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FlameSnoopy

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  1. Arguably the best game GDS has ever made, but the loading times are really bad. After 30-40 years it's so slow you have to abandon the save and start again. The starting over part is always the worst one in GDS games, but especially bad in WMMAs. In WMMA I always have one long save and when it gets unbearable in the loading time department, I just stop playing the game altogether. Then after an unspecified period of time (months, a year), I dust it off again for some rinse and repeat. It's definitely starting to reach the TEW08 & TEW10 hours for me.
  2. She has negative relationships in the backstage environment. At least in TEW2016 it didn't take many negatives at that.
  3. No, he won't re-sign with you. The only way for that to happen would be for the owner to have a positive relationship with him so that the owner re-signs him personally, or editing the relationship between you two to be positive from the editor. First, get your home region to like C+ pop. Then start building an appropriate second region (high importance, preferably a spillover region). Remember to lock yourself to regional if you don't have much money. The thing is basically to run the two regions (home + 2ndary) till you get enough pop to rise to cult. You'll want to have at least 2M-5M in the bank or so. I can't remember how much the expenses went up off the top of my head, but even if you sign your entire roster on writtens (depends on the roster size obviously) and hire a bunch of new talent you'll likely still end up making money once you get TV + PPV and only run your home region. Once you make enough money you can basically start doing whatever (run any region from your home area, try to expand internationally).
  4. <p>I've slowly been updating this. Got burned out from all the modding and TEW for a while there after the last update. I've been playing it a little since then though, slowly starting work on a new update. Then my hard drive crashed, which killed any remnant of motivation at that point. However, I've been slowly working on a new update again after playing some saves. </p><p> </p><p> Some of the things I've been working on off the top of my head:</p><p> - Re-adjusting worker stats as usual.</p><p> - Increased the stamina of a lot of the wrestlers (people in general gassed too easily)</p><p> - Increased safety for numerous wrestlers (too many botches even with low injury rate)</p><p> - Increased selling, again, for numerous wrestlers (too many people were getting dinged for selling)</p><p> - Increased some of the popularity of workers</p><p> - Played a little with the consistency values for a small number of workers, mostly increasing it for low-level wrestlers</p><p> - Deleted WSX (it was more for fun since the pilot was recorded in February 2006, but the promotion never simmed proper even without being owned by MTV. It always lost the TV slot once the initial run ends and then becomes a once a month promotion, which always annoys me)</p><p> - Added a few of the missing lineages for the more important titles (can't remember which, some Japanese ones IIRC; very boring work)</p><p> - Started creating the UK scene, which is at a sluggish pace as I didn't know much of anything of the UK scene prior. Difficult to start almost literally from scratch, especially since I want the flow of the region captured for every area I work on. Also, UK wrestling is pretty dire during this point in time. So that doesn't help things.</p><p> - Added Frontier Wrestling Alliance (if I'm not mistaken it's filled out)</p><p> - Added Irish Whip Wrestling (about 50% done with that)</p><p> - Most of the added active workers are located in the UK, but also added some joshi (there were a few notable omissions that had slipped through)</p><p> </p><p> So there's some stuff to finish off before a new release; namely making the UK scene playable with more than one company at least. I don't want to release it with UK half-assed even though there is 'enough stuff' for a new update already. Definitely no release date, I don't have nearly as much time to work on this as I did when I began and in general spend less time with TEW. What I can say is I'll be getting TEW2020 and I will port over this mod and continue working on it.</p><p> </p><p> The reason for this post was basically to say it's not dead. <img alt="" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
  5. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="redwalrus" data-cite="redwalrus" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I've tried looking for this in search feature but its not coming up when I assume its been asked a bunch before. I keep getting the match suffered from "lack of psychology" note. It happens with any Main Eventer with a psychology less than 80 in matches more than 20 minutes? A 75 or higher psychology seems pretty good to me but apparently its not. What can I do to avoid this? Does all these matches have to be scripted? I can't just avoid having some of these guys main event my shows.</div></blockquote><p> </p><p> I'm feeling too lazy to write a comprehensive answer so I'll quote Derek B instead. He explained it quite nicely in a short manner here:</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek B" data-cite="Derek B" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Basically, early on in the calculation of the match rating (more or less after the top row skills are factored in) there is a check on psychology to see if the workers can actually perform to that level. If the psychology score is about 85% or lower than the match rating at that point, there can be a psychology penalty. But there are still many potential bonuses to get after that (like momentum, charisma, star quality and more) to boost the rating higher still.<p> </p><p> The difference between Call In Ring, Scripted and using neither cann help too... high psych workers can get extra bonuses to pull matches up, having one worker better than the other will generally cover for the weaker worker a significant bit and scripting is good when workers have relatively weak psychology. Tailor that to your workers and then good things can happen. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="EBEZA" data-cite="EBEZA" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I find it strange that "you can change it in the editor" always comes up as an answer. When someone asks how to do something, I instinctively assume they mean within the means of normal gameplay.<p> </p><p> If someone asks "how can I get a rocket launcher in GTA?" people will generally tell them where one spawns on the map, what shops sell them, etc, not the weapons cheat. <img alt=":confused:" data-src="//content.invisioncic.com/g322608/emoticons/confused.png.d4a8e6b6eab0c67698b911fb041c0ed1.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> If there's no other way to achieve the result the OP asked for but the editor, what do you expect the answer to be? Your example is entirely different in nature; it would only apply if there was no other way to get a rocket launcher in GTA but by using a cheat code. Also, not really productive to always go to the 'editor is cheating' argument. Personally, I only use the in-game editor to fix mod mistakes (like someone's performance [gimmick] stats all being at 50 or something like that) but I don't mind at all that someone plays the game in another way than I do.</p>
  6. Add in another player and take over the booking position in the company in question. You can leave the game as the second player once you have him signed.
  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="EBEZA" data-cite="EBEZA" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I strongly disagree here. Being a rebel is a character trait, rather than a gimmick. It can join the list of ass-kisser, cowardly heel, etc in that it's a trait that forms an important part of someone's character, but isn't a gimmick.</div></blockquote><p> </p><p> Stone Cold was definitely a 100% rebel gimmick in the beginning stages (once he/creative got the hang of it). Ass-kisser and cowardly heel are both gimmicks as well. Shaking hands and kissing the babies is a gimmick. Might not be a complex or an interesting character, let alone a creative gimmick, but it's still one. Everyone has a gimmick pretty much in wrestling (though not necessarily in puro/"pure" products, where these would often better be described as characters, exceptions to every rule). Gimmick and character are so different from each other, they shouldn't be mixed up. It's extremely common for the same character to use a number of different gimmicks.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="EBEZA" data-cite="EBEZA" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Being a mortician, dentist, pornstar, pimp, censorship guy, prison guard, repo man, pirate, cult leader, etc... they're what I'd say count as gimmicks.</div></blockquote><p> </p><p> Those are extremely gimmicky gimmicks.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="EBEZA" data-cite="EBEZA" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I only started with TEW 2016, can you explain chained storylines to me? In my head, it was a way of transitioning one storyline into another, possibly keeping some of the old storyline's momentum in the process?</div></blockquote><p> </p><p> Chained storylines were basically pre-built storylines with a number of steps you had to complete to advance the storyline. So for example, the chained storyline might've begun with Step 1 being a match where Wrestler A loses to Wrestler B. You must then book that match exactly like that, where Wrestler A gets the victory or else the storyline wouldn't advance (and you would have to do it all over again). In my opinion, chained storylines were well intentioned but didn't really run that smooth. However, a large minority used mostly chained storylines and were frustrated when they were completely removed, since in chained there was already a number of pre-built storylines that you could either run as is or simply be inspired by them.</p>
  8. Liking the gimmick builder idea conceptually, but I also very much enjoy the gimmick type effects (legit, cocky etc) and I always play with them on. I guess the one caveat would be that the gimmick builder itself could churn out 'generic gimmicks', especially if the different gimmick types are removed in favor of a new, modified system. I might actually be in the minority in that I don't think the current gimmick system is mechanically flawed, the effects should just be far stronger and not merely minor bonuses or minuses.
  9. Talk about burying the lead on this one! Better Fog Of War sounds good to me, I'm imagining it's somewhat like in WMMA5 now. Pro Mode also looks like an interesting addition. Really, really glad Fog isn't gone!
  10. I hate that technical wrestling is one thing now. Huge disappointment. Mat Wrestling and Chain Wrestling are so different from each other this makes no sense to me whatsoever. With all the 'MMA stuff' (MMA stat, intensity, stiffness) removed, I guess I can somewhat understand removing Submissions, though I wouldn't. All three of the current technical skills are their own thing, to find a wrestler who can do all three of them to a good level is very rare. If anything, I have always wanted Mat Wrestling to be changed to Grappling. This way it could be used more intuitively when making stats, for example, for wrestlers with an amateur background that probably have their highest top row stat be Mat Wrestling to begin with. Grappling would then include not only wrestling on the mat, but also wrestling when standing up (so clinching basically). While I am at this, the rumble stats really need a rework. It would be so much better to remove Brawling & Puroresu and instead have Striking & Throwing/Slamming. Also gutted to see Fog Of War gone. Sure it was far from perfect and it had it's annoyances. Personally, I always play with it on. Not looking forward to going back to the old way. To me, removing these two things is a bigger loss than any of the features I've waited for years to get in (like the Variance option actually changing something, Experience). Really hoping for some good journal entries or the game better be leaps and bounds better under-the-hood to account for removing stuff. Well, at least there's finally the search by skill feature...
  11. Really nice to see the multiple variance options in! It's going to make a big difference when having multiple play-throughs with the same database.
  12. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="01gognaa" data-cite="01gognaa" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Sorry if this has been asked, but I cant locate a thread/post:<p> </p><p> What are the Roles you can assign in Angles, and why are they relevant? Do they have any real bearing on the angle rating, story line rating, stats, etc?</p><p> </p><p> Thanks in advance.</p></div></blockquote><p> </p><p> You mean 'Catalyst', 'Subject', 'Victim' etc?</p><p> </p><p> It has no affect on anything, it's purely to make it easier for the player to visualize the angle happening in their head and so that participants can be chosen correctly. For example, with Participant 1 set as the 'Attacker' and Participant 2 set as the 'Victim', you instantly know who to pick for each role.</p>
  13. They count towards stats if the prestige is floating in the range, for example, a main event title would be in. So if you start off with a floating belt and wrestler #1 wins it while it has 50% prestige, it will count as a midcard title win. If he then raises the prestige to 85%, loses it, the wrestler #2 winning it will get it counted as a main event title win.
  14. Nope, you can only have one Season Finale per year without being penalized.
  15. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jaysin" data-cite="Jaysin" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>decisive victory road agent note<p> 5 or less minutes</p><p> </p><p> Literally nothing else matters to get the well executed squash note.</p></div></blockquote><p> </p><p> I never use the decisive victory note (ever). Also, my squashes are always 6 mins and I never book anything under that, my shortest non-squashes are 8 mins.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Corey" data-cite="Corey" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Are you aware if/how much it affects pop gains to be airing on, say, a big/huge station over a medium one? I'm debating whether it's worth the gamble to take the penalties due to having weaker star power than WWE in a National Battle versus catching up to them faster if I can get my guys seen by a bigger audience.</div></blockquote><p> </p><p> You should always be on the biggest network possible. Also, winning National Battles is a lot easier in TEW2016 than it used to be (like many things...), so I wouldn't even worry about it to be honest.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Corey" data-cite="Corey" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Also, I've yet to try having a figurehead in the game as I never have anyone who's completely right. Is it possible to have a successful figurehead while there's still some negatives against him or is it better to wait until the absolute right guy comes along/is over enough?</div></blockquote><p> </p><p> Yes, it is possible to have a succesful figurehead with negatives. Doesn't mean that it would be a good idea to choose that guy though. If you know there's someone with better charisma & star aura, you should build that guy instead. Never choose a figurehead based on popularity. Popularity is so easy to build and manage. Figurehead should be someone you know is the best available long term option for you. Don't choose a figurehead that is okay for now, but one you need to switch soon. The previous figurehead will be pissed and overall, you would've just wasted a ton of time and energy.</p>
  16. It is purely the Hardcore stat that is being looked at. However, that message appears because Hardcore isn't his highest top row stat (Brawling, Submissions, Aerial etc.). I think it'd be useful if you posted what type of road agent notes you use, as well as what length the match is and stuff like that. Also, what do you mean an effective squash match? To get the well booked squash note? Or to get Brute domination mechanic gains?
  17. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ArcheoOutOfNowhere" data-cite="ArcheoOutOfNowhere" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>With that being said, I also have a question: when you guys add IRL workers you don't know a lot about (or worse, nothing other than name, size and nationality), how do you set their Performance skills ? I don't really want to do 330 workers performance, even less since I don't know what should be the basis for local wrestlers: does 50% mean "He's a decent comedy babyface", or "He's not that great as a babyface but I guess he's not terrible either" ? Should a guy who never left France because he's not talented enough even have a 90% in Heel performance, because he's really good at it but just lacks any in ring talent ? <p> In short, should I just put 50% (or 70%, or whatever other number is the "Basic" stat) for everything, or is there a good method for performance who's not "Just randomly click on a number and boom you're good" ?</p></div></blockquote><p> </p><p> Personally, I never add real life workers I don't know and haven't seen. As a base for the average Western worker, 80% - 90% to their better alignment. For the other, anything from 1% - 80%. Only the rare exception would I set as below 80% in both; a bland work horse, a bland Japanese puro worker and a very low level Western youngster who is unlikely to go far and can improve their Babyface/Heel rating with time.</p><p> </p><p> Please note, you can be far more liberal with the Babyface/Heel and gimmick ratings. Common errors include setting both Babyface / Heel to atrocious values or setting a worker to do all gimmicks well (when it should be very rare). 50% isn't Basic, it's actually pretty terrible for an alignment stat and I literally will never turn someone to face/heel if they have lower than in C/C+ alignment performance stats. Also, someone who isn't a good in-ring talent can still have good values in these stats. </p><p> </p><p> In general, it would be best to think about playability (as with literally any thing while modding). Think how the worker is going to be used in-game. Does his babyface stat mean the player will never turn him? Is he too good in everything since the player can switch alignments and gimmicks at will? Does the worker even use gimmicks, or is he simply a puro work horse who needs no gimmick? Is everyone rated so low in the mod it makes entertainment promotions unplayable?</p>
  18. That's fair enough. A lot of the hasbeens aren't in simply because this has been created from scratch and they have little to no relevancy in the year 2006. But I guess I can add some of the more well known names in the mix. It's roughly based on how well the company does show grade wise when simulating the database. For example, Raw for WWE can score a B+, so it's B+. TNA can get C- for their PPVs, and also are fresh on national tv. It doesn't take long for them to improve their roster's pop and get better tv show grades as well. RoH can do something in the C-/C/C+ range, depending on the main event. With that being said, upped RoH's momentum to C-. As far as a 'full release', I guess it depends on what one thinks qualifies in the category. This is very much playable now (for US, Mexico & Japan) and fairly well balanced.
  19. There's nothing quite like spending way over a 1000 hours on a mod and have people whining about missing hasbeens or missing pictures.
  20. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="James Casey" data-cite="James Casey" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>From memory, simmering tension lasts <span style="text-decoration:underline;">at least</span> six months before potentially fading. I may be getting it confused with the "left your promotion, won't negotiate" tension with former employees, however.</div></blockquote><p> </p><p> Simmering Tension can disappear before that, it depends if any positive / negative incidents happen.</p>
  21. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ArcheoOutOfNowhere" data-cite="ArcheoOutOfNowhere" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>I was wondering: when creating an historical mod (or any mod I suppose), is there a way to ensure some nationality will have a lot of regens (or at least that if Country A has 50 people when you start the save, they'll never get much lower than that) ? I know I will never have a shortage of US/Canadian/Mexican/Japanese/Australian wrestlers, since they have a full area for themselves, but I'm not sure if countries like France (who has a region), Germany (who's not alone in its region) or even South Africa (who has wrestlers but where you can't go) will keep having regens or have any chance of "growing" in terms of number of workers. <p> </p><p> I already know I can influence a dojo by the nationality of the trainer, but that only ensure I'll have a couple of them, not that I'll keep having 70 guys (unless I'm mistaken). And as I'm not experienced at all in mods creation, I don't know if there is something I can add somewhere that will let me say "Put that country's worker generation on high, and that one on low".</p></div></blockquote><p> </p><p> There's no way to tell the game to create a brand new worker of a specific nationality. However, I'm not sure if you're actually talking about <strong>regeneration</strong> or <strong>new worker (generation)</strong>. The two are completely different, though serve much of the same purpose.</p><p> </p><p> Regeneration is when a worker retires or dies and their basic details (size, nationality, picture) are used to create a new worker.</p><p> </p><p> New worker generation is when the game creates a new worker from scratch, with the possibility of assigning a worker picture through Free Pictures.</p><p> </p><p> As you might have guessed by now, if you are indeed talking about Regeneration, you will have a host of French talent throughout the save.</p><p> </p><p> If you aren't, you'll probably still get French workers created by the game since it has it's own region and language in-game. The chance is much more random though.</p><p> </p><p> There's nothing that stops you from having both Regeneration and New Worker Generation on at the same time.</p>
  22. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="mrwhippy" data-cite="mrwhippy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>What determines whether a worker is thrown into Time Decline? Is it purely down to the "random number" assigned on startup?<p> </p><p> Is it impossible to predict without hard setting it?</p></div></blockquote><p> </p><p> Indeed it is.</p><p> </p><p> As the modder, you have to make the decision of which is worse: hard set Decline/Relevancy/Retirement Ages, or the very real possibility of them being in time decline once the save begins.</p>
  23. <p>The 0.09 version of the mod is live now. Added Full Impact Pro (USA). Fixed all reported errors. More wrestlers, more workers as usual.</p><p> </p><p> [VERSION: 2006 — Times Of Infamy 0.09]</p><p> Active companies: 22 (+1 from v0.08)</p><p> Workers: 1120 (+91 from v0.08)</p><p> Debuted active wrestlers: 825 (+68 from v0.08)</p><p> Semi-active wrestlers: 26 (+2 from v0.08)</p><p> Yet to debut wrestlers: 95 (+8 from v0.08)</p><p> </p><p> <strong>DATA LINK:</strong> <a href="http://www.mediafire.com/file/6ovv9y563l30gw0/dataV0_09.rar" rel="external nofollow">http://www.mediafire.com/file/6ovv9y563l30gw0/dataV0_09.rar</a></p><p> <strong>PICTURE LINK:</strong> <a href="http://www.mediafire.com/file/7t72k7jc8be3050/picsV0_09.rar" rel="external nofollow">http://www.mediafire.com/file/7t72k7jc8be3050/picsV0_09.rar</a></p>
  24. Thanks guys, fixed all the errors for the upcoming update. All of the missing workers have (already) been added as well. Pretty sure the Sabu - Abyss feud was over. I didn't add all the friendship relationships because I'm deliberately trying to 'be harsh' on them (apart from blood relation). This is to keep the relationship file from bloating. I still have some things to do before the next update sees the light of day, which should be in a couple of weeks. A new promotion, new workers and the usual stat tweaking and such. IMO, the mod is starting to look solid.
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