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tormyb

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Posts posted by tormyb

  1. Just got back into TEW for the first time in a long time and loving jumping into TEW20 trying to absorb all the new features at once. Already have a pretty serviceable SWF save going on.

     

    One thing I can't seem to get an answer on is why Joe Sexy's commentary stat has taken a nosedive. I asked him to start being a colour commentator, he said yes and instantly had a colour skill of 79 (same as his mic skill, which is kind of what I was expecting).

     

    Six weeks later, his colour stat has been nosediving despite being active every week on the 'B' show I started. It's already at 71.

     

    Why is this happening? My guess is that it's because the starting skill it generates for him is way above his potential cap, but doesn't this basically make asking anyone to be a colour commentator pointless (for a big company at least)? If there's something I'm missing I'd love to know. I'm sure as hell not letting Joe be a road agent.

     

    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. Ok i started a new company and have upgraded the merchandise to level 4 but there has never been any figures or names in the box for sales this month/ next month.

     

    Money shows on the finance screen that I am selling merch but never on the actual merchandise screen. Any help with this would be much appreciated

     

    thanks

     

    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. How long can you stay alive if your finances are in the negative?

    I know it's been asked and said, but I just can't seem to find it...

     

    I'm playing the WCW New Blood Rising mod, Jan 2001. Started the save with 1mil in debt. Entering February and the debt has risen by 300k. Was just wondering when to begin to be really nervous.

     

    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).

  4. 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!

  5. 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.

  6. 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.

  7. Apologies for the radio silence the last month, unfortunately I was struck down with Covid as so many people have been and that developed into pneumonia, meaning I spent 3 weeks very unwell and the day before my birthday in hospital, which was fun :-)

     

    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.

  8. Thanks Historian. I've gone up 1-2% now, so slow progress even with weekly shows - but it is happening.

     

     

    Any idea how long a company needs to be in the red to go bankrupt? I have 2 months ahead of me before I dip into the red. AMW have been in the red since February (it's now September) but they actually turned a four figure profit last month. Even if they crash in the next two months, PPPW have Production Values and Music equal to mine - although they've recently doubled their production costs and trebled their worker costs, so they're running into the red at the same point we are.

     

    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.

     

     

    Just want to check on the tag team finishing move.

     

    1. Does one need to fill in an actual finishing move?

     

    2. If it is not an actual finishing move, will it affect the tag team?

     

    3. Can this be left blank without affecting gameplay during the tag team matches?

     

    Thank you.

     

    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.

  9. hey,

     

    Is there a easy way to separate raw and smackdown in to 2 different companies?

     

    Im playing a RW Mod, and never play as WWE just cos there are too many shows to book.

     

    So i guess i would have to make 2 new companies , raw and smackdown, delete WWE and then manually add the contracts?

     

    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.

  10. I have a question about storylines in CPU ran companies. Is it normal for most of the other companies to not be running storylines? I'm in Week 4 January 2020 of a save, playing as TCW. USPW, SWF, and 90% of the other companies don't have any active storylines when I look under "Feuds" in their profile from the company page. Some companies have 1 main event level feud, but most have none.

     

    There are plenty of starting storylines present for all companies in the editor Are starting storylines only taken into regard and kept for active companies? Is there any way to have the other companies keep storylines going or develop more? I know it's a minor detail, but I like to see what my competitors are doing, and right now they're just stringing together unrelated matches with no feel of a story.

     

    Except RIPW. They have 5 active feuds? Any insight is appreciated, thanks!

     

    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.

  11. Been almost a week and no answer. Anyone know?

     

    Getting read to do a TCW 2005 save and am wanting to have performance centers in Mexico and Japan to hopefully generate more luchadores, super juniors, and the hard hitting style Japanese workers tend to have.

     

    I checked the Training Facilities section in the handbook and there is nothing about this at all.

     

    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.

  12. Thank you, glad to know they are getting plenty of use. It can often be guess work as to whether many of your renders get picked up by others, so it is always gratifying to hear they are appreciated and in use.

     

    I do try and keep an eye out for them in diaries but you hope they are in use offline too.

     

    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.

  13. 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!

  14. I'm playing a mid-80s mod at the moment but noticed this elsewhere. I have a number of companies that have either lost their TV deals or have debuted and have no shows. Is there a reason that they're not choosing to book events even if they're not televised?

     

    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.

  15. How important is it to sell out an arena? Like if my projected audience is 12,000 does it really matter if I use a 10,000 capacity arena or a 15,000?

     

    The 10,000 capacity arena will cost less to hire than the 15,000 capacity arena, so it depends on how much money you are making from the extra ticket sales in the larger arena (number of sales above smaller venue capacity*ticket pricing).

  16. At what point will a company sell? I can buy any local to small company as soon as they go into the negative. Right now TNA is 48 million in the hole and they will not sell to me. Any idea why? They are at Medium size.... but still.... won't sell owing that much money?

     

    I might be wrong, but I believe that a company's willingness to sell is impacted by the owner's "Other Companies" setting under the "Business" section of their profile in the editor. My understanding is that those who are more willing to work with other companies are also more willing to sell.

     

    In the handbook it states that, "A company's financial performance is also key to whether they will accept a takeover attempt. As with bankruptcy, the amount of debt is not relevant, all that matter is how many consecutive times they have ended the month with a negative bank balance. Please bear in mind that finances are only part of the takeover process, some companies will refuse to be taken over even if they're in bad financial shape because of their owner's personality, their relationship with the aggressor, etc."

  17. How can I get a mod to look in the correct folder for pictures? I've tried creating the picture folder in the game and then putting the pictures in the folders but it still continues to bring up the default folder pictures. It's for the 2004 Ruthless Aggression mod for reference and I downloaded the picture pack and mod from the tewdb.com website

     

    In the editor, towards the bottom left of the screen is a button labelled "Database Details". Within that is a drop down menu for "Picture Folder".

     

    If you want to change the picture folder for an ongoing save - open the save, then go to "Options". Towards the top right of the screen, there is a button labelled "Change Pictures" (it's second from the top in the row of buttons furthest to the right of the screen.

  18. Thinking about how drug testing is used in the game, it would be a cool option to have a company wide enforcement policy.

     

    Basically, you would set the consequence for a positive test and that would happen automatically. You could have the option to set it for each drug type (Steroids/Soft Drugs/Hard Drugs/Pain Killers) and what happens for each successive failed test. For example, if you had a three strike policy for hard drugs you could set it up like this:

     

    1st fail: Fine

    2nd fail: Suspend

    3rd fail: Fire

     

    Probably should allow for up to 5 steps so you could add a warning and a send to rehab if you want.

     

    Pros: Morale hits would be lower for failed drug tests because the company policy is what it is. Also would remove "wrongful termination" after failing drug tests because it would be considered to be written into the contract.

     

    Cons: Uncontrollable. If a guy gets popped for drugs, the punishment is automatic so the user could be put into awkward situations where a key player is suspended or sent to rehab at an inopportune time.

     

    I would like to see something like this, but not I do not think that it necessarily needs to be uncontrollable. The player could still make the decision as to whether to follow the policy or not, but there would be consequences to each. For example, a worker would be more accepting of a decision that is in keeping with the policy, but react more negatively to one that goes above and beyond the policy. Similarly, other workers might react badly to a star being pandered to by a player who does not fully enforce the stated punishments.

     

    I would also, perhaps, like to see it expanded to include other disciplinary matters. For example, outlining the punishments for unprofessional conduct, no showing, or fighting backstage.

     

    There could be pros and cons to strict and lenient policies. For example, a strict policy might put off certain personality types from signing, but could reduce the likelihood of workers misbehaving or make them (and their friends) more accepting of serious punishments.

  19. I also wish initial perception had less to do with popularity. I like the idea that fans would be more open minded the first couple of times they see someone new, instead of instantly declaring "unimportant until prove otherwise". A guy with good star quality, great gimmick, winning decisively in his debut should at least get... well, this is where perception wording falls on its face. You can't call them "recognisable", but you could call them "interesting" or "important". Until they lose or cut a bad promo or expose themselves anyhow.

     

    I have always thought that TEW could do a better job of recognising novelty. A brand new worker, or one returning from a long time away, is treated just the same as one who has been on every show for years. Something like the above could be used for both debuting and returning wrestlers to counteract this, which would 100% get my vote.

  20. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="EZE85" data-cite="EZE85" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="53308" data-ipsquote-contentclass="forums_Topic"><div>Hey folks Im wondering what stats determine the level of risky match theyre willing to be part of?<p> </p><p> I want the Funker in a scaffold match but he wont do it and you cant set the risk any lower.So what is the check the game is doing? I can then tweak that stat to get round it. We all know Middle Aged and Crazy Funker would have done it so its annoying to not be able to run the risk.</p></div></blockquote><p> </p><p> The attribute "Deathmatch Wrestler" - listed under performance attributes - should mean that, "The worker is always willing to do deathmatches and will additionally never turn down matches due to content or injury concerns."</p>
  21. Thanks so much for the detailed response! I think I'll try it out once it's released :)

     

    Another point that I find to be in favour of the Thunderverse is the graphical consistency. All of the worker renders are of a consistent style - although there is still a lot of visual diversity, variety, and character.

     

    Going back to play the Cverse when TEW20 released, having been solely playing the Thunderverse for the end of TEW16, I found the variety of render styles to be a little jarring. While I think that the brilliant renders used for the Cverse are fantastic, and a real testament to the hardworking community behind them, they do really vary in style - with some being very realistic, others very cartoony, etc. This can somewhat draw me out of the Cverse's world, as the workers do not seem cohesive, or like they should exist in the same universe.

     

    On the other hand, the Thunderverse's worker renders all being delivered in a similar style still leaves room to express lots of personality, but helps me to feel immersed in the world as the people in it actually look as though they belong in the same universe.

     

    This wasn't something I expected to care about before playing the Thunderverse, but it has really snuck up on me as a massive benefit.

  22. I just finished my first year in the 04 mod. I decided to add some companies for the future. I added pictures from some other databases, that way I made sure I have everyone's picture. Despite the picture folder being the same, while I see most pictures show up when I go to look up workers in the workers section, when I go to companies, nobodies picture shows up at all. Anyone know what the deal is? I did make sure the pictures were set as JPG files, and even made sure I selected picture becomes their name .jpg. Any idea what is going on?

     

    Every worker has a picture that is associated with them as a worker - this is the picture that you see in the workers sections. However, they also have pictures which go with their contract/alter-ego for each company they work for. This means that you can, for example, select a different appearance for a worker when they appear in a different company in order to represent a different gimmick.

     

    The companies screen shows the picture associated with the workers' contract/alter-ego. Therefore, I am guessing that what has happened is that you have no pictures associated with the contracts. This can be solved by going to the in game editor - then contracts - then clicking on the relevant worker(s). If the above is correct, you should see that there is no picture for the contract. Click where the picture should be, then select the correct one and save.

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