Atlantis
    44. Aero Star
    45. Meiko Satormua

     

    * 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"

  2. Progress

     

    Information Updated: November 11, 2019

    Estimated Completion Percentage: 18%

    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

  3. A 2013 Mod in Progress - The YES! Mod

     

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    The YES! Mod

     

    The Yes Mod (TYM) is a TEW mod starting in May of 2013 that is built from scratch… sort of.

     

    The mod is being built on TEW 2016 but the intent is to optimize it for TEW 2020 (when possible). There is no estimated time frame for completion at this point, but the intent is to release it for TEW 2020 only.

     

    The Time Period

     

    The 2013 period is recent enough that it doesn’t necessarily feel “historical”, but its over six year ago now. It’s a period that particularly appeals to me because there were some interesting things going on, but perhaps most important, tons of potential to do things different. It was a transitional period and a period with a ton of potential. A lot of the workers who are now hitting their primes and taking over wrestling today were getting their start around then.

     

    In the WWE, WrestleMania 29 was just headlined by the Rematch of the Century. John Cena is the WWE champion and still the figurehead, but he is starting the process of stepping down from the very top, so it looks and feels like a period of transition. CM Punk isn’t yet determined to leave and Daniel Bryan’s run towards WM30 is just beginning. The Shield are running riot. The Wyatt family are about to debut. The genesis of the women’s revolution is starting. NXT is starting to get really good.

     

    Perhaps more importantly, its outside of the WWE bubble that things are most intriguing.

     

    The US indy scene is quite loaded with young talent, many of whom have landed with the WWE or TNA in the years since then. Gargano, Cole, ACH, Steen, the Young Bucks, David Starr, AR Fox, reDragon, Ciampa, Thatcher, Busick, Cobb, Callahan, Ricochet… Whether your preference is ROH, PWG, Evolve, CZW or maybe even Game Changer Wrestling (even thought it wasn’t GCW yet)…. There are building blocks to shape your promotion around.

     

    If your tastes run more towards TNA…. Well, this was just before the TNA slide got serious. They were still on Spike TV. They still had (and could arguably afford) the likes of AJ Styles, Sting, Kurt Angle, and Samoa Joe. TNA was in the midst of the “awesome” Aces n Eights storyline. But TNA will be set up to be challenging to be run rather than an easy path to success.

     

    In Japan, top dog New Japan Pro Wrestling is in the early stages of a golden period in terms of in-ring quality. Okada is just starting to hit his peak. And this right before Bullet Club formed under Devitt. Los Ignerobles hasn’t formed yet, so maybe you can be the one to get Naito to the top.

     

    AJPW and Noah, both once pretty direct competition to NJPW, are far from that now. Noah has just had a scandal and exodus, with AJPW about to experience one. That creates opportunities. Dragon Gate are still doing Dragon Gate things, and have some young talent coming through, plus some great junior wrestlers from abroad they can go after. Companies like DDT have plenty of talent.

     

    If you prefer the joshi side of Japan, there is a lot of talent and 5 companies to choose from.

     

    The UK and Europe scenes are starting to heat up. Companies like wXw, Progress Rev Pro, and ICW are doing interesting things and there is a ton of young talent to go after and develop.

     

    And even Australia, which always seems to fairly barren in the mods I've messed around with in the past, had quite a glut of talent in this time period. You have Robbie Eagles, Travis Banks, Jonah Rock, the Might Don't Kneel, KC Cassidy, Ryan Rollins, Jessie McKay, Toni Storm, Jay White, Madison Eagles, Shazza McKenzie, Mark Davis.... That's a LOT of talent. Most of those will be set to work outside of Australia so it might be tough hanging onto some of them, but I do think Australia will be pretty interesting in this mod.

     

    Some Backstory

     

    Way back before TEW 2016 was released, I got my grubby hands on an early version of the Real World Chronicles from late 2013. My original intent was just to update that for personal games. It had about 1300 workers so it needed more active workers and companies, plus a lot talent that debuted (or gained a bigger reputation) after the start date. I’m also kinda picky with details – I am bothered by incomplete game areas, or game mechanics that don’t function because the mod was built on an earlier version and wasn’t properly updated when it was converted. So it became a lot of work. I’ve picked away at it over the years, but honestly, adding in somewhere around 1500 more workers plus editing the 1300 already in the data for all the things that changed from 13 to 16 was just not an appealing process…. Just never got rolling on it to really make strong headway.

     

    Started to mull the idea of starting form scratch. But a few issues with that. One is the pure intimidation of skilling everything. I mean, what if you create 1,000 workers and then realize the balance is way off? The results just aren’t want you want or expect? That was a MAJOR concern. Another is my own limitations – I absolutely don’t know every corner of the wrestling world, and while I do watch plenty, its not always with that keen analytical eye. I am well aware on the volume of research work many modders do to skill accurately, and I have no desire to emulate that.

     

    So I came to the idea of “slotting”.

     

    The Methodology

     

    The idea of slotting is basically using worker who fill a similar role in another mod and importing them. They are then edited to be the real world worker.

     

    Due to familiarity, diversity of talent, overall balance, and the game-worlds as a whole, the workers being used are from the CornellVerse and the ThunderVerse. Familiarity is important here, as is balance. I like the overall balance in the game world of both mods.

     

    The basic idea of slotting is finding someone in the Cverse or Tverse who fills a similar to role to the real world worker I want. By turning them into the real world worker in question, I immediately have good idea of how that worker will function (grade) in the mod.

     

    What’s the point? Why is that different than skilling someone from scratch? Theoretically, it takes less time (which turned out to be kinda false belief). But more importantly, it means I already have a good idea of how that worker will function within the TEW game world. Obviously, the game world I’m creating is not quite the same either the Cverse or Tverse (companies sizes vary, etc), but its similar enough that it seems to carry over.

     

    So if I want to create Hiroshi Tanahashi, I can look in either of the two mods for someone who is a top puro worker in their later 30s and works for a national-level puro company. There are actually a few options to choose from. If I have an idea of how each of those workers function within the Cvere or Tverse, I already have a step ahead than if I’m skilling from scratch.

     

    Does it work? Well, the game world is far from complete, which mean test soaks can only be so accurate. But tests show the kind of balance I was hoping for. And at the end of the day, I’m really most concerned with balance and grades and while I can’t properly test for long-term stability yet, the overall initial impression is good.

     

    There are other drawbacks to this approach which I can touch at some point.

     

    Non-wrestlers and probably some retired wrestlers are being imported, though.

     

    Companies will be mostly imported, with a few from scratch. They will be adjusted to suit and redone when ported to TEW 2020 for products and other changes.

     

    Title belts will be done individually. My original intent was to import them but they have to be adjusted for consistency anyway, so going from scratch just seems…. easier.

     

    The Game World

     

    When I talk about the game world balance of the Cverse and Tverse, I’m not referring to the specific game world structure – Cverse having 3 national companies in the US, 1 national company in Mexico, etc – but moreso the balance of talent. The way that every company is reasonably sustainable and has some talent available. Every area has good (not always great) workers and some prospects. Every company has something that makes them interesting and unique, but also something that makes them at least a little bit challenging.

     

    When I’ve modded in the past, I’ve been guilty of having companies or even entire regions that were… unappealing. You look at a roster and every worker is all Ds and Es for skills and they all look the same… What appeal is there to run that company? Even if you like the company in real wrestling…. there just isn’t something there to hook you. Those generic-looking indy rosters happen easily (especially in regions of the world you the modern aren’t very familiar with) and may actually be quite accurate. But its also something I do want to avoid. That is also why this time period appealed – there was plenty of talent in regions that sometimes get that treatment.

     

    That said, I also don’t want all the regions full overly magnificently talented workers when, in reality, they aren’t. Overpowering to a serious level isn’t appealing, whether it’s the WWE or a tiny indy company. Which is why I’m seeking that overall game-world balance.

     

    Intended Features

    • bios being written individually. They are intended to give a bit of info about the worker without being too detailed, and have a bit of personality. Even sometimes a bit of humor.
       
    • a stand alone pic pack is being put together, using Organic style cuts. The intent is to be fairly consistent with quality and look, as much as possible
       
    • logos are a bit of a mix but all will be the organic style with black border
       
    • quite a few agers
       
    • a large amount of free pics, a whole chunk of which I cut myself (poorly). Also intend to include some rendered free pics, which won’t be to everyone tastes.
       
    • employment histories as much as possible, but only for companies in the data. Not much use putting in initials for companies that don’t exist in the game-world.
       
    • all companies will be redone to have the TEW 2020 products
       
    • some historical companies
       
    • Hall of Fames for every company
       
    • cuts specifically for Hall of Fame & Hall of Immortals
       
    • broadcasters redone to suit TEW 2020 changes
       
    • stables will be redone to fit TEW 2020 changes, with logos added where possible
       
    • training facilities will be redone to fit with TEW 2020 changes
       
    • title histories done so they all match stylistically and connect to the appropriate workers

  4. Yeah I know but I don't want to have to do that every time I book would be tedious for me personally, Maybe in the roster and booking screens if it said the company record and match history obviously for specifics.

     

    But the records aren't used explicitly by any other company the way they are by AEW, so it would literally be changing around the roster and booking screens for booking like AEW does.

  5. Am I the only one who is extremely excited about the new attributes shown the past few days? I feel like this will change TEW so much for the better. This will make people think about having older workers, and guys who can be leaders on the roster to help train young guys and a bunch of other things. This has changed the game for splits now too. Each company is gonna have to thing about keeping older guys to help boost some younger guys

     

    Nope, you are definitely not the only one. It really allows each worker to be crafted and feel unique in ways that weren't really possible before. Huge fan of the concept and what its sounds like so far, the application as well.

  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="DatIsraeliGuy" data-cite="DatIsraeliGuy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I'm kinda confused about the decision not to have previews of the CVerse.<p> It's one of the main parts of the game, surely there needs to be some info about it</p></div></blockquote><p> </p><p> Why? What details of the evolution of the default game-world absolutely have to be shared? </p><p> </p><p> I'm as eager as anyone to see how the game world has changed. I would LOVE to get some form of preview. But.... I completely get why many prefer to get the full experience of exploring it when its released. And taking that away from those to minimally satisfy my own curiosity seems... selfish....</p>
  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Munit" data-cite="Munit" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>What skills should I look for in a good manager ?</div></blockquote><p> </p><p> Entertainment skills. They can get away with just Microphone, but overall entertainment skills are nicer. </p><p> </p><p> If they are a not-talking-much valet, then they can get away with just Sex Appeal.</p>
  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Munit" data-cite="Munit" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46970" data-ipsquote-contentclass="forums_Topic"><div>How do we convert this to 16?</div></blockquote><p> </p><p> Create a blank DB in 2016 but delete the DB file, copy the 2013 DB file in the folder, and run the converter in the editor on TEW 2016. Then put the pics in the 2016 pic folder that was created.</p>
  9. Yeah, under your development tab there is a TV controls tab and on that screen you have the option to put your development shows on your own network should you have one. It's actually a great way to get your development talent some popularity before calling them up to your main roster. IMO, the best reason to invest in your own network as soon as possible. Otherwise everyone called up from development will likely be below the enhancement talent on your roster in popularity.

     

    You can also use the "Borrow from Development" function. Having top developmental workers job on your B show can rapidly move them from zero popularity to like D range if you are a national level promotion. The low popularity mechanic is very helpful in this regard.

  10. I've actually always thought the Stones were a Canadian version of the Guerrero family. All of the Guerreros were excellent in ring wrestlers, but most weren't particularly good promos.

     

    I agree about the point that CGC is more Stampede than NOTBPW, but I've always related the DeColt boys to the Von Erichs (as many have). Big, muscular heavyweights that are good entertainers and some can go in the ring, but all are brawlers.

     

    The hard thing with the CVerse is there aren't, for the most part, exact equivalents. There are definite inspirations, but things don't always match up perfectly.

     

    That's a good shout. Guerrero family is a nice connection.

     

    And yeah, the DeColt's being similar to the Von Erich makes sense. And from what I know of WCCW, it was fairly entertainment based too.

     

    These connections are definitely just for us. I really don't think Adam created them based on these connections lol

     

    Probably the axe handle then. I recall Stampede Wrestling firing Cpl Kirschner (though they called him Colonel Kirschner at the time) because he suggested he might bring an actual weapon to a no holds barred match, so I can't imagine them letting Jason the Terrible carry an actual weapon around.

     

    I remember it as a machete, but I was totally just a kid. I always just assumed it would have been blunt-edged, not actually sharp so not a true weapon. But an axe handle really does make more sense. I REALLY wish the WWE would put up some Stampede. It sucks to rely so much on memory from the TV shows I watched every week when I was under 10.

  11. No machete but he had the rest of the get up and I recall Owen Hart making reference to him carrying around an ax handle as a weapon. Jason the Terrible also wore a second mask under his hockey mask, in case it was removed.

     

    He definitely carried around something shaped like a machete. Definitely could have been an axe handle. I don't recall if it was on TV, but I know when I saw him live in about 1986 at a house show, he had a weapon he carried around. He spent more time threatening the crowd with it than actually wrestling.

  12. I see the Stones as the Hart Family. I'm only thinking that because they're a large Canadian family, who are some of the best wrestlers in the world.

     

    To a degree. As Self point out, the entire Hart clan wasn't up to the standard set by Bret and Owen. And pretty much all of them, but especially Bret and Owen, were better characters/entertainers than the Stones are.

     

    Beyond that, CGC is WAY closer to what Stampede Wrestling was in the 80s. They absolutely had some very good wrestlers and they put on some good matches, but they were very heavily character-driven. It was early Sports Entertainment. You had a manager doing a **** gimmick, an Elvis impersonator, and Jason the Terrible. The latter was a complete take-off of Jason from the Friday the 13th movies, complete with overalls, hockey mask, and a machete. Pre-80s Stampede was before my time and maybe they weren't as goofy with the characters. But prime era Stampede with the Hart sons definitely was.

  13. I'm a little confused on the Face / Heel. So every wrestler in the new game will be able to perform Face and Heel equally? That doesn't seem right to me.

     

    No, the average wrestler can do either roughly equal. They might be sightly better at one or the other, but not massively so. So they won't have any indicator. Wrestlers who can ONLY do one or the other would get an attribute to that end. So someone who is face-only in current data would still be that way in 2020 data, just shown in a slightly different way.

     

    At least that's the way I understand it.

  14. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Masson26" data-cite="Masson26" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>Question regarding popularity.<p> </p><p> So i like to use a small local independent promotion. My question is what would the appropriate popularity be for a guy who say main events some promotion in his/her region and is a midcarder in other and a guy who is a midcarder in some and lower card guy in others?</p></div></blockquote><p> </p><p> <a href="http://www.greydogsoftware.com/forum/showthread.php?t=524746" rel="external nofollow">Derek B's Mod Making Guide</a></p><p> </p><p> This is still pretty applicable. Probably somewhere in the E range. Lower E if you want them to be mid/lower card in some promotions. Getting up into D, even D-, is a pretty popular worker for the indy level.</p>
  15. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="shawn michaels" data-cite="shawn michaels" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I hope one can create the Undertaker type of gimmick effect. Gimmicks that while tweaked over the years, remain mostly unchanged for the majority of one's career. So tweaking to keep it fresh, making it work and not needing to do a new one. Obviously this shouldn't be valid for all gimmicks, but I really don't remember what is the duration from 16 gimmicks, what is the average and how it effects it with tweaks, so I really can't remember what it exactly is lasting as much as in TEW 16.<p> </p><p> Other than that, this is really good stuff. This overhaul is great for the way we play the game, gives something of more significance for gimmicks and actually helps reduce all the unnecessary clicking. Can't wait for bigger things to come.</p></div></blockquote><p> </p><p> Undertaker went through a lot of gimmick variations that were arguably different gimmicks entirely. 1999 Taker is a lot different than 1993 Taker, which is a lot different than 2002 Taker.</p>
  16. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Fleisch" data-cite="Fleisch" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Thanks for the response. That actually changes my mind from maybe not purchasing it to it being back on my list of things to buy. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> This response makes me the happies.</p>
  17. I love the sound of the new gimmick system. I like that it ties in very nicely with the attributes system rather than requiring a whole bunch of additional data.

     

    Saw one or two mentions of possible extra work for modders. And honestly, the hold system was too. It was a nice addition on TEW 2016 when default gimmicks for a worker were ones they would automatically suit, but scaling the gimmick ratings and then picking a gimmick was a pain. Which got more painful if you weren't using their default gimmick, meaning you had to check in a test save whether the gimmick actually suited them or not.

  18. I'm sure what Adam means is that in order to get the full experience, you do need to tinker with the converted 2016 database because there will be data in the new TEW 2020 game that doesn't have an equivalent in the old 2016 game. So, it's not like features will be disabled, per se; it's just that you need to edit certain data in the editor first.

     

    Yeah, this. It was the same way with previous versions. For TEW 2016, you could convert a 2013 database and play, but certain things would be... off. Broadcasters wouldn't work ideally without some editing. Everyone would have an Average build. Things like that.

  19. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="abaker5252" data-cite="abaker5252" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Is there a way to stop workers from being generated in a real world mod? I am in 2002 and my settings have new workers starting in 2017. Every month there is a influx of auto generated workers and I want to just have real world workers.</div></blockquote><p> </p><p> Yes, its a setting you can change at any point in save. you can adjust the volume of new worker generation. Look in Settings.</p>
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