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MainOffender

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Everything posted by MainOffender

  1. Just came to the forum looking for something exactly like this!
  2. I mean... WWE absolutely COULD do that, but they wouldn't. And, as far as I've seen in the game, large AI companies won't hire workers that they can't get exclusivity on. Playing as an indie company, it almost felt like a cheat to put my guys on non-exclusive written contracts to keep them from getting poached. If you're playing as the big company trying to sign committed guys to exclusive deals, that's your bad. I like the new (is it really "new" anymore?) contract system generally but I do think the AI around it could use some work. One thing that could be improved is not having every non-exclusive written contract include an ironclad clause. This would allow wrestlers to turn in their notice if a big exclusive deal comes along. I'd also love to see more realistic contract lengths (non-exclusive written contracts should probably be capped at like a year or two tops). Those two tweaks would solve a lot of user unhappiness/confusion around exclusive deals not going through.
  3. In my experience, ice cold momentum is nearly impossible to overcome with just wins. A wrestler that buried needs to be completely repackaged with a turn or a gimmick change.
  4. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Captain Kayfabe" data-cite="Captain Kayfabe" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="52353" data-ipsquote-contentclass="forums_Topic"><div>Change "Picture Requirement" to "On" in your settings.</div></blockquote><p> </p><p> Some real world mods actually include free pictures for use with rookies, so make sure you delete those from the database as well.</p>
  5. Dude, he has been trying to politely tell you he doesn't want to do this since you first brought it up. Shifting a database up three years is not as simple as just changing some dates. You also have to adjust worker skills, add debuting workers, etc etc. Change it in your own game if it bothers you so much.
  6. <p>Star Quality does rise, but not always. On average, I think you can expect SQ to go up like 15 points or so over a 20 year career. It can also go up in big bursts when guys put on muscle. Psychology goes up slowly but will move quicker when the young workers are paired with guys who already have high psych. </p><p> </p><p> As for who to fire, I don't usually base that decision on stats but on which characters I've run out of ideas for and also which ones are a pain in the ass backstage. Looking at stats, I'd say you definitely want to hold onto high SQ guys as they'll get over more easily. You could also look back at match performance to see who's doing the worst when they're actually wrestling and make your cuts based on that.</p>
  7. One more thing from me! BOOKING SKILL. The sweet spot for this is 85+ which gives the AI full access to the mega-push feature. I think the mod could stand a few more guys at/around that value. With the starting variance set at Medium (which gives +/- 5 on all stats), you could theoretically set a few bookers around 85 and end up with great game-to-game variation on which territories flourish. For me personally, I bumped up the following guys: Fritz (87), Watts (89), Barnett (87), Vince (89), Inoki (85), Eddie Graham (85), Stu (82), Dusty (84). Highly subjective, obviously. What I like about this and variance is that Vince, for instance, can be a brilliant booker with a strong variance roll, but with a particularly weak one he could end up lacking the creative spark that inflicts us with Hulkamania.
  8. Finally got to really dig into this mod. It's fantastic. The attention to detail and the bios are great and the worker stats/attributes look really balanced and fleshed out. Like some others, I'm hoping to go 1970-2020 (I'll probably make it to '75 but it's the dream!). I always run some tests and tweak things to my taste before starting a long-term game, so I figured I would post what I did in case it's helpful for future iterations. Obviously, some of this stuff is how I like things to work, but it might not be for everybody. BROADCASTERS Like someone else mentioned, a number of broadcasters have a 0 for minimum regions. I went through and added those in. That does lead to some issues with companies not getting their TV shows renewed because they don't meet the pop standard. Generally, the show rating requirements for terrestrial commercial broadcasters are painfully high (this is a TEW problem; the game is set up in a way that terrestrial commercial are the strictest broadcasters which might be true in the present day but makes it hard to simulate the historic hunger for syndicated/cheap wrestling). I noticed a lot of shows getting canceled in the first year, so I made some tweaks to keep more shows on the air. There are still cancellations, but they're more varied. Got rid of the TV shows for JWA and IWE. Made them tour highlights. Changed pop requirement on JOKR-TV to 40/1. Changed pop requirement on ITV to 60/1. Changed pop requirement on Nine Network to 40/3. Made CJCH-TV wrestling stance Highly Pro. Made KOTV-DT wrestling stance Highly Pro. 50th State on KGMB-TV moved to Afternoon. Made KGMB-TV wrestling stance Highly Pro. Changed KGMB-TV pop requirement to 40/1. All Star Wrestling on CHAN-TV moved to Afternoon. Made CHAN-TV wrestling stance Highly Pro. Big Time Detroit on WXON-TV moved to Late Night. Made WXON-TV wrestling stance Pro. Big Time San Fran on KTXL moved to Afternoon. JCP Championship Wrestling moved to Early Evening. Made WRAL wrestling stance Highly Pro. Olympic TV on KTLA moved to Late Night. Made KTLA wrestling stance Highly Pro. Portland Wrestling on KPTV moved to Late Night. Reduced KPTV's coverage to Medium. WWWF Studio Wrestling on WIIC-TV moved to Afternoon. Made WIIC-TV wrestling stance Highly Pro. Changed WIIC-TV pop requirement to 60/1. Added "All Sports" to the ESPNs in Broadcaster Changes. SCHEDULING Most Western companies are set up with a weekly House Show and End of Month show already in the database which I think really works for the era. However, a lot of companies are set up with an "Almost Weekly" schedule. This can lead to the creation of a bunch of random annual shows with names like Overdose or March of Darkness. Not into it. I switched everyone to a "Fixed" schedule to avoid that. This means new companies won't populate their own schedules but as I'm a psycho that micromanages I don't mind jumping in to fix schedules during play. For Japanese companies, with the exception of AJW, I put them on touring schedules rather than Almost Weekly. Added weekly house show for 50th State. Added weekly house show and EoM show for ECWA. Added weekly house show and EoM show for Wrestling Enterprises. Made all weekly house shows 1:30 and gave them Lesser intent. Made all EoM shows 2:30. Deleted weekly house show and EoM for NWE. Tweaked their tour to run 3/June to 2/October (felt like they were running/canceling too many shows). Gave JWA touring schedule of World League (1/Feb - 3/May) and Champion Series (4/August - 2/December). Gave IWE touring schedule of New Year Challenge Series (1/Jan - 3/Jan), World Series (2/March - 2/May), Big Summer Series (1/July - 3/August), Dynamite Series (2/September - 3/October), and Big Winter Series (3/November - 2/December). Gave All Japan touring schedule of New Year Series (1/Jan - 3/Jan), Giant Series (2/Feb - 2/Feb), Champion Carnival (3/March - 4/April), Power Series (2/May - 2/Jun), Summer Action Series (1/Jul - 4/Jul), World Champion Series (3/Aug - 2/Sept), and Giant Series II (2/Oct - 2/Dec). Gave New Japan touring schedule of New Year Dash Series (2/Jan - 3/Feb), Big Fight Series (4/Mar - 4/Apr), Golden Fight Series (1/May - 2/Jun), Summer Big Fight Series (2/Jul - 2/Aug), Toukon Series (1/Sep - 2/Oct), World's Strongest Tag Team (4/Oct - 4/Nov), World Title Challenge (1/Dec - 2/Dec). Took some historic liberties with those touring schedules/names. Moved NJPW open date from August '72 to March. I was able to get NJPW and AJPW to fire by manually firing Baba/Inoki from their contracts in the week before the companies launched. (In one sim, that meant firing Baba from his exclusive contract with WWWF which I was reluctant to do even during testing because of that juicy what-if.) AJW I was having a really difficult time getting AJW to even run shows, especially as someone that doesn't want new-gens thus making their Dojo ineffective. There just isn't enough female talent at the outset, but I really want them to stick around until that happens. I decided the best thing to do was fudge things and make some unemployed women available in Japan. Even that didn't really do the trick until I manually hired some of them to AJW. I made the following tweaks: Got rid of AJW's hiring rule. Reduced their popularity to 15 in Kanto and 5 in Kyushu. Capped them at Insignificant. The lower rating makes them more likely to run shows with their small roster. Once they've got going, the user should remove the cap so they can grow. Got rid of their TV show and weekly house show. They successfully run Monthly until they can grow a bit. FIGUREHEADS It's been discussed that Mammoth might get rid of these in a future iteration. Some of them do work though! In my tests, these figureheads were always removed instantly at the start: CWF - Eddie Graham AWA -Verne Gagne JCP - Mr. Wrestling JWA - Giant Baba BTW - Fritz Von Erich BTW - Detroit The Sheik TS - Danny Hodge WSS - Dory Funk Jr ASW - Gene Kinski WCW - Spiros Arion 50th State - Ripper Collins Wryton - Les Kellett AJW - Yukiko Tomoe These figureheads were removed during the first year in about 75% of my tests. Weirdly, it was always ALL of them or NONE of them. Not sure what happened in the sims to make that so. Stampede Billy Robinson GCW - Dory Funk Jr Relywyskow - Wayne Bridges PNW - Lonnie Mayne MBP - Mike Marino AGPW - Archie Gouldie The following figureheads were kept on 100% of the time: DM - Jackie Pallo EMLL - El Santo MLW - Whipper Billy Watson PCAC - Ray Stevens WWWF - Bruno PERSONALITIES I made a couple personality tweaks mostly based on my own feelings. For what that's worth: Switched Fritz Von Erich from Driven to Prickly. Switched Bruno from Professional to Insecure. There's actually no workers with the Insecure personality in the data and it's a nice mechanic that I think suits Bruno who is happy that he's on top but willing to raise hell if that slips away. Switched Bearcat Williams from Scumbag to Agitator. Scumbag, with its tendency to generate gross/harassing type incidents seemed a bit rough for pioneering Bearcat whose biggest crime was refusing to job. Definitely should be a pain backstage but not a truly awful person. Whew! That's all for now. Hope this is helpful to someone and thanks for the great mod Mammoth!
  9. For what it's worth: I get the reason behind the rules. I think they're good to discourage people trying to take credit for someone else's work (although how often does this really happen? the community seems pretty capable of self-policing) and particularly to help avoid duplicating efforts between modders. I don't think Dawson really violated the spirit of those rules. I don't know what went down with Jamhead that soured him on posting the mod. But, like someone else said, unless he's still working on it and posting it elsewhere, I think whatever changes he made to his freeware-converted database should be considered "abandonware." People posting improvements -- with full credit given -- should be encouraged, as long as they're not a duplication of work the originating modder was already doing. It feels silly and petty to be so protective about this data. The community should be working together to build up a good array of mods for what has proven to be a challenging release of TEW. I'm not sure what good it does the community to allow users to hoard their efforts.
  10. This discussion is happening in the thread that Jamhead created. Dawson literally credits him. He's not trying to claim anyone's work as his own, he's just posting the updates he made to an abandoned and half-finished mod conversion. How could this possibly be considered a bad thing?
  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ConcutioCaelum" data-cite="ConcutioCaelum" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49480" data-ipsquote-contentclass="forums_Topic"><div>Because respecting people and their work clearly shouldn't matter /s<p> </p><p> By all means, you can create your own mod and make it freeware so everyone can use it without permission. Jam didn't make his freeware, so no one should be building off of it like that. Even if I wouldn't have said anything this was still posted on Jam's mod post, he would have seen and said the same eventually(which he did)</p></div></blockquote><p> </p><p> Usually, when someone makes their mod freeware it's with the caveat that any resulting mods are freeware also. This community desperately needs to reevaluate their attitude toward building on each other's work.</p>
  12. This just isn't true. Jim Londos was drawing crowds modern WWE would literally kill for in the 1920s before the advent of TV. We're talking regularly packing baseball stadiums. Putting a pop cap on how much regional strongholds can draw and basing it on TV visibility would hurt real world mods (and even organic stuff like the OP). It just shouldn't make the companies so rich. If anything, TV should eventually erode live attendance, not boost it. While a lot of the territories used weekly TV to drive fans to their big arena shows, ultimately television has proven to be more competition than boon for live sports. The bigger and more accessible that TV gets, the more fans should choose to watch from home, thus winnowing the gates -- just like what's happened in reality. But I don't think TEW can be sophisticated enough to model that and now I'm off on a real tangent. Anyway, I totally agree that finances need a serious rebalance, but I'm still not sold on a pop cap being the answer. Seems like more of a band-aid. If the underlying calculations that determine profit per ticket (gate) and profit per fan (merchandise) were toned down, a company growing strong in one region wouldn't be so screwy.
  13. Hmm. I don't think pop gain needs to be capped in this situation. The way this company is running shows/gaining popularity in one region is pretty realistic for 1920s-60s territories. I like that it's possible to establish such a stronghold. We need companies to be able to hit 70+ pop in a region with little to no broadcasting for the sake of historic mods. What looks broken to me are the ticket and merchandise sales. No Small companies should be socking away that kind of profit, especially not from merchandise. (They're running in one area and those same people are buying 3 million in gear EVERY MONTH? Come on.) It also looks like Weekly Events are a bit OP, with the company not suffering any diminishing returns from hitting the same area again and again. Basically, it's finances that need nerfing, not popularity. I'd be curious to know what merchandising level they're at (and what level they started at).
  14. Personally, I always delete the bears in any of the old timey mods that include them. The game just isn't equipped to deal with that kind of thing. (Also, they were horribly abused animals!) If anything, they should be set as non-wrestlers so that their "matches" have to be angles. Below a certain level of merchandising, your company won't produce merchandise for individual workers. You probably need to upgrade your operation (it's in the merchandise tab). Historically, I wonder if anyone knows when individual wrestlers started selling t-shirts.
  15. If you set a child company to accept developmental workers, then you're required to fill the entire roster, the AI won't sign anyone. You can switch off the option for accepting developmental workers (this will send back the guys you've already sent there) for a couple weeks, let the AI hire a staff/wrestlers, and then turn the option back on and start sending them developmental guys. But remember that they won't hire anyone to fill gaps when those initial signings start to leave. I wish there was an option with developmental child companies to let the AI fill out their rosters, but the game isn't set up that way.
  16. This is really condescending. I don't think anyone posting on a message board where the users have presumably sunk hundreds of hours into a wrestling simulator that is basically a spreadsheet with pictures should be making judgments about which hobbies are "worthwhile." If you take pleasure from something and it's not hurting anybody, then the hobby is worthwhile. I'm sure there are plenty of people who manage to squeeze in reading between booking imaginary title runs. Maybe when the urge next strikes to post a bad take, you should pick up your copy of Proust instead. Also, not everyone who writes diaries or fan fiction is looking to parlay that into a career -- for some, it is just a hobby, a creative outlet, something they find personally enriching. And, for those who are interested in becoming a working writer, fan fiction/diaries/ewrestling/other dorky online writing activity are excellent ways to hone your craft and grow. The pace, deadlines (self-imposed but still), and availability of feedback make these activities way better learning experiences than getting your mom to read your short stories. They're the cheapest writing classes out there. No one should feel ashamed for having fun on the message board! To actually answer OP's question -- when I was posting a diary last year, I would always be ahead in my save and writing to catch up (I like playing more than I like writing ha). Sticking to a schedule is good, although not if it starts to feel too much like a job. For me, I truly hate formatting in bbcode, so I was always looking to do the bare minimum there. Pictures/design do attract readers, though. (To echo what others have said, Imgur is definitely the way to go for pics.) It's helpful to look at what other people are doing with formatting and steal bits you like. Find a writing style that you're comfortable with and a show format that you can reuse and toss some shows out there! Have fun with it, be easy on yourself, and give yourself time to find an audience.
  17. Wondering what people prefer when it comes to hidden attributes. It's generally accepted that drinking and drug use are hidden. Smoking is also usually hidden for some reason, although chain smoking would be much more easily observed than dudes blowing rails in the loading dock. What about law problems? Should these be hidden unless a guy has already gotten in trouble with the cops? What about the relationship related attributes like faithful/horndog? On an immersion level, it would seem like these could be hidden as the user character being a wrestling booker wouldn't necessarily be able to gauge who is and is not horny. But does keeping these attributes visible add some color to the locker room and make things more interesting? How about contract-related attributes like Money Motivated or Fame Hungry? Should these be working behind the scenes or be considered common knowledge? Should we be able to tell who is a Prodigy? Should we know which veterans have Age Is Just a Number? This would seem to give players an advantage -- for people who care about that sort of thing (I personally don't) -- unless the AI is also aware of these attributes and taking them into account (we'll never know!). When I pick up a new mod, the first thing I usually do is check the attributes as, to me, that's the most 20-centric feature (the thing that really separates 16 from 20), the feature that really fleshes out gameplay, and also the biggest pain for mod-makers due to the hinky converter and their fiddly nature. What do you guys look for in an Attribute set-up? Do you want perfect knowledge? Do you want to be surprised? Some combination of the two?
  18. The editor should be more forgiving when you've highlighted a bunch of records for mass editing. For instance, say I'm scrolling through a list of 2,000 workers, looking for 100 I want to mass-edit an attribute onto. One accidental click into a worker's profile will erase all the selections I've made so far. Lately, I've taken to never using the mass edit on more than five records at a time for fear of having to start over. Not a pleasant user experience! The highlighting tool also isn't compatible with the search bar. Searches clear any highlighted items. I'd love to be able to search-highlight-search-highlight until I've got my list ready. This would save me a lot of scrolling and the accidental clicks that come from that. A few less battles to fight with the editor would be welcome. (As an aside, a lot of these issues are exacerbated by the lacking Search options in the Editor. For instance, not being able to filter workers by Attribute in the Editor forces me to work off a longer list of data, which in turn makes the editing more time consuming and more prone to accidents. I've never understood why the Editor doesn't offer the same search options as the in-game worker search. The Editor's search functions should be MORE robust, not less.)
  19. Always up for an alternate reality mod. I do want to point out that Mildred Burke and the Fabulous Moolah are different people.
  20. Haha jeez I didn't know that story but I love it and you're exactly right.
  21. <p><strong>Reckless </strong>-- This character engages in dangerous behaviors outside of the ring and thus is more prone to random injury or accidental death. </p><p> </p><p> Not sure if something like that has already been suggested, but I was just reading about Ralph Parcaut a wrestler from the 20s and 30s who moonlit as a barnstormer. His career was cut short when he survived a plane crash during a stunt show and was severely injured. Would love something to emulate that or even guys like Kerry Von Erich and Randy Orton who are known for their motorcycle hijinks.</p>
  22. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blake Trask" data-cite="Blake Trask" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49686" data-ipsquote-contentclass="forums_Topic"><div>It sort of depends on your size and whether you're willing to turn off repetitive booking penalties.<p> </p><p> I successfully ran shows with three workers at insignificant with double duty. XD</p></div></blockquote><p> </p><p> Ah, yeah, I don't mean for running shows. I mean for the game areas to be stable and for promotions to open/run. Like is there a ratio you want of active wrestlers to companies?</p>
  23. A question for Eff and some of the more experienced organic players: is there a sweet spot for the number of active workers you want in an area per company?
  24. The best thing to do is to remove all the free pictures from the database, then go into the in-game settings and flip Picture Requirement to "on." That will keep any newgens from appearing. When you reach 2020 or whenever (LOL) you can always then import the free pictures back into the database and newgens will start appearing.
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