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MainOffender

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Everything posted by MainOffender

  1. Most mods do have some future workers in them although the quantity and quality varies greatly between mods. A New Trust in particular looks to cover a good amount of debuts in the 30s, but doesn't have a ton of guys beyond that. It sounds like the creators are working on adding more future workers though, which I'm excited about. Generally, you'll find that some mods don't put a ton of effort into future workers because they know most players won't ever get that far, while other mods will have more detail. It's something that I always check in the Editor before I start because I like long games, but it might not matter for other players. You can also import yet-to-debut workers from another mod if you see that someone is missing, although if you're an anal psycho like me you will also have to spend time balancing their stats against the current mod. Hope that helps!
  2. Good info here, thanks for testing! Curious about a few things: Have the training levels of any of the schools gone up? Looking at the data, I think they're all set to start at 25%. Have you tried running a similar test with the training levels set higher? Wonder what the spread of attributes would look like at 100%.
  3. Wow! Sucks for you but very cool to see that happening in-game.
  4. I ran a bunch of tests on this yesterday to try to keep the big companies from losing their TV deals so frequently. (You may have fixed this in 1.11 -- I was already in the weeds by the time I noticed you posted so haven't updated. Maybe this was all a waste of my time! Oh well!) I've gotten it to the point where after two years the big powers have all maintained their TV deals, except for SWF who stupidly ran a bunch of shows in the UK that got them canceled in the US. (I think that's something that should be addressed by Adam because it's not possible for players to fix.) Maybe some of what I did will be useful to you. Anyway, the CVerse networks in the Default data are kind of a mess. There are way, way too many Terrestrial Commercial (higher expectations) networks and hardly any Cable Commercial (lower expectations). So, the first thing I did was reclassify a lot of the networks. The region/pop requirements on the Default networks are also out of wack and haven't really been updated to take into account the way popularity works now. I didn't fully overhaul these but rather tweaked a few to give companies in different countries viable paths onto TV. Another thing that was screwing up TV deals were the Broadcaster Styles. The AI is very picky about that in 20 and won't renegotiate with companies that don't suit their style -- this was a big problem in particular for NOTBPW (who were on a Mainstream broadcaster) and CGC (who were on a Sports broadcaster). Here's the log of the changes I made if you're interested: Switched a number of broadcasters from Terrestrial Commercial to Cable Commercial. (Sorry I didn't actually keep track of this as at the time I didn't think I'd be sharing and was just tooling around.) Deleted TCW on East Coast Today. Switched TCW to America Sports One. Switched SWF to C.A.N.N. with an Evening time slot. Switched CGC's deal to CBN. Switched NOTBPW to Maple Leaf Sports. Changed UCR's product to Classic Balanced. (No Style seems like a product meant for players, not the AI. It was making it hard for them to stay on TV.) Switched America Sports 1 to All Sports. Upgraded to Pro wrestling stance. Switched Japanese Sports Vision to All Sports. Reduced minimum size to Medium. Reduced to 60 pop in 6 regions. Reduced National Pride TV to 20 pop in 8 regions. Reduced Maple Leaf Sports to 30 pop in 6 regions. Reduced CBN to 35 in 7. Made Highly Pro wrestling stance. Reduced North America Prime Select to 55 in 15. Reduced C.A.N.N. to 45 in 15 regions. Made Highly Pro on wrestling. Mainstream focus. Changed MySelect USA to 35 pop in 3. Changed UK-1 to 59x1. Changed America Option to accept Small companies at 59x1. I also did these Production changes for companies as their TV deals demanded them anyway: Upgraded BHO to Major Licensed Music. Upgraded NOTBPW to In House broadcast quality and Licensed Music. Upgraded CGC to In House BQ. Upgraded SWF to Major Licensed music. Upgraded DAVE to Pro production values, In House BQ, and Licensed music. Upgraded PGHW to High Quality production values and Major Licensed music. Upgraded GCG to Hired Pro BQ and In House music. Upgraded UCR to In House BQ. And a few small tweaks to company schedules (some of this is my personal preference, some of these were set as Fixed with no Events so never ran shows). Put ARW on Monthly schedule Put Hinote on Created Tours schedule Put MOSC on Almost Weekly Put INSPIRE on Created Tours Set YTD company schedules to Monthly or Created Tours (Japan). Here's the data if you want to have a look. Hope this is helpful!
  5. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Nightshadeex" data-cite="Nightshadeex" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49248" data-ipsquote-contentclass="forums_Topic"><div>Broadcasters need some fixing from what I'm noticing. I ported them over, but there have been changes in how they function, so it's extra impossible for the AI to get TV. I'm going to update them and then update the release.</div></blockquote><p> </p><p> Aw! I started a save with this that I really don't want to abandon. Is it possible for you to give me a quick idea of what I should look at if I want to tweak broadcasters in the in-game editor?</p>
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Tomato Can" data-cite="Tomato Can" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49771" data-ipsquote-contentclass="forums_Topic"><div>If we download the newest version of the mod, will it overwrite the saved game that we have already started?</div></blockquote><p> </p><p> It won't overwrite your save so long as you don't mess with the Save Games folder. It also won't update your save, though. So if you want to play with the changes, you need to start a new game.</p>
  7. This is always one of the first things I do with a new TEW but I've never been able to complete it. Is this the year? Using the CVerse 2005 mod. Did the random roll and then redistributed my 87 Sex Appeal. Feel like I got pretty lucky on the Entertainment skills but he's not much of a worker. Can't wait for my vocal fan base to shit all over my precious Bailey!
  8. I tend to use Acting for segments that don't take place in front of the live crowd like Lucha Underground vignettes (ones where no one is being murdered anyway). Star Quality isn't the male version of Sex Appeal. Sex Appeal is the male version of Sex Appeal. I think of Star Quality angles as being a good substitute for Overness if the guy isn't actually over. Like a video package hyping the next big thing. It's rating their 'wow' factor. So like a video hyping Finn Balor could be rated on Star Quality, but Finn Balor in person going all abs and doing finger guns? Sex Appeal baby.
  9. Awesome! Just to clarify one thing -- it's not a matter of being unable to afford Londos. It's that Small promotions literally can't sign anyone that's over 80 in pop. The user will get a message that the worker feels the company is too small for them or, in the case of Londos, that he's outgrown the company. As most of his deals are set as Ongoing, this might have minimal impact for him. But there are other guys with high pop that might also be affected by this. (There might also be a timer built into the game where people are less picky the longer they're unemployed.) Anyway, good stuff! And let me know if you need any help running tests! I can pretty much keep TEW going in the background all day (AND DO).
  10. Wow! Thanks for the awesome response. I love learning about this stuff. (Part of the reason I enjoy mods like this and Mammoth's 1970 one is because they send me down internet rabbit holes.) I was about to post about regionalizing popularity, so I'm glad that's something you guys are looking at. I don't doubt that Londos was extremely popular, but I do think you have to keep the game mechanics in mind so that Small promotions can actually sign him. Balancing something like this is a really difficult task, especially considering the game's limitations. One more suggestion: I'd be careful with how you guys deploy the Movie Star trait. At least in TEW16, this could lead to some huge popularity boosts and should really be reserved for characters who are literally stars -- ie, leading men/women. Pretty soon you'll see a guy like Arthur De Kuh as one of the most popular workers in America. A guy like King Kong Kashey who did uncredited work as shirtless monsters in a handful of movies really shouldn't be getting broad boosts like that. I'm also curious about the decision to go with Classic Balanced for Product vs something like Catch Wrestling. Feels too early to have these companies be running angles. Anyway, just some random feedback as I mess around with this beauty. Hope it helps!
  11. <p>Awesome work! The presentation and attention to detail here is great. </p><p> </p><p> After tooling around a bit, I do think you might want to have a look at worker popularity. A guy like Jim Londos is set to be 90 across America. From a historical standpoint, I don't think any wrestlers achieved that level of national notoriety during this time (this would be approaching 80s era Hogan popularity). I just don't feel it was possible to get there without TV. I'm no expert, though! Mechanically, having his pop set that high means he won't sign with any of the companies in the game. 80 US pop appears to be the cut-off for Small promotions. </p><p> </p><p> Hope that doesn't come off as nitpicky. Great works; thanks for making it.</p>
  12. Just popping by to say these logos are awesome and that I think it's great you're doing affordable commissions.
  13. Yeah, but New Year's Dash was held in Japan. I'd expect his scores for that to be more like what Questlove posted. Anyway, some good advice here. And also the big caveat that conversions are screwy and mods aren't yet finished, so there's a lot of reasons for ratings to "make no sense."
  14. I like the CVerse, but I have a hard time seeing it as the model for all databases and I don't think that's how it's meant to be used. It's a set of numbers to run through the simulator, like any other. Now, those numbers have been adjusted to work with new features by the creator of those features, which always makes it seem to work cleaner than most mods at first, but eventually the community catches up. It's certainly not perfectly balanced or made to work immaculately. If it was, we wouldn't see issues like the ACPW fans booing half their rosters or all the stables splitting up. On-topic... Those six-man tags NJPW runs will get penalized, either from overusing the undercard guys or underuitilizing the top card guys. That seems logical to me? Like, you don't want those matches outshining the stuff at the top of the card that actually matters. I still think those scores you posted originally are a bit lower than I'd expect to see. What other penalties are you seeing in the road agent notes? What scores are you getting from the wrestlers individually? (Also, if you feel like a mod has shorted somebody for stats, go into the editor and change it. There's no shame in it!)
  15. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ShaunGBD" data-cite="ShaunGBD" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>In what way does it take longer? I don't see a real difference</div></blockquote><p> </p><p> I think some of this comes down to play style. For me, it's taking longer to book my shows because I like to book all my matches first and then add angles. This means I'm fiddling a lot with those arrows to move segments around. It's like a mini-game! Can I move this angle to the proper place in under a minute. </p><p> </p><p> Further, the angles the game starts with were haphazardly imported from 16 without any care for the new angle rules. So, I end up using free style angles, which are more time consuming. (This will be fixed now that there are some good angle packs coming out or I create my own, but I haven't wanted to expend the time doing that on a game I'm not sure I want to buy yet.)</p><p> </p><p> Finally, not being able to scroll through road agent notes with my mouse wheel slows me down. Fiddly stuff like double-clicking "Victor" resetting who I've selected from the drop-down. Basically, having to relearn screens in ways that aren't particularly intuitive. All that adds a lot of time to my booking.</p>
  16. Unless it's been changed recently, that product consequence also generates penalties for using a tainted finish. Having guys cheat to win should absolutely be a thing in Grindhouse Lucha. I've posted about this before, but I think the range of Cheap Finish penalties need a good looking over.
  17. Unless you've tweaked the range since I did some tests on this (admittedly way back in Beta #3), then the lengthy match penalty actually kicks in at minute 16. Effectively, this creates a product where fans are expecting all matches to be 15 minutes. That doesn't reflect any hardcore product that exists in reality and feels like needlessly restrictive game design.
  18. Yeah, the consequences on Extreme Hardcore look to be in error. The way it's set up now, all matches need to be 15 minutes or else they're capped or penalized. I assume that's accidental and the match cap for a product like this is meant to be more like 5 minutes.
  19. An and/or filter would be nice. I, for one, miss the simple text descriptions in the search, where I could just pop in "Good Brawlers" or "Decent Charisma" etc.
  20. Yeah, there should really be an option to turn off NewGens. Some of the workarounds proposed in the Beta thread -- like deleting all the Free Pictures or not using any Dojos -- are pretty obtuse. Why should historical mod players be barred from using certain features when a simple toggle could be implemented? I want to have the NJPW Dojo set up and able to produce historically accurate workers, but not randoms that might usurp their spot in the game world. I want Free Pictures available in case I reach 2022 and decide I would now like to let NewGens start appearing.
  21. I'd still love a tool like Mod Maker+ in WMMA where you can get a straight overview of where people rank in each skill. A tool like that would be huge for the TEW modding community (who, frankly, have way more use for it than the WMMA boys). Still holding out hope that gets implemented. But yeah, at the very least expanding the in-game filters to the editor would be a welcome addition.
  22. Just a note that Start Variance is set to Medium to begin with, so anyone discussing stats viewed in-game might see the mod's numbers skewed by that.
  23. Has anyone seen any incidents that indicate a wrestler is dissatisfied with their position on the card? With pushes gone, I assume this comes in the combination of guys complaining about their recent booking and guys complaining about losses/being left off shows. I haven't seen any of this, but I also haven't run through nearly as many games as some people on here. Has anyone seen wrestlers get sick of being jammed in the midcard?
  24. 100% Me too! Context is everything. Generally, I think the more popular/talented the performer, the more leeway they should have to break the rules. I do think the game tries to emulate this with bonuses, although I'm not sure how effective they are. Regardless, seeing those penalties can still be really frustrating.
  25. I agree with the broader points here that there should be more flexibility in TEW's penalties, but this highlighted sentence in particular is really inaccurate. There are absolutely time restrictions/conventions on segment/scene length in all forms of entertainment. They exist because - right or wrong - the formulas have proven successful. Now, breaking with convention can yield a positive response from the audience (something I don't think TEW simulates very well), but it can also prove alienating (something TEW simulates a little too well).
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