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xamdam

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About xamdam

  • Birthday 10/30/1979

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  1. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="OrangeKing" data-cite="OrangeKing" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44604" data-ipsquote-contentclass="forums_Topic"><div>I presume this is also the case for the world rankings? It's what I figured was going on when a new universe I created - with all fighters starting at the beginning of their careers with 0-0 records - hasn't yet populated a world rankings list a year or so into the game. Which is perfectly fine by me, but I was curious!</div></blockquote><p> Yup, that is definitely the case for world rankings. <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
  2. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="alexgem" data-cite="alexgem" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44604" data-ipsquote-contentclass="forums_Topic"><div>Thanks, I'd looked everywhere but attributes!! <p> Strangely, none of the fighters involved had the "career: proper preparer" attribute but... I tried giving them the opposite (career: short notice) and it worked like a charm <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> Right on, I'm glad you were able to find a solution! <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
  3. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="alexgem" data-cite="alexgem" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44604" data-ipsquote-contentclass="forums_Topic"><div>The hype for TEW 2020 led me to ... buy WMMA5 <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> and I'm having a blast so far!<p> </p><p> Having last played WMMA3 a few years back I'm stil relearning the game, I have a small problem with fighters availabilty: I noticed that some fighters (a minority) ,after advancing just one day, move directly from "Available full camp fighters" to "Unavailable fighters" without transitioning to "Available quick camp fighters".</p><p> I can't figure out what stat or option governs it, it's surely realistic but I'm more for a sandbox/fantasy booking playing style so I'd like to be able to edit or at least control it. Any help would be appreciated <img alt=":cool:" data-src="//content.invisioncic.com/g322608/emoticons/cool.png.f00d2562b2c1d873a09323753efdb041.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> There is an attribute called "proper preparer" or something similar, iirc. My best guess is that those fighters have that attribute. You could do a mass removal of that attribute through the mass editor if you wanted to clean them all out before starting a game, or adjust each one individually through the regular editor after a game has already started.</p>
  4. Had to add some attributes today...<p><a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2019_04/461324827_TJEPO.JPG.e036211b6d23df8a9a44d057142832ca.JPG" data-fileid="3497" data-fileext="jpg" rel=""><img data-fileid="3497" class="ipsImage ipsImage_thumbnailed" alt="461324827_TJEPO.JPG.e036211b6d23df8a9a44d057142832ca.JPG" data-src="<fileStore.core_Attachment>/monthly_2019_04/461324827_TJEPO.JPG.e036211b6d23df8a9a44d057142832ca.JPG" src="<___base_url___>/applications/core/interface/js/spacer.png" /></a></p>
  5. I have another game going where I've started fresh in 1993 with real world fighters, except I've adjusted everyone to enter the pro ranks when they're 18-20 years old. It's really weird seeing Cung Le and Rich Franklin doing battle with Royce Gracie and Dan Henderson in the middleweight title tournament. Or Herschel Walker squaring off with Dan Severn. Lol
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Overdose" data-cite="Overdose" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44604" data-ipsquote-contentclass="forums_Topic"><div>How do I end my first Reality TV season ? Team Struve beat Team Davis and has two fighters left. Do I just match them during any event and after the match ends I can start a new season ??? What about the coaches, do they need to fight also ? My Reality TV season has been over for 5 months or so..... the last two members of the season are set to fight at a event I have planned in a month and a half.</div></blockquote><p> Yes, the season will end once that match between the two finalists occurs. It's not necessary to have the coaches fight each other.</p><p> EDIT - there's also a waiting period before you can start the next season. I think it's one month after that final fight but can't remember for sure. Might be as many as three months.</p>
  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="F4CE1E55M4N" data-cite="F4CE1E55M4N" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46527" data-ipsquote-contentclass="forums_Topic"><div>@xamdam no I'm not using the Modern Warriors Mod, I'm using the RealWorld Mod 1.6<p> It has over 3500 fighters. I recently did a mass delete of fighters and deleted some companies. I have around 1800 fighters now and 5-6 less companies and yes the game is definitely faster when simulating, but it's still too slow for my enjoyment. I'm going to do another mass delete of fighters to maybe get it around 800-1000 fighters, then see what I'm working with as far as sim speed. </p><p> </p><p> How's everyone else managing?</p></div></blockquote><p> Oh cool, do you have a link for that one? I can't seem to find it but I'd like to try it so I can see which I prefer between that and MW3. Though the speed I got with ~1300 fighters was <em>okay</em> for simming, I've continued with further data removal to get the speed where I really want it to be for actively <em>playing</em> MW3.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46527" data-ipsquote-contentclass="forums_Topic"><div>Hmm. That's troubling. It never happebed to me before in any wmmz or tew game. And this pc is better than my previous vessels. Hope it's not a new bug....</div></blockquote><p> Troubling indeed. I saw that again when I started trying to actively play the Modern Warriors 3 database over the weekend. I did a bit of testing and I think I've isolated the source of the issue - the number of fight records in the database. I'm not yet sure where the exact tipping point is, but after removing a bunch of pre-game results by way of deleting pre-game events it suddenly went back to instantly accessing fighter info. The sad part about that is it seems to indicate that every game is doomed to eventually reach that point unless we're willing to export the database, delete fight records, and start over from time to time. <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
  8. <p>All of this messing around with this database made me really want to try to play it again. The massive amount of work that went into it is <em>so impressive</em> (as is the case with the game itself), and the sense of immersion from using all these real world items is great fun. I'd tried before, but it struggled to hold my attention due to the slow simulating.</p><p> </p><p> I decided that deleting fighters might wreak too much havoc on historical records and other connected things, and that the large number of active companies would always lead to a very large number of active fighters. So, I carefully went through and closed a bit more than half the companies. Basically every company outside the top 12. Removed their owners and CEOs. Retired all their fighters and removed their contracts. Vacated all the relevant belts. Cleaned up the few remaining critical items after the data check (corporate relationships, broadcast deals, etc.). It took a couple hours, but as a result I'm now able to sim a week in about 4-6 minutes depending on what's going on that week. It's still a lot slower than my primary save, but it's workable for me now and led to a fun night of fights. Though I think I threw up in my mouth a little when Colby Covington won a fight against Stephen Thompson and wound up rated #1 PFP afterward. LOL <img alt="" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="raufbold" data-cite="raufbold" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46527" data-ipsquote-contentclass="forums_Topic"><div>By the way the occasional slowdowns in accessing fighter data are indeed happening, not sure why. Usually 10-15 mins after launch, but not always either (i.e. when you click on a fighter and it takes about 10-15 seconds to load the fighter screen).</div></blockquote>Hmm, that's interesting. Did it start recently or has it been that way for long?<p> </p><p> To my surprise, week 3 was notably faster at 12 minutes and 39 seconds. But then I looked a bit closer and saw that only 1 fight card occurred. Week 4 was more like I initially expected. With 7 fight cards running that week, it was the longest week yet at 17 minutes and 14 seconds. So in total, that month took about an hour. I'd be very interested in hearing what kinds of times other people are seeing for similar sim lengths.</p>
  10. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="jjglvz" data-cite="jjglvz" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46527" data-ipsquote-contentclass="forums_Topic"><div>Doesn't the first week tend to be slower in Grey Dog games generally? Usually there's a load of reorganization and AI activity that needs to take place and then the game settles down in subsequent weeks.</div></blockquote>I know what you're saying, and I think as Blackman detailed that is often the case. But in this instance the second week was nearly identical, clocking in at 15 minutes and 22 seconds on my system. I'll try week three when I get home from work since it will be the first week with events actually running. The processing of events is usually where I see the greatest slowdown when I'm watching it closely.
  11. <p>Is this the one you're using, F4CE1E55M4N?</p><p> <a href="http://www.greydogsoftware.com/forum/showthread.php?t=542635" rel="external nofollow">http://www.greydogsoftware.com/forum/showthread.php?t=542635</a></p><p> </p><p> I tried the first week of 2019 this evening and it took 15 minutes and 10 seconds to complete. Subsequent weeks would likely be even slower since there were no fight cards occurring during week 1.</p>
  12. A similar sounding thing happened to my big old save file. When trying to change fighters in the matchmaking screen it would take 15-20 seconds to properly display the first fighter. After that it would go back to normal until I closed and reopened the matchmaking screen again. Just weird intermittent lag. Anecdotal, but I've yet to see it again since scaling back to a much smaller database.
  13. I wonder what might be causing it to run so much slower on some systems than others. My gaming rig is not very new, but it's not a potato by any means either. When my old save got to about 2,100 fighters the performance slowed down to where it took more than an hour to sim one month. The more fighters were added after the more slowly it went. I think I'll download the real world mod when I get home tonight and run a test to see how long it takes to sim a single day. Maybe if some others with faster performance do the same we can start to isolate the differences.
  14. Hahaha, glad I could help! <img alt="" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
  15. <p>No worries. Well, for example, if I were trying to trim down a database I might start by deleting the fighters with the lowest "draw" power. Here's a link with some screens:</p><p> </p><p> <a href="https://imgur.com/a/ryOKytp" rel="external nofollow">https://imgur.com/a/ryOKytp</a></p><p> </p><p> So I'd go to the editor (pic 1), click on characters (pic 2), then click search (pic 3), use the "Max Name Value" filter to show only fighters with low level regional value or worse (pic 4), then hit close and your list will be reduced to just those low level drawing fighters. Then click mass delete (pic 5), select all, and hit mass delete again. It'll prompt you for confirmation then remove all the selected fighters. You could also use the search filters to, for example, select and delete all fighters from any company you don't want to keep, or from any weight classes you don't want to stay active, or fighters of a certain age range, etc. But name value is likely one of the best (or at least fastest) ways to filter out and delete a whole bunch of less-than-desirable fighters.</p>
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