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PFElton

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  • Birthday 09/06/1991

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  1. Then he should say so instead of humoring the topic with two different people.
  2. I don't mean this rudely, but either you want me to do it or you don't. I don't want to put the time in to something you can easily visualize now, just for you to say "nah I've already made these magazine graphs so thanks anyway!"
  3. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="OGpistolpete" data-cite="OGpistolpete" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="52279" data-ipsquote-contentclass="forums_Topic"><div>Thank you for speaking up to this point... Thankfully US title lineages are not all complete yet so the in-game fixing wouldn't be the issue, need to lay them all out on spreadsheets first. Biggest portion of work would honestly be in the biographies. 99% of workers in the big promotions have custom biographies with specific information, so going back and adjusting those would take awhile.<p> </p></div></blockquote><p> </p><p> Dude I'll do it for you if you want me to. All of the big US promotions. It's literally just changing some dates from 1994-1995 to 1996-1997.</p>
  4. I understand your reasoning, but I don't understand what is negatively affected by just changing the year to 1998 and spacing out dates of events in your lore. It makes the fantasy so much more believable. Either way, good work here. EDIT: To be clear, my suggestion isn't to undo all the character advancement, just shift some dates so the advancements "fit" better, that's all.
  5. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="OGpistolpete" data-cite="OGpistolpete" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="52279" data-ipsquote-contentclass="forums_Topic"><div>Hmm, could you explain more of what you mean?</div></blockquote><p> </p><p> I mean that across the board, all the character development and major milestones that occurred from 1995-2000 you've packed into 1994-1995.</p><p> </p><p> -Paul Levesque becoming "The Game" Triple H</p><p> -Sting adopting a Crow gimmick</p><p> -Steve Austin becoming 'Stone Cold' Steve Austin, feuding with a McMahon, and winning the WWF Title</p><p> -Ken Shamrock's entry into Pro Wrestling</p><p> -Adam Copeland becoming 'Edge'</p><p> -Charles Wright becoming The Godfather</p><p> -Marcus Bagwell becoming Buff Bagwell</p><p> -The Nation of Domination storyline</p><p> -The Ministry of Darkness storyline ("The New Church")</p><p> -King Mabel becoming Viscera</p><p> -WWF's Pay-Per-View schedule from 2000</p><p> -Glenn Jacobs becoming Kane</p><p> -Bill Goldberg's entry into Pro Wrestling and the beginning of the streak</p><p> -Hulk Hogan becoming Hollywood Hogan</p><p> -A Screwjob</p><p> -Buried Alive Matches</p><p> </p><p> ^And that's all just off the top of my head. Nothing would be lost and a ton of realism would be gained if you set the start date at 1998 and spaced out some of the lore in the bio's; that way, it's much more understandable how things would've happened at an accelerated rate due to there being four major pro wrestling companies and an incredible amount of competition.</p>
  6. Hey OP, terrific work here. This is one of the more sensical and plausible fantasy scenarios and I just did a test game with the WWF - it was a blast. My critique is that you've crammed most of the character development and action from across the era into the years of 1994 and 1995. Is there any way to talk you in to changing the starting year to 1997 or 1998? Thanks!
  7. Sorry, how exactly does one turn off or reduce New Worker Generation? I can't find the button for it in this game.
  8. When I convert a save to a database then attempt to use it for a fresh game, the overwhelming majority of gimmick ratings come out set to 'Awful' even though the setting is 'Random' in the editor.
  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ColossusPT" data-cite="ColossusPT" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49464" data-ipsquote-contentclass="forums_Topic"><div>You can edit the expectations on the editor</div></blockquote><p> </p><p> Where?</p>
  10. Hello, I believe the broadcaster expectations are across-the-board too high by like 20 points on every single timeslot at every single size. Please ease up the values or even better, give we the players the power to do so via the editor. Thanks!
  11. You are correct in observing that in its current state, it's a converted TEW16 version of CVerse97 with HGC modded out and the TWL modded in. No adjustments were made to give workers attributes because I think the game does an acceptable job of converting that data and (as far as I can tell) generating its own attributes via the emergent nature of the gameplay. That being said, I will go and overhaul company products as necessary (guess I had a little more faith in the converter than to T&A up AAA) and probably push an update today. Thank you very much for your feedback.
  12. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="48044" data-ipsquote-contentclass="forums_Topic"><div>I'll try it out tomorrow. <img alt=":cool:" data-src="//content.invisioncic.com/g322608/emoticons/cool.png.f00d2562b2c1d873a09323753efdb041.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /><p> </p><p> So far I've ran some tests with the TEW16 CV97 and HGC can get some sick results like 88% shows by changing the match/segment settings to focus. Don't know if TWL can top that <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />.</p></div></blockquote><p> </p><p> In my tests, TWL is punching about where DAVE is, which is totally realistic and reasonable in my opinion.</p>
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