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tormyb

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About tormyb

  • Birthday 05/11/1991

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  1. This seems to be quite a common occurrence, and I think (though I'm no expert) that it is for the reason that you suggest. When generating a colour commentator stat for a worker newly taking up the role, it defaults to their microphone skill. However, their mic skill might be higher than the cap for their colour commentary. That being said, it isn't pointless to ask workers to switch to being a colour commentator, as some may well have higher skill caps than others. That being said, not all good talkers will end up being good colour commentators, so you might need to try a few guys before you hit on a good option. It is also worth noting that, if a worker has a colour skill less than 70% of their microphone skill, then their segment ratings will actually be based on 70% of their microphone skill rather than their colour commentary. This might not be great in a big company, but it does at least make good talkers just about usable as commentators, even if their colour cap is low.
  2. Perhaps I am wrong about the level, but your company only starts selling merchandise for specific workers (rather than generic merchandise for the company as a whole) once it reaches a certain level (maybe level 5?). What does the text in the box under "Current level" say? Normally it is something starting with, "At this level of merchandise..." or similar. If this doesn't make any mention of selling specific worker merchandise, then you won't do so and, therefore, won't have figures for specific names appearing. Once you reach the level at which you begin selling worker specific merchandise, it should appear, but not at the lower levels.
  3. Free Worker Fridays are getting so good, that Thursday should be known as Free Worker Friday Eve. Your work gives me so much inspiration for characters, and I am really grateful for your (and the other fantastic artists on this forum) brilliant efforts!
  4. It can be anything from six months to three years, depending primarily on their size. It can also be extended if the company has been in business for a very long time (I think over a decade).
  5. This thread has been unbelievably good recently. So much amazing work! The only problem with some of these is that they're too good. I don't want to assign some of these renders to workers in my games, because they're so brilliant that I only want to use them for my absolute favourites. I've got so many awesome renders, that I've just got saved away waiting for a "special occasion". Huge thanks for all the incredible work in this community!
  6. I've often thought that a useful alternative to this would be colour coding of the decisions screen. For example, workers you have the only serious offer for would show up in green, those who are seriously considering multiple offers including yours would be amber, and workers who are not seriously considering your offer would be red. This wouldn't solve the issue of superfluous emails, but it would save some clicks (which really add up over time) in finding out whether the rival offer matters or not. This would be particularly helpful in situations in which you have made a lot of offers to different workers.
  7. I like this idea. It might be useful to see it applied to a range of skills and workers of all ages. For example, you might be able to specifically ask a worker to try to improve their mic work (etc). That worker might then see accelerated growth in that area for a limited period of time (possibly governed by an attribute). Of course there are some skills for which this might not be realistic, but others are definitely things that someone might consciously train to improve. This would need to have potential downsides for balance. For example, a worker might refuse, or even be offended if they believe themselves to not need work in the specific area. It might even see growth in other skills slow or regress (e.g. power decreasing as stamina increases). To limit the use of the feature, perhaps workers' likelihood of accepting could heavily take into account - among other things - whether they work for the player's company, or are in their development company. To really limit use of the feature, it could be development company specific. Overall, it might be an interesting - and in some instances realistic - way of making worker skill progression more influenceable. It might also serve to make the way that wrestlers develop more realistic, and counter the way in which they currently show minimal improvements in their top skills, and often develop skills which seem counterintuitive for the promotion that they are working in. For example, while it is currently just as likely for wrestlers in PG companies to improve their hardcore abilities as their mic skills, this feature would allow players to guide their (exclusive?) workers' skill progression in a more appropriate direction.
  8. Thanks for some absolutely fantastic renders, as always! Much more importantly, glad to hear that you're on the mend, and I hope that the illness is behind you now.
  9. According to the in game handbook, "Bankruptcy will happen if a company is in debt for many consecutive months. The amount of debt is not relevant, all that matters is how many months in a row the company has a negative bank balance. The amount of months that a company can last depends primarily on their current size (ranging from 6 months to three years) but that can be extended if the company has been in business for more than a decade (with the older they are, the bigger the leeway). All companies get a grace period of one year when they first open in which their financial performance does not count towards any bankruptcy calculation." I'm not sure exactly how long you will have in the red before bankruptcy, but it sounds like you will have at least six months, and probably more as long as you aren't at the smallest size. I believe that tag team finishing moves are just flavour text, used to add detail to the match summaries, so there should be no mechanical or actual gameplay impact to using or not using them. You can fill in whatever you like or leave it blank, with no impact on gameplay. I have left plenty of teams' finishers blank, with no impact whatsoever.
  10. That sounds about right. If I was doing it, I would edit WWE to be either Smackdown or Raw rather than deleting it. That way you won't need to re-add all the contracts for that brand as they will already be there. Also, you could then just filter contracts to that company and then change the relevant ones to the other brand/company, rather than having to add them manually.
  11. In my current save game, in which I am about four years in, I am seeing feuds in a fair few companies. Some have none, most have one or two, and a few have more. It's hard to tell if the companies that don't have any active feuds are related to product (maybe those that don't expect storylines) or whether it is due to roster instability (they may have had workers who were part of feuds leave recently, thus ending the feud). However, there are a fairly sizable number of feuds active deep into a save.
  12. I'm not sure whether it makes any difference to workers' set style or not. Although looking back through the past generated graduates of the schools in my current game, there do seem to be more luchadores from the Mexican schools. However, I am just looking back (very unscientifically) at the past graduates, and it is possible that they have changed their styles since their debut. There also doesn't seem to be a lot of correlation with other game areas/styles. In terms of their skill distribution, in a save in which I have a school in each game area, I seem to be seeing the same fairly random skills regardless of where the school is based. This is obviously a very small sample size, but I am seeing just as many workers with good puro in Mexico as Japan, etc. Sorry that this isn't a particularly satisfactory answer, but based on my anecdotal experience, I'm not seeing too much difference in graduates based on location.
  13. To add to what others have said - I actually have a "smw" folder, that I use to add character to any interesting generated workers in my long term game. It's turned the pictureless characters from the least to the most characterful. Since I use your renders for all my prospects, I'll be playing with a roster of entirely your renders soon enough.
  14. Hello, This is a relatively minor suggestion, and would only be useful in a limited number of situations, but would certainly help me out from time to time. I would find it very helpful if, in the "Decisions" screen, having made contract offers, the "Decisions Awaiting a Response" could be colour coded to show the status of your offer. For example, the line of text reading "Contract Negotiations With..." could be green if the worker is currently going to accept your offer, amber if your offer is one of several competing offers that they are considering, and red when the worker has a better offer. I appreciate that it is possible to to discover this information by viewing the negotiation and then going to the "View Rival Offers" button. However, by colour coding the list of pending negotiations, the information would be available at a glance. This doesn't matter hugely most of the time, when the player is negotiating with a limited number of workers. The current layout is something of a faff, though, when you have a lot of negotiations going on (e.g. when signing lots of new works due to starting a new company, overhauling a roster, or simply when a lot of contracts come up at once). In these negotiations heavy instances, I might have negotiations ongoing with 20 workers, 10 of whom I get emails about rival offers to, and five of whom prefer the rival offer to my own. At current, I either find myself clicking back and forth from my emails to remember which of the workers have competing offers or - more often - clicking through all of the negotiations to check who I need to consider updating my offer to. Colour coding the negotiations would save me all the excess clicking to retrieve the information about rival offers. Many thanks!
  15. It's probably to do with how their schedule is set up in the editor. The mod maker may have set their schedule to be "Fixed", in which case they will not create any new events. If you go to the editor and change their schedule - e.g. to "Monthly" - they should start to generate events according to that.
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