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Bigpapa42

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Everything posted by Bigpapa42

  1. Nice work on getting 2.0. Great to see, Mammoth. Hoping to dig into this a bit more soon.
  2. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mattythomas25" data-cite="Mattythomas25" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="53015" data-ipsquote-contentclass="forums_Topic"><div>Looking forward to playing this and sinking my teeth into saving TNA. Been looking for a mod like this!</div></blockquote><p> </p><p> It is a challenge!</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Madhell" data-cite="Madhell" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="53015" data-ipsquote-contentclass="forums_Topic"><div>Wowzer, Great mod, loving the challenge so far. <p> </p><p> Tried a run at TNA, and like a few people before me have said, its tough. I think I might have failed this one. </p><p> </p><p> Just finished my fourth PPV, ratings are starting to drop, the backstage is stuck on 0%. I sacked all the negatives influences on handshake deals, and sacked and fired a few of the other troublemakers on written deals, but with the toxic backstage, everyone is annoyed and stirring each other up now. I get 5-6 issues per show. I even hired a whole bunch of only positive influencers, they all starting to get annoyed now too! LOL</p><p> </p><p> I even have a legal case coming up! </p><p> </p><p> A big of a whirlwind ride to be sure.</p><p> </p><p> Any suggestions for round 2? I think its getting to that time.</p></div></blockquote><p> </p><p> It kinda depends on why everyone is getting upset. It happens for different reasons, which means you might need to use different techniques. One option is to put extra user points into the skills that impact morale and reaction to incidents. Might mean leaving points out of things like Creative or Motivating. </p><p> </p><p> You can also be proactive in getting rid of negative influences. If I remember correctly, the degree to which a worker has a positive or negative influence is impacted by their popularity / card position. So a scumbag who is a star is going to hurt more than a scumbag who is unknown to fans. Your stars being unhappy and angry kills the backstage in a hurry. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="DaBigRy" data-cite="DaBigRy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="53015" data-ipsquote-contentclass="forums_Topic"><div>I failed my first time as well, my suggestion would be to push AJ to the moon and put him in most if not all of your main events, to raise the show's total rating, until some other people start to put on matches that are close to as good. It gets a bit boring, but it worked for me. If you haven't managed to get your show ratings up to 75 before the first month ends things will be a lot more difficult as Spike will kick you off soon after that.<p> </p><p> Use some of the people who are damaging morale to put over people you want to push and annoy them until they ask for a release.</p><p> </p><p> Also hire some people on handshake deals that will help with backstage morale (DDP and Kevin Nash are both huge boosts in this regard).</p></div></blockquote><p> </p><p> Some solid advice. Especially jobbing out those you want to get rid of. It can backfire if they have friends, but getting them to ask for their release is usually cheaper and easier than firing them over an incident. Which can result in the lawsuit that costs you more in the long run. </p><p> </p><p> Regarding the Spike show ratings.... that is something that will be tweaked on the next release. Staying on Spike TV should be a challenge, not an insurmountable mountain. </p><p> </p><p> <strong>Next Update Update</strong> - starting a WWE save led me down the rabbit hole of tweaking things. I went through the full list of active workers, looking for anything wonky - skill adjustments, bio additions, etc. I've started teh process of making those tweaks. Started at the bottom alphabetically and up to S, so partway done. Roughly 1/5 of the active workers are getting some kind of tweak. None of it will be significant but a few popularity tweaks will make some companies a touch easier, just because it will reduce some overness gaps. A few missing future workers have already gone in and there are a few more I will add. Can't really put a time frame on it, as I mentioned before, because things have a tendency get busy suddenly, but I'm definitely hopeful the process won't take months.</p>
  3. This was mentioned awhile back and has been corrected. Thank you, good sir. Well, obviously not. Shark Boy is clearly a Pan-Pacific Man-Shark and so it only made sense to have him active on Oceania and nowhere else... ...or something... Seriously, though, good catch. Stuff like that is residual data. Stuff leftover from the worker that was converted. Thanks! Thanks for the feedback. I already cleaned up the matches file and have added a couple more match types. But open to suggestions in that regard. I tried not to go too overboard on the gimmick and momentum effects, but I'm open to suggestions. I do need to add some more Gimmick Pros and Cons, which I will look to add but probably not too many for the next release. Good catch as well. I'm almost certain there are some other workers with that set incorrect, so if you (or anyone else) notices, please let me know.
  4. I really appreciate the bolded and am tickled you are enjoying it. I've adjusted pretty much all of these. Not sure why a couple weren't in there, like Steen and Generico/Sebi. I dropped the NJ contracts for Omega, Ricochet, and Titan. Decent chance Omega and Ibushi get signed by NJ anyway but at least it leaves them in DDT for awhile. I had toyed with different contract stips for Brock a long while back and it seemed like the AI would still use him regularly on TV, but I just tried and its working as intended. That will make WWE TV look a bit more proper. I'm not sure on the locking titles, as lost of the smallest companies have just one or two titles, but could legit add more as they grow. Not really, no. Its a similar arc to TNA but on a short time-span. Just ran a pair of watcher sims to check out the finances of a few companies. ROH lost money for about 3-4 months, but not on a large scale. Then they became profitable - again, not on a huge scale in that direction either. That's without the AI signing up tons of indy talent, so if you do that, dynamics will be a bit different. The frustrating part of running ROH will be dealing with Sinclair's ownership. Good luck with that. LOL those two things would definitely shakeup the game world. I like that things can evolve differently. I've made those adjustments. Thanks and keep em coming if you spot more! Adjusted. Thanks for catching it.
  5. Do you mean booking reputation? I checked and he had a strong Reputation... which is debateable lol Weird. That sounds like a corrupted image. I was able to change the image without issue in the Pre Game Editor. Maybe try that? Otherwise, I will be uploading a new version in the not-too-distant future. Just getting some workers into the data. Its not going to have a lot different which is why I'm not rushing to get it out, but the Ziggles image should be corrected. True. But... the network paying for even a portion of contracts doesn't really replicate in TEW. Same as late era WCW having all its stars contracted to the parent corporation instead of the promotion itself. The contracts for those workers being large is a compromise. Its generally accepted that throughout almost the entire ownership of TNA by Panda Energy, the company struggled to make money. I know there is inherent risk in 100% believing dirt sheets and the stories of disgruntled former employees. But when there are so many examples, its hard to ignore. There are boundless stories of TNA paying talent very poorly or being late on paying them. Stories about them refusing to pay for costs associated with injuries suffered by their performers. Looking for investors. They moved to a weird PPV model around this time (which also doesn't replicate in TEW) because PPV buyrates for most of their PPVs were negligible. A few years after this, they were forced out of the company headquarters and had to set up in their merch warehouse. Everything points to a company struggling to be profitable. Setting up a company to be successful but not easily successful is not the easiest thing in TEW. I could have just set them up without making finances a concern, so the company would easily make 5-10m per year. But that felt really unrealistic and ignoring a reality about the company. That was one thing I always felt impacted my immersion in TEW mods from this era - TEW would generally turn into an absolute monster company and the clear #2 behind the WWE, because they were loaded with talent, set up for success, and many of the issues that kept real TNA from doing that weren't things that happened in TEW. As it stands, the AI booking TNA will lose money for about the first year and then start to turn things around be profitable. That's without making a lot of cuts. A user booking TNA can easily do the same, and potentially become profitable more quickly by making some personnel decisions. It pushes the user to make a decision and I think that's realistic. A user won't have significant funds to open a big development company, sign up huge numbers of indy workers, or open a performance center. But if someone wants to backstory TNA being "bought out" by someone rich, they can always do some editing so they have the funds available to do those things. So those contracts being big and leveraged onto TNA itself isn't 100% accurate, but its a way to recreate the money dynamics that TNA did legitimately face at the time. Thank you, good sir.
  6. Really tickled to read that you are enjoying things. And also that things seem to be rolling pretty well. The TNA finances are somewhat intentional. Back then, there were still stories about them not paying some talent and failing to help out with medical bills for talent hurt in the ring. At the same time as they were paying big money to Hogan, Bischoff, etc. The idea being is that if someone wants to run TNA, they have some decisions to make, money-wise. That said, the AI will almost always turn things around. I can't recall the last time I saw a test sim where TNA failed. I would actually like to have them with a failure risk of 10-20% but they generally seem to survive. I've added the relationships you suggested. And added Russo. I'm not his biggest fan so its not the kindest biography I've written. I don't disagree on it feeling a bit weird to see someone who's been with a company for years with few relationships. But how I've started to look at it is that TEW doesn't replicate the most basic positive and negative relationships that exist in a workplace. Loads of people in any work place have standard positive relationships - someone they might consider a friend and even hang out with, but its not a strong enough relationship that they are going to quit to follow that friend to another job. And the inverse is true - most of us have coworkers we dislike to some degree or don't get along with but most of those situations don't have a toxic impact on the workplace environment. The relationships that TEW provides are stronger and they have a big impact. So that's another reason I go with a more minimal approach. The New Japan guys in Noah is...not ideal. But they were on the roster, so....
  7. Update time! So this has been almost completely backburned because I didn't want to divert my focus too much from the 2013 mod. Now that's been released, I'm going to play a bit of TEW but I'm also going to put a bit of time into this. I'm currently at 25 workers. LOL So basically my methodology is using templates. I have about 25 of them. I have somewhere around 250 template workers, and am slowly filling those in to be complete workers. The upside to using the template method is that I can easily fill in a roster with workers that are at least an outline of a worker, allowing for testing. When I fill in a worker, its adding all the details, except a biography. Leaving those blank for the moment. Undecided whether I will do some custom-written bios like The Yes Mod has, or use organic biographies. Or some combination of the options. The one of the most time consuming aspects of filling in each worker is the employment history. I mean, I just filled in Curt Hennig, who debuted in 1980, and even he has a variety of companies he's already worked for. And someone like Abdullah the Butcher, its just a nightmare. I'm debating whether I should keep doing the histories. It would very much save time to do it later.... but I also agree with the advice in Derek's Mod Making guide that leaving those kind of details "for later" is dangerous because you probably never go back and deal with them. And I like having employment histories because it makes the world feel a bit more detailed, plus it really helps if I do end up using organic biographies. Regardless, I doubt this gets the kind of focused attention that The Yes Mod did and is going to come together slower. Its a smaller game world so that might not matter, but this will be a long long process, I imagine.
  8. You're welcome! Just hope folks are enjoying it. At HWRP's suggestion, I ran a test sim for a few years to see if financial changes made much of a difference. It does look like a few companies struggle a bit longer than they did previously but most seem to end up making money. The companies that do die mostly are ones that actually did die, so I'm not inclined to go overboard to try to keep them active. The one that does go bankrupt that I'd like to keep active is BJW. Going to make a few small tweaks for a (hopefully not anytime soon) 1.2 version.
  9. By the time anyone reads this, the first post should be updated with 1.1. I'm running a short test and uploading while typing this. The big fix is the title belts. I have also switched to Teh_Showtime's Interesting Angle pack (plus a few of my own). The other fixes are what has been mentioned in this thread, plus a few Attributes. Only worked I've added is Dominick Mysterio. Not uploading the picture pack again as it should be good. I have also included the Intro screen that Asaemon kindly made. I think it looks awesome! Good catch. Added some experience for the trio. Deleted the 2nd NXT show. Just there in error. Thanks Jaysin! Thanks! Well, the joshi scene got a lot of additions. Like, a LOT a lot. I'm sure there are still some who are missing but the scene debuts a lot of talent as the gameworld unfolds, so hopefully that makes it even more fun. All 26 errors are corrected on the 1.1 update. And like Jaysin and Jameschaos said, it was the most recent patch that began checking for reigns that started on or after the start date, so first day of May 2013. A lot of the vacant belts and almost all of the annual tournament belts had that because I think the game defaulted to that when they were created, hence the glut of errors.
  10. Hey Showtime. Including this in the next update of the Yes Mod that I'll be putting up soon. Hoping that's alright. Credited in the ReadMe, of course
  11. If anyone has upgraded to the newest patch and tried to start a new save, you will get hit with a long list of errors regaarding future title regins. In the process of fixing these and I will upload 1.1 later today. Have also fixed a few other small things and realized the Zero1 Fire Festival tournament lineage never got added. Correct! He was indeed. Thanks and corrected. Related... A bit ago, I had started to go over the WWE roster to double check things and obviously never completely finished the process. One thing that is a bit of an issue is that the brand split exists but its fluid, so a lot of workers are without a brand. I could have just left the brand split out entirely, but I did find it testing better with at least a partial split for the AI.
  12. These are all awesome but very much appreciate TYM screen
  13. I'd consider that pretty deep. Takes a lot of shows to get that far with the WWE. Didn't realize you were YouTubing the save. Going to have to check those out. Love seeing someone playing it and sharing with others! Should be his default City Slicker. Good catch. I'll be honest - I was really torn on Ricky Jr and several like him. The issue I kept running into but then if I'm going to include him, I also need (or want) to include his injury at its realistic severity, which means he wouldn't be back as an active wrestler and then I feel like its not worth including him... Including him but with the injury at what severity it was thought to be at the time feels.... gamey? I'm open, but that's why he was left out. And the locations pack is a mix. It came from a version of Genadi's 2001 WCW Lives mod that I edited quite heavily for personal play on TEW 2016, but I'm not 1000% if I used the Genadi base mod Locations files or another. I definitely edited it heavy - regions had changed a bit, plus I prefer the venue names to be the venue not, without the locale prefix some mods use. I started to edit it for 2020, with the changed and added regions, but never got through that much of it. Some regions need more venues. I imported a few from a mod someone did - I can't find it on the board now - but again, never got too far with it. Venues are one of those things that I have a particular preference for but they don't have a real impact on gameplay, especially with Locations now being a thing. So I will finish going thru, I just don't know when. Thank you! gonna be a few in the venues - see above. Think its just his WWE contract that doens't have one. But fixed. Thanks. Weird. I remember creating it at one point. But good eye. I'll add it back.
  14. Happy to see folks downloading and hoping everyone is enjoying. A very self-serving, selfish request... I enjoy when folks share what they are doing in a save and I very much enjoy it when its from a mod I've worked on. Can be a basic overview or a detailed breakdown. I just enjoy. So if you are so inclined... please share what you are doing! You're welcome and hope you enjoy it. Curiosity - how far is FAR? I know El Generico became Rami Sebei. There may have been a few other name tweaks / corrections, but not many. Can't guarantee you won't end up with duplicate workers, but shouldn't be a ton. And shouldn't be any duplicate companies as I can't recall changing names on any of those recently. Hope you enjoy! Thanks! Glad you enjoyed the beta and hope this one is even better for ya! Excellent question. And I have no answer. But that was all the work of gazwefc83 and I'm not sure if he will / can update or not. Some good catches. I've corrected most of them (for a future release only, though). Not sure how Dan Moloney ended up looking like that - he's been nerfed a bit and he starts with pretty much no popularity (instead of a bunch in the US which was.... inexplicable). I added Anderson-Orton but not Anderson-Cena. In general, I've tried to avoid having every relationship possible in there, especially ones based on rumors. Having a huge volume of relationships brings a game world to life for some, but it also slows processing, so I've tried to minimize them, to a degree. As for Shane... ...this. It doesn't seem like Shane will necessarily go back to the WWE when he returns but keeping him out entirely is problematic. Awesome :-) Hmmm.... almost any of the Sports Entertainment products that come up under a WWE search would be pretty valid. Classic Sports Entertainment or Family Friendly SE. The point of using the Soap Opera SE was that it is (was) a way to limit the main event match grades for the AI. The AI is gonna book the likes of Brock, Punk, Triple H, DB, and others in TV main events all the time and some of those are gonna be STRONG matches. It won't keep the AI (or you, if you keep it) from having 90+ or even 95+ rated matches. Just a bit less frequently.
  15. <div style="text-align:center;"><p><span style="font-size:18px;"><strong>Thanks</strong></span></p></div><p></p><p> </p><p> An incomplete but appreciative list of Thank You</p><p> </p><p> Mammoth – major contribution</p><p> Oyaji – major contribution</p><p> HWRP - major contribution</p><p> </p><p> Adam Ryland</p><p> Alpha2117</p><p> arlovski</p><p> Asaemon</p><p> Atticus</p><p> Cagematch</p><p> Christian Shane</p><p> Dalton</p><p> defizzle</p><p> DerekB</p><p> Dylan Zero Sky</p><p> Ed</p><p> ElChorizo</p><p> Fkepod</p><p> Fleisch</p><p> Forlan</p><p> FullMetal</p><p> Gazwefc83</p><p> Genadi</p><p> Historian</p><p> I Effin Rule</p><p> Idolized</p><p> Jaysin</p><p> Jeronimoe</p><p> Jhd1</p><p> JoeMurphy</p><p> JoMo</p><p> Jon</p><p> Lukkearthur</p><p> MattyWood</p><p> Mezomi111</p><p> MHero</p><p> Mr Creative</p><p> Mootinie</p><p> MrHz</p><p> Munit</p><p> OGPistolPete</p><p> PuroJoshi</p><p> Questlove</p><p> Sm88</p><p> Sockpuppet - Injury mod</p><p> SouthsideHitman</p><p> Steesh07</p><p> Taker</p><p> TheWho87</p><p> The_Showtime</p><p> Tverse Team</p><p> willr0ck</p><p> Woodsmeister</p><p> Wweu5</p><p> </p><p> And many others that I've surely missed. All the assistance is very much appreciated.</p><p> </p><p> This mod is freeware. Anything can be used but credit is appreciated.</p><p> Pieces have been used from a lot of different sources, with credit sought where applicable.</p><p> Please reach out if you are intending to use the mod as a base for another mod.</p>
  16. The YES! Mod - 1.0 Release The YES! Mod The Yes Mod (TYM) is a TEW mod starting in May of 2013 that is built from scratch… sort of. This is a full release. However, I do expect that there will be an eventual subsequent release. Cannot provide any timeline on that. There has been extensive testing on the development of young workers (thanks to HWRP). But less focus on the development of debuting workers. That is an area that may require further refinement. Notes -if you intend to book the WWE, you may want to consider changing the product to another SE variant. The one selected is meant more for the AI. -if you intend to book TNA, you may want to consider editing Dixie Carter's personality. The scumbag personality was meant to try to have TNA emulate some of the shady practices they have done under her leadership rather than truly represent her. The contracts situation in TNA is meant to create some challenge -NXT-UK is not in the data as its impossible to have it debut similar to how the child company actually exists and functions -almost nothing in the data is FINAL, so any suggestions will be taken into account. No guarantee they will be enacted -some things are certain ways for gameplay purposes, to keep things from being overpowered -quite a lot of top workers have had skills dropped to keep grades reasonable. As such, testing to see how the worker grades isn't a bad idea when making suggestions for major stars for big companies. Having just one of those being overpowered in terms of grades can unbalance things. -Attribute suggestions are very welcome. Some negative attributes are based on hearsay and rumor, others are random. If you aren’t sure, point it out -for workers with international recognition, popularity cascades to some level, similar to the Cverse -notable workers from small or above companies will typically have a small degree of international popularity, often about 5 points -I changed out the Work Name file to the Default one. The previous one resulted in some really fun combo names, but they happened way too often. LINKS 1.04 Data - Released November 1, 2021 Data Picture Pack
  17. Thanks for the shout-out, guys. Glad you are enjoying. It starts in May, so right as the first iteration of Bullet Club was forming. The beta is available to play. The first full release should be out fairly soon. It will have quite a few more workers than the beta and some refinements.
  18. Alliance question... So blatantly stealing from a few other mods that had it sent up this, The Yes Mod has the Mexican Commission as an alliance. The Mexican National titles are set up as alliance titles. All Mexico-based companies are part of the alliance. This is the most accurate way to simulate the Mexican National belts, which are promoted by specific companies (rarely and poorly) but not on a permanent basis. The issue I'm having is that setting up as a loan alliance has workers borrowed back and forth between CMLL and AAA. What's the "least impactful" alliance option that doesn't really do anything for the companies beyond allow them to share titles?
  19. <p>So post-Easter update. Poured some good hours into modding (my FMing time suffered in response) and made some solid progress. Some more workers went in, but I didn't focus on the list of yet-to-debut workers like I have been. I did tackle a few title lineages for retired belts. But I put a ton of time into working on Hall of Fame and Hall of Immortal entries. Didn't quite finish tem out but not too far away now. There are over 400 Hall of Fame entries at this point. I've also found some workers who need HoI/HoF cuts that I will get done and then they be added as well.</p><p> </p><p> I've also been working my way through Oyaji's annual awards and adding them. Its a bit slower than one would expect, simply because I'm working my way backwards year by year, and now that I'm in the mid-90s, there are more workers who are not in the data. Especially managers, commentators and refs if they are retired or sadly passed away. I'm not sure if the awards are something most will pay attention to, but legit one of my favorite aspects of the mod. </p><p> </p><p> So what's left and where does that leave a full release? Glad you asked!</p><p> </p><p> <strong><span style="text-decoration:underline;">Yet to Do</span></strong></p><p> <strong>Add Workers</strong> - this won't be completed before a full release as even finishing off the list I have won't "complete" the mod in this regard. There will always be more who can go in</p><p> <strong>Missing Workers Check</strong> - holding off on this as it could really inflate the list of workers that still need to get added, but most will be future workers rather than active ones</p><p> <strong>Finish the End of Year Awards</strong> - definitely want to get these done</p><p> <strong>Finish Adding Hall of Fame & Hall of Immortal entries</strong> - would like to complete this before doing a full release</p><p> <strong>Title Lineages</strong> - the belts remaining are mostly inactive ones so not a priority to get the lineages in</p><p> <strong>Agers </strong>- again, not a priority</p><p> <strong>Matches</strong>: again, just cleaning up and adding a few</p><p> <strong>Locations</strong> - cleaning up the list</p><p> <strong>Testing </strong>- this is probably going to be an going process </p><p> </p><p> So if I'm not determined to have all of the missing future workers in before a full release (I am definitely not), we are getting quite close.</p>
  20. I actually hit Submit before i quite finished my last post lol Among the "yet to finish" stuff is a lot of lineages for retired belts and dead companies. I like having that depth but those lineages are.... not appealing. I might skip doing the title defenses on those as that adds significant time. Just adding in the champions and dates speeds it up significantly. I am very cognizant that this it the kind of project where you can drop into an endless cycle of "adding more polish". I don't want this to be the Chinese Democracy of TEW mods. You can add more workers forever. At the same time, leaving stuff "for later" carries risks as I am also aware that some of that "for later" stuff may never get completed. So its trying to find that point where I'm comfortable that if not much gets done for a further release, it feels okay to me. I have a 5 day weekend coming up without much planned and we are in semi-lockdown here, so I imagine I should make some progress on getting at least some of what's left done. Thank you. That is much appreciated. That's awesome to hear and progress has never stopped lol. Joshi has already gotten a LOT of future workers and quite a few of the ones on my list are joshi talent as well. I've tried targeting the ones I know have become stars or pargticularly notable talents. Its hard to know who is "worthwhile" among the lesser names. Joshi has a lot of "debut, work for 2 years, retire" talents. I'm sur all of pro wrestling does but they seem to stand out in joshi because almost everyone comes through a company dojo. Related, I also have a slight concern that too many yet-to-debut workers in all areas are a bit too... samey - in all game-world areas. But given the growth of young workers, they end up way overpowered too quickly if they debut as strong workers. Whether before or after a "full" release, I'll hopefully get some feedback from you and/or some other joshi experts and help fine tune the scene even more :-)
  21. <p>Small update.... i was hoping to have a full version out by the end of February, and then the end of March and then.... well, its still being worked on. I'm not sure if there was more work left than I really realized or if I've slowed down a bit... or both. After the last batch of testing feedback from HWRP, there really aren`t major changes or additions going in. Its mostly "small stuff", but its still stuff that needs to get done. </p><p> </p><p> A few notes...</p><p> -at around 2720 workers. Working through the list of remaining workers, which is mostly female yet-to-debut talent. Trying to focus on the more the "notable" workers on the list and the ones who debut sooner. Have added a few "legends" as well. I will still need to some "who is missing" lists at some point as I'm sure there will be plenty more missing that need to go in. </p><p> -got thru the list of period-correct cuts for WWE and NXT workers</p><p> -working on adding the custom End of Year Awards covering 1980-2012 that Oyaji did for me. Really happy with how his list turned out. Thinks its a great little addition and the work he put in is massively appreciated. </p><p> -lots of "small" stuff still to do - Hall of Fame, agers, cleaning up the locations file. Nothing major or game-breaking.</p>
  22. Yes indeed. I think most of the active title belts have lineages. Its mostly retired belts that don't have them and they will get added in at some point, but I haven't prioritized them as they are not going to be used by the majority of users. thank you kindly, sir.
  23. Ohh…. ohh… any concern if I include some (or all) of these in the mod? Small update… still plugging away. closing in 2700 workers in the data, and the list of "need to add" male workers is dwindling. Something like 100 women on that list. We aren't far away now, but still a bit to go.
  24. Nice suggestion, Atticus. Might be the direction I end up going. Ran into something not too major today while modding and figured I'd ask what people think... Was adding King Mo and realized he never actually wrestled for TNA, at least as far as I can tell. He was with them for awhile, made some appearances but more as an enforcer role. I've held off on adding him for now, but I'm thinking its more accurate to have him set as a non-wrestler, and anyone can edit him to be a wrestler if they so choose...
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