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Hi All,

So, I've joined the forum because I've got a bunch of thoughts and questions on TEW2010 (and the TEW series in general a bit).

 

Ages ago I used to fiddle around with the Extreme Warfare Revenge-era sims, but I never really appreciated them and, honestly, I think that was because I was too young to really appreciate the non-action side of wrestling.

 

This year I managed to get back in on the whole sindig by finding out that TEW2005 was available as Freeware and I loved fiddling with it, but there were some things that bothered me a bunch that, when I decided to check out 2010 after (once again) losing all my 05 data due to computer ****-ups, have been fixed and other ones have arisen.

 

Some things I really like, such as the inclusion of Dojos, but other things I dislike vehemently, such as head trainers at dojos being stated to have no actual effect on the trainees. Then there are things I am direly confused by, such as the whole Avatar system. Why do I need to have "myself" be an active member of the roster with stats above and beyond the ones that affect my ability as a booker? I think the overall interface works smoother, I love the idea of "Agers", "Eras", "Events" and other tweaks, but some tweaks I don't understand how to use yet, such as the inclusion of Masks, which seems sadly limiting. Can a character actually have more than 1 mask? I think maybe they can have a default and then a mask assigned by a company? Is there any way to move a company owned mask (like, say, TNA's Suicide) from one worker to another and maintain prestige?

 

Also, I am really interested in making my own personal mod, whether i decide to do it in 05 or 2010 (and I am leaning towards 2010 with the eras and all that being great for flavour and booms and such), but I haven't a clue where the best place to start making a mod would be?

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Well first off welcome to the forum. It is always good to see new posters on here.

 

As far as the avatar goes, just use The Grand Avatar if you do not want your avatar to be an active member of your roster (really you can use any avatar and not use them in game.). What I mean is just assign them to the roster as a personality and never use them again. That is what I do in most of my games.

 

In regards to the mod, what kind of mod are you looking to make? Do you want to make a real world mod or a fictional mod?

 

If you want to do a real world mod, you could always talk to MrCanada or Genadi. Both put out great real world mods and are very approachable to talk to.

 

On the fictional front Peter Hilton or Derek B. might be good people to talk to. And trust me it is a lot of work but it can be and is fun to do.

 

Just talk to them and maybe they can give you a feel as to how much work goes into making a mod.

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I'm going for a fictional mod based entirely off of a combination of three separate attempts I've made at making a pro wrestling universe, two of which were covering mostly North America and Japan and the 3rd a very Mexico heavy one. It all winds up balancing out when I merge them together and cut out the unnecessary redundancies etc. This is a setting that I actually have plans for "outside" of making a mod and having it just for myself, the mod is a thing I wanna do for myself and friends who I know won't steal my ideas (slight paranoia when you have invested as much time and energy into this as I have). I intend on, eventually, covering the entire span of my fictional world from the 20s through to a decent bit into the future (namely because, as far as TEW goes, timelines are much more concrete than in fiction and therefore one cannot have as much happen in a year as is able to occur in a mutable and entirely controllable setting where time doesn't pass as perceivably normal).

 

That link provided a decent idea on how best to progress, which seems much like the advice I give out when starting a new writing project (step by step, set goals etc.) and I feel like my first goal is to start with the most complete of my promotions, it also being one of the smaller ones that I have actually started on the roster for.

 

If I started a thread about my Mod but kept specifics, such as names and such to myself, using codenames for Feds and workers who matter (i.e. who aren't just "filler" or obvious real-world homages (cuz then I'd just say, for example, "My Mitsuharu Misawa, but with X difference)) that people would be willing to help with problems or give advice on how to balance things out as I go?

 

The likeliness of this mod being finished or released anytime soon would be minimal, and I am very much likely to have to wait to really test it until I have purchased 2010, because the demo is awesome but clearly limited...

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Slagaholic" data-cite="Slagaholic" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="29434" data-ipsquote-contentclass="forums_Topic"><div>Go to the <a href="http://67.19.230.90/~arles/forum/showthread.php?t=73018" rel="external nofollow">small questions thread</a> and either make a new post or search within the thread.<p> </p><p> go to options>>remote assistance>>type in "worldmarket" it makes every worker available in every area.</p></div></blockquote><p> </p><p> That's not quite what I was wanting though. One of, in my opinion, the biggest flaws I found with TEW2005 was that there was no way for workers to "grow" and expand in to other areas. This is a totally unrealistic occurrence and nerfs the idea of historical simming where, for instance, WCW in the 90s started bringing guys into the North American market from Mexico and Japan who had never worked here before. I'm wondering if TEW2010 has fixed that and come up with a way for workers to expand their working regions?</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="NuclearConvoy" data-cite="NuclearConvoy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="29434" data-ipsquote-contentclass="forums_Topic"><div>That's not quite what I was wanting though. One of, in my opinion, the biggest flaws I found with TEW2005 was that there was no way for workers to "grow" and expand in to other areas. This is a totally unrealistic occurrence and nerfs the idea of historical simming where, for instance, WCW in the 90s started bringing guys into the North American market from Mexico and Japan who had never worked here before. I'm wondering if TEW2010 has fixed that and come up with a way for workers to expand their working regions?</div></blockquote><p> </p><p> yeah, it's been around since 08, I believe. An unemployed worker will expand their horizons off their own bat; a sufficiently large company can just sign folks from other regions by waving enough money at them.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="NuclearConvoy" data-cite="NuclearConvoy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="29434" data-ipsquote-contentclass="forums_Topic"><div>That's not quite what I was wanting though. One of, in my opinion, the biggest flaws I found with TEW2005 was that there was no way for workers to "grow" and expand in to other areas. This is a totally unrealistic occurrence and nerfs the idea of historical simming where, for instance, WCW in the 90s started bringing guys into the North American market from Mexico and Japan who had never worked here before. I'm wondering if TEW2010 has fixed that and come up with a way for workers to expand their working regions?</div></blockquote><p> </p><p> Workers can decide to work in new areas now, but I have only seen it happen when they have not worked for over 6 months.</p><p> </p><p> If you are national or higher you can sign workers from all over the world regardless of whether they work in your region, but you have to pay relocation costs (Which probably covers how WCW did it, although I don't know how big they were when they started signing foreign workers)</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="NuclearConvoy" data-cite="NuclearConvoy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="29434" data-ipsquote-contentclass="forums_Topic"><div>That's not quite what I was wanting though. One of, in my opinion, the biggest flaws I found with TEW2005 was that there was no way for workers to "grow" and expand in to other areas. This is a totally unrealistic occurrence and nerfs the idea of historical simming where, for instance, WCW in the 90s started bringing guys into the North American market from Mexico and Japan who had never worked here before. I'm wondering if TEW2010 has fixed that and come up with a way for workers to expand their working regions?</div></blockquote><p> </p><p> 1. As a National or larger company, you can sign workers who would regularly not work in your area. You'll pay a chunk of cash for them to relocate/travel, but it's a small price to get a worker you really want from, say, Australia to work in America. Sadly, the AI isn't smart enough to do this.</p><p> </p><p> 2. <strong>Wrestlers</strong> left without work of any kind for long enough (including independent bookings) will start expanding on the number of places they're willing to work. While often its just because the worker is too crappy to get regular work in general, there's also the case of workers either being out with an injury for an extended period of time (had, in the 1977 C-Verse mod, Sheik Mustafa add a couple of countries to his availability after missing over a year with a concussion) AND, there's the case of guys who are too big to work independent shows getting released and then not finding work. In TEW2008, while using a European company, one of America's most popular wrestlers (SWF's Runaway Train) spent over a year without working after walking out of SWF, and in time he added Europe to the list of places he was willing to work. Even at 45, I was more than happy to give the legend a shot in Europe. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> 3. Lastly, worker have a random chance now to add other countries to the list of ones they'll work in. It seems mostly limited to the popular stars in either the USA or Canada wanting to work in Japan or the popular stars in Japan wanting to work in the USA, but that could also come down partially to the fact that at the start both in the C-Verse, and most real world mods, that the USA and Japan are the only places with National or larger sized companies.</p><p> </p><p> </p><p> Honestly, it's still an element of the game I think needs tweaking in the future. I have zero clue the random incidents where an American announces he'd like to work in Japan someday every effects the "lesser" regions. I mean, if Europe were to happen to have the healthiest wrestling enivornment, it seems like workers should then want to consider going out of their way to work there. That, and when workers expand their list from lengthy unemployment, I think it might make a certain amount of sense if they started cutting back on the list once they DO find regular employment.</p><p> </p><p> </p><p> But that's important right now. The point is, yes, there are methods by which workers can work outside of the list of countries they initially are willing to wrestle in. And if you REALLY want a guy, well... there's nothing stopping you from using the editor. I myself have once or twice tweaked a guy just so I could use him when I normally wouldn't be able to. Having Bigger Dan Ewe (who normally works exclusively in Europe) as part of my initial roster for my Local company in a 1997 C-Verse game in the USA was super fun.</p>
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<p>Thanks, the variety of answers to this question have actually been helpful. </p><p> </p><p>

Do working agreement "exchanges" add to the likeliness of a worker from a different region wanting to permanently add the region he is exchanged-into to his worked regions/add popularity where he works if booked well?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="NuclearConvoy" data-cite="NuclearConvoy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="29434" data-ipsquote-contentclass="forums_Topic"><div>Thanks, the variety of answers to this question have actually been helpful. <p> </p><p> Do working agreement "exchanges" add to the likeliness of a worker from a different region wanting to permanently add the region he is exchanged-into to his worked regions/add popularity where he works if booked well?</p></div></blockquote><p> </p><p> No, I have been trading for Japanese workers for as long as I could and none of them have decided to work in the USA. I have only been able to get two Japanese workers (coincidentally a tag team) to come to the US and that was due to them becoming inactive in Japan.</p><p> </p><p> It could potentially make them more likely to add a new region if they gain a good amount of pop through talent trades, although I dont know since I only trade for top workers.</p>
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