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Peter.1986

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Everything posted by Peter.1986

  1. Future: occasional wrestler. Another thing I’ve come across trying to mod an historical mod. There’s nothing to replicate people who regularly wrestle quite a few matches a year after they’ve stopped full time wrestling. Take Jerry lawler for example. When would he retire? When would he become a commentator? It would be nice to be able to set his retirement date to early 90’s which allows him to become a commentator but still an occasional wrestler for many years. Maybe have a semi in ring retirement and a full retirement.
  2. I think more of an attribute is needed for something like this. You think of the really really big guys who got over mainly because of their size. (Edit) I mean attribute is in the skill numbers not the personality traits
  3. As I’m trying to do a mod I’ve noticed a few things that would be nice. Some personality have things that increase the chances of addictions etc but the personality doesn’t suit them. Susceptible to: (each addiction) meaning there will be a greater chance of them becoming addicted. Friends with benefits: will put over friends. Especially needed when they are a political player. Bad ego: I always feel that someone who is egotistical would be more of a negative influence when they were top of the company. But while lower down the card they were unable to to feed their ego and even be positive. There isn’t an attribute for someone who is positive lower down but negative higher up and that’s a big thing in life.
  4. <p>Ive never been a fan of how the match types work in tew. Like you have a hardcore match in WWF and they complain it’s not their style and the match gets great penalties (in previous versions anyway) you have a TLC match and I can only be based on one of these aims. </p><p> </p><p> It needs to be a mixture, like a WWF hardcore match wouldn’t need the same hardcore skill as some other hardcore matches and would be rated less on that skill.</p>
  5. Sounds like with the economy in free fall people turned to wrestling. Then an economic boom led to people working, having less time to watch wrestling and spending money on other interests.
  6. I always think this is one that doesn’t get covered very well in the game. For example a ‘legends’ contract is now more than ever more appropriate. With merchandise and whatever. There are so many people on legends contracts who have made the odd appearance for WWE and will only ever make one for them (the odd one at that). To simulate something like a gimmick (legend) royal rumble or a legend returning for wrestlemania it’s really hard. The AI can’t really do it. I’d like to see legends contracts, X amount of shows. Season finale only etc in the contracts. As for non returning legends surely people who left the business could still be open to the odd appearance.
  7. Yeah I think the title of the post makes people think I’m asking generally how it works. I kind of want to know the in depth of potential and why the entertainment seems to grow slower
  8. I have tried going off he handbook. One thing I possibly didn’t think is stamina/athleticism dropped due to drugs etc. I understand the new changes, but trying to grasp the ‘potential’ Say you are trying to create an historical mod. You have a worker with 70 basics, selling and safety, but 50 consistency and you want them to end up roughly 80, 80, 80, 60. What do you set the potential at? Again I just don’t want workers to become unrealistically overpowered, already finding far too many 90+ rated matches compared to the same mod in 16.
  9. It just seems a large rise. I suppose I need to go through the whole mod (it’s converted) and lower other people. But it seems they are going above what I would expect from the potential cap. I’m not sure if it’s explained what each potential can go up to? I’d expect something like excellent to be anywhere up to 100 very good to Ben anywhere up to say 90 good to possibly 80 etc. Obviously each worker has a different cap assigned but surely the potential destiny can’t be higher than a certain amount based on what we select?
  10. The question is why are the fundamental skills going so high and quickly. While others are dropping and others aren’t moving. Charisma, microphone and acting seems to move very slowly (if at all) looking at the world. Is this the case? I just want to try and make he mod as balanced as possible and workers try and only end up obtaining something around their prime attributes before they hit decline.
  11. I’ll check later. Would be high calibre a lot of matches around the 90 mark. Rough estimate around 1 show per week plus 1 big event monthly.
  12. Ive ran a year on a current mod 33 year old with time decline set for around 36 ish. Fundamental skills (set potential to good or very good) Jan 13 - jan 14 Basic 69 - 89 Selling 64 - 70 Consistency 66 - 93 Safety 67 - 89 Performance skills (potential set to very good) Charisma 78 - 78 Mic 75 - 75 Acting 77 - 77 Star qual 78 - 82 Sex appeal 70 - 64 Menace 68 - 68 Something else noticeable Stamina 75 - 67 The worker does have drugs (soft and hard) steroid and alcohol. Another worker 35 year old with decline set around 38 Fundamental (potential set to good) Basic 62 - 80 Selling 52 - 56 Consist 72 - 75 Safety 66 - 71 Performance (potential set to very good) Char 83 - 83 Mic 77 - 77 Acting 83 - 83 Star qual 80 - 75 Sex appeal 70 - 70 Physical Stamina 64 - 61 Athlet 60 - 57 Power 85 - 85 Just wondering what’s causing the difference in progression to try and get the mod balanced and not overpowered
  13. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Fleisch" data-cite="Fleisch" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50136" data-ipsquote-contentclass="forums_Topic"><div>As Peter.1986 has said, no one should have loyalty in the US, except you could argue that Undertaker to WWE is the exception. It seems that is an issue with the mod not using the loyalty option in the correct way. In Japan it should be used rarely. Same in Mexico where there are some workers who are loyal to CMLL.</div></blockquote><p> </p><p> Yes although I would only say the mod maker is not using it in the correct way if they don’t intend for this to happen.</p><p> </p><p> Some mod makers may make people such as undertaker, HBK, HHH, Rock, Austin, Kane etc all loyal to WWF. Just depends what the mod maker wants to achieve I suppose. </p><p> </p><p> Considering Vader didn’t stay at WCW for the rest of his career (their lifespan) I’m not sure what they are trying to achieve lol</p>
  14. Loyalty shouldn’t be used other than japan really. A mod maker will have done this so nobody poaches Vader from WCW and you can literally only sign him if wcw let him go.
  15. Maybe the mod maker needs to set ‘future road agent’ for a lot of workers. (Can be made hidden in the database)
  16. I second this posted earlier. Didn't realise i couldn't do it because it wasn't an option at the time.
  17. Is it me or does the match ratings (AI especially) seem to be a lot higher? I converted a 2016 mod and seeing a lot of high rated matches. I have put a few bookers skills higher, based on the more where it says 85 or below won’t give mega pushes. Is this a reason for it? How do you assign a trainer in the performance centre? Tried development contract but it won’t allow it as there are no child companies. How to you judge experience based on non wrestlers. Eg say the McMahon’s?
  18. Has the option gone to set starting trends and community sizes etc?
  19. - Looking for mod making help- I took on the War of Immortals database when its owner no longer updated it allowed people to take it on. I felt there was not a lot of time decline and younger workers coming through in WOTI so decided to start creating Era wars. The major difference between Era Wars and WOTI is in Era wars a worker can appear more than once. (Eg once in each era) This load to a lot of work. Eg adding various Undertaker's to each company, at various ages etc. and it was not completed. My plan is to convert the mod and finish it off. If anybody could help that would be greatly appreciated. A couple of change i'm also thinking of making - Allocating each separate Era an 'area' in the database and locking workers down to that are (Meaning you wont get more than one Undertaker in the same company) - A complete new picture pack (any ideas on who is making a good one I can use?) ANybody who would like to help send me a message
  20. This was the greatest mod in terms of accuracy. I hope you continue the trend.
  21. It was to move to my area not work, it‘ was someone under contract with another company
  22. I was able to talk to a worker from another player controlled company (got him to move to closer to my area)
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