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JGreyA

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Everything posted by JGreyA

  1. I completely understand, but it's well worth the asking price. Just throwing that out there. But, hey, maybe there will be a sale around the holidays at the end of the year. Good luck.
  2. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="CapCee" data-cite="CapCee" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50428" data-ipsquote-contentclass="forums_Topic"><div>Francis Ngannou and Kamaru Usman are in the real world mods, if that answers your question at all.</div></blockquote><p> </p><p> Wow.</p><p> </p><p> JA</p>
  3. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="maxicheezestick" data-cite="maxicheezestick" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46179" data-ipsquote-contentclass="forums_Topic"><div>Noted. I'll put that in the July update. <p> </p><p> I'm updating rankings and I was wondering if anyone has suggestions over how far fighter rankings should be spaced out? I tried doing 1000-990-980, etc. but that seems to be too close together so I was wondering if anyone knew of a good way to space the rankings out.</p></div></blockquote><p> </p><p> When I do rankings, I only "hard rank" the top 20. Anyone under that, I allow the computer to determine where they're placed. That having been said, I always space fighters every 25 points starting at 500. So...</p><p> </p><p> 20 = 25</p><p> 19 = 50</p><p> 18 = 75</p><p> 17 = 100</p><p> 16 = 125</p><p> 15 = 150</p><p> 14 = 175</p><p> 13 = 200</p><p> 12 = 225</p><p> 11 = 250</p><p> 10 = 275</p><p> 9 = 300</p><p> 8 = 325</p><p> 7 = 350</p><p> 6 = 375</p><p> 5 = 400</p><p> 4 = 425</p><p> 3 = 450</p><p> 2 = 475</p><p> 1 = 500</p><p> </p><p> I've done entire mods like this, based on the (not 100% perfect but practical for the purpose of an all-ranked mod) FightMatrix rankings. The above method worked great with those modification added. At least, it did for me. Maybe it'll work for you.</p><p> </p><p> JA</p>
  4. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Devil_Bingo" data-cite="Devil_Bingo" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45951" data-ipsquote-contentclass="forums_Topic"><div>How's the mod coming along? Been super excited for this, need more mods for WMMA.</div></blockquote><p> </p><p> I was helping Suede with a few things for the mod and he's been quiet lately. I'm sure he's plugging away. This is the problem with announcing a project at all before it's finished; making these mods are extreme time-sponges and you get burned out pretty quickly from doing them. And in the meantime, people are expecting the thing and waiting as patiently as they can and you might not have been as far along as you thought you were when you announced the release date. And I can tell you from experience that making a mod takes FOREVER, because it never REALLY seems like it's ever REALLY finished. There's ALWAYS something that needs fixed or tweaked or improved. It's always SOMETHING. It becomes exhausting at times, not to mention overwhelming.</p><p> </p><p> Additionally, if you have absolutely anything at all going on "in real life" (a demanding job, social obligations, medical conditions, children, other passions, etc.) they all take away a significant amount of time you may otherwise spend on modding.</p><p> </p><p> Creating these things is no easy task, and I believe people think there's not much to it. I think a lot of people assume that creating a mod is nothing more than just assembling data together in a set location and that the game does most of the work in reading and executing that data. The problem is, that's not even remotely accurate. Like...not AT ALL.</p><p> </p><p> In short, I suppose it'll be done when it's done. Although, maybe Suede will have a different answer for you. I'm just trying to offer an honest answer based on the first-hand info I have. Take care.</p>
  5. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Suede" data-cite="Suede" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45951" data-ipsquote-contentclass="forums_Topic"><div>That would be amazing if you could do that. Shall I DM you the details? I can't do it now as away from Computer. Will have to be tomorrow. That ok?<p> </p><p> I'm looking at things like Brazilian Vale Tudo, Desafio, Extreme Challenge, IAFC, HooknShoot. </p><p> </p><p> Basically I have every event listed in Sherdog in the database now, with a lot of the companies from around that time, so I'm looking for weight classes as they would have been from Jan 97. </p><p> </p><p> Any help you can provide would be brilliant. COuld serve as a guide for other Real World Mods in the future too.</p></div></blockquote><p> </p><p> Let's do it. PM me the details and I'll get right on it. I've recently found myself with a lot of free time after a chainsaw accident at work (I'll spare the details...all in all I'll be fine...just damaged my hand...I'll recover fully) so it'll give me a project to work on while the wife's at work all day. Just give me a complete list and I'll do my best to secure the rule sets and weight classes from 1997. Talk to you soon.</p>
  6. What companies? I have over 3500 MMA events in my fight library, a lot of which are from 1993-2000 and even some that pre-date 1993. I can consult my library to verify the rule sets and weight classes of any organization I have on file.
  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BayStyles" data-cite="BayStyles" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44604" data-ipsquote-contentclass="forums_Topic"><div>Not sure if this is where this question goes, but: Anyone know how to save the large version of fighter headshots from the new designed UFC website? The smaller thumbnail version is available for right click -> saving, but I can't find the blown up version anywhere on the new design</div></blockquote><p> </p><p> One workaround to this issue is go to the image you're trying to save. It can be the image itself, or it can be the image as it is shown on a web page. Press the "PrtScr" button at the top of your keyboard. It should be located next to the F12 button. This will cause your computer to save the screenshot of the screen you are currently looking at. You can then open Windows Paint and paste the image to Windows Paint. Crop the image to your liking. Save.</p><p> </p><p> JGA</p>
  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Lashley" data-cite="Lashley" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44604" data-ipsquote-contentclass="forums_Topic"><div>How do I turn it off? Can't seem to do it, since everywhere is regulated</div></blockquote><p> </p><p> I don't believe you can do it in-game. You have to set up your database to have unregulated regions before starting a new game/save.</p><p> </p><p> JA</p>
  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="VBigB" data-cite="VBigB" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44604" data-ipsquote-contentclass="forums_Topic"><div>Have you checked the era settings? If I remember correctly, The era controls where companies can hire workers and it can be set so that even regional companies can hire from anywhere. I’m at work so I can’t check it atm.</div></blockquote><p> </p><p> Just checked the era settings. That was it. I never even occurred to me to look. I learn something new about this game every day. It's one of the great things about it and this community.</p><p> </p><p> Thanks for the help VBigV. I appreciate it.</p><p> </p><p> JGA</p>
  10. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44604" data-ipsquote-contentclass="forums_Topic"><div>There's no setting but organically they should sign regional fighters, especially if they are regional themselves. I can't imagine the AI code hiring fighters outside their region as 1/ it's impossible 2/ it doesn't make sense for them.</div></blockquote><p> </p><p> They do sign regional fighters, but it's in addition to non-regional fighters. I have a promotion set up in Japan that signs Americans, Europeans, and South Americans in addition to Japanese/Asian fighters. My aim was to have them sign only Japanese/Asian fighters. The same goes for my American company, my European company, and my South American company.</p><p> </p><p> This occurs even if the promotion sizes are set to unknown, or regional.</p><p> </p><p> JGA</p>
  11. <p>I've been searching for the answer to this for an hour with no luck...</p><p> </p><p> Is there a setting for my child companies to sign fighters exclusively from their own region? For instance, I want my American child company to sign only American fighters, my South American company to sign only Brazilian fighters, etc.</p><p> </p><p> I thought it had something to do with company size but I've run some tests and even at "unknown" my child companies sign everyone and anyone they can. This is problematic because I'm trying to keep my feeder leagues contained to their own regions. It would be helpful for how I have my league format set up. Anyway, thanks for any help/advice!</p><p> </p><p> JGA</p>
  12. This was actually covered in real life last year... http://www.abcboxing.com/unified-weight-classes-mma/ JGreyA
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