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jbergey_2005

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Everything posted by jbergey_2005

  1. Oh wow! Amazing as always Mammoth. Thank you so much!
  2. Incredible work in this thread! Does anyone want the challenge of Man-Darin?
  3. About $1400 it appears. Facegen has been around since 1998 so Id guess it could work with the current language. As far as investment, well I guess we may never know, sometimes an investment pays off numerous times over in the new customers it brings in.
  4. While they renders are great, and it works for fictional universes. I would rather play real world but the stock free pics bug me because most of them dont even look like wrestlers. For real world I would personally prefer a facegen looking Hulk Hogan blended in with fictional pics. I think having a universe of real pics blended in with fictional pics would bug me as well. The best answer IMO is facegen.
  5. Why? It would likely be a large investment but I don't think 'never' is the right word. It would be an incredible feature and I personally would pay double for this game if it had it. Some of the default photos bug me and the real life photos I would rather have recreation of facegen photos. The biggest reason is newly created workers with generic real people photos just dont work for me.
  6. You guys are magical. All of these renders are making the default pic folder so nice. If someone was able to make some additional ref renders that would be super. I am already using the ones from earlier in this thread. Anything looking remotely closes to the default pics bother me now because of the greatness of these in this thread.
  7. Definitely dont agree. I feel the opposite is true. Workers dont show enough decline as they age in the game and stay on top the awards lists for years.
  8. I dont necessarily assume that. You dont see many false finishes on RAW in matches that might be considered "open." However, on PPVs you will see them frequently.
  9. I like this as a road agent note also. Much like workers appear even and the loser doesnt take as large of a popularity hit in a match ending like this but something like this even a smaller hit as it is basically telling the audience this match is a coinflip.
  10. You can mass add attributes or mass delete attributes. Search by workers working for them particular promotions. Then scroll down and add attribute "career woman" and hit mass edit. You would have to do this for each joshi promotion but that should work.
  11. In the early 80s timeline just setting the handshake deals to ongoing should create loyalty effects. I doubt many companies are able to offer a bunch of written contracts at that point if done correctly.
  12. I was under the impression that loyalty was more specifically for Japanese promotions.
  13. <p>Id have psychology lower on most younger workers as that grows throughout.</p><p> </p><p> HBK 55-60</p><p> Sid Vicious low 30s</p><p> </p><p> I would probably have most(unless considered exceptional) of the in-ring skills capped at 60 for YTD workers except for selling.</p><p> </p><p> Experience 0-15</p><p> Respect 0</p><p> Reputation 50</p><p> </p><p> Brawling 0-60</p><p> Puroresu 0-60</p><p> Hardcore 0-55</p><p> Technical 0-60</p><p> Aerial 0-75</p><p> Flash 0-65</p><p> </p><p> Psych 0-60</p><p> Charisma 0-100</p><p> Mic 0-70</p><p> Acting 0-60</p><p> Star 0-95</p><p> Sex App 0-100</p><p> Menace 0-100</p><p> </p><p> Basics 0-75</p><p> Selling 0-75</p><p> Consistency 0-75</p><p> Safety 0-75</p><p> </p><p> Stamina 0-100</p><p> Athl 0-100</p><p> Power 0-100</p><p> Tough 0-100</p><p> Res 0-100</p><p> </p><p> I would try to think of it like a bell curve where most workers falling in that 35-55 range where as the top 10 percent only are above that line. Its not an issue to have monster types with very low tech and aerial.</p><p> </p><p> My baseline is fairly conservative but it keeps massive growth down in the territory era.</p><p> </p><p> The three mods I have studied the most on YTD workers were the default, Derek B's(97 CV mod) and Mammoth's(1970s mod). I feel all 3 of them have a great understanding of how the game functions(obviously Adam since he designed it:).</p>
  14. Awesome! And sorry it wasn't confusing. I just didnt take the time to read it correctly.
  15. Everything looks great. Thanks! Are you sure you want to move AWA though? Ive seen other mod makers move AWA to Great Lakes as well and while I can understand it I don't really agree. Their home base is Minneapolis(Mid West) and their territory from that area consisted of Minnesota(Mid West), North Dakota(Mid West), South Dakota(Mid West), Nebraska(Mid West), Wisconsin(Great Lakes), Northern Illinois(Great Lakes) and Colorado(Mid South). Neither area is a perfect fit in TEW terms but more of the AWA territory, including the home base, was in the Mid West. Keep up the great work!
  16. It is like Christmas week in the mod forums right now. Awesome! I have no doubts this will play wonderfully. Thanks Derek!
  17. You would go to the editor. Go to workers. Do a search by (works for WWE) . 'Select all' the workers and choose what you want to edit. Such as increase brawling by --- (maybe 10 percent). I would use percentages instead of numbers to keep the better workers on a higher scale.
  18. Thanks for the reply. I don't change your stats as they are very well done. I do have a huge database of yet to debut workers(accumulation of numerous mods that I have messed around with) so I try to get them aligned to match your yet to debut workers however. The Ric Flair example makes a lot of sense.
  19. The easiest way is to just use the mass editor and increase stats of the WWE workers by 10-20 percent or whatever you want from one of the brilliant mods that are out there. I use it often to actually do the opposite. I feel some mod makers cater a bit to the people that want faster growth(where as I want it to feel more real life) so I tend to decrease stats a bit before I start. The mass editor is very easy to use once you've messed around with it a bit.
  20. Thank you Mammoth! Wonderful work as always. I've played around with psychology, microphone, and selling so much with yet to debut workers and have yet to find the sweet spot on rating them. Originally, I set it lower because they seem to "grow" so fast them early years. However, doing that it had a lot of them sitting around not getting offers. Have you done testing the Ric Flair's(68 psych, 69 mic, 77 sel) and found that to be the right number? Them numbers would seem high to me but maybe that is what works the best. I know you like to make challenging mods that aren't loaded with 100 rated matches. Appreciate everything you do for the community.
  21. Nope. It doesnt have a direct link to an up to data file so you will have to keep updating the mdb file and bring it to the excel in order to keep it up to date.
  22. As much as Id love for you to get ad revenue from it. It annoys me. Every screen change it pops up a lot of times right in the way of something Im looking at. Thanks for the option to have the no ad option.
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