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Small Questions Thread & "Living FAQ"


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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="nymetfan" data-cite="nymetfan" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>If i want to add a picture to the database is there a specific size it needs to be?<p> </p><p> Im debating adding in a promotion and a couple of workers that arent in the game but im a stickler for realism. I need to hvae pictures and everything for them.</p></div></blockquote><p> </p><p> Worker pics and company logos are 150x150.</p>
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<p>Japanese Junior Auto-Push</p><p> </p><p>

Anyone noticed that Japanese Juniors auto-push lower than other workers? This is in a US fed, by the way. I have guys with pop at 85 across the board auto-pushing to midcarder. If they were Regular Wrestlers, they would be main eventers with this pop. Cruiserweights also tend to auto-push a bit lower than their pop would indicate, but not to the extent of Japanese Juniors. Anyone know why this happens and if there is a way around it other than manually setting pushes?</p>

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<p>That is due to your product.</p><p> </p><p>

Some products weight different workers differently, representing how someone with a particular style will have a harder time being regarded as a top worker, depending on the fan base.</p><p> </p><p>

For instance, heavy traditional promotions weight cruiserweights lower (I think juniors too).</p><p> </p><p>

So short of changing your product to favour them more (more modern, etc) there isn't really a lot you can do about it.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TheChef" data-cite="TheChef" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Anyone noticed that Japanese Juniors auto-push lower than other workers? This is in a US fed, by the way. I have guys with pop at 85 across the board auto-pushing to midcarder. If they were Regular Wrestlers, they would be main eventers with this pop. Cruiserweights also tend to auto-push a bit lower than their pop would indicate, but not to the extent of Japanese Juniors. Anyone know why this happens and if there is a way around it other than manually setting pushes?</div></blockquote><p> </p><p> It all depends on how their style fits in with your product. No way around it, other than manually setting their push.</p>
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So I've been out of the TEW loop for a couple of years. It seems like all the historic real world mods are WIP atm. I like to play mid 90's or WotI style mods, are there any for 16 that are basically complete or should I just stick to 13 for a while? On that note are there any huge differences that stand out you in the new version that really sells it? Bit late to ask that question I know but as I said, I've been out of the loop and didn't follow the dev blog.

 

Cheers guys.

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Many real world mods are complete.

 

The 1970's real world mod,

 

Genadi's 1987 mod

 

Genadi's 1997.

 

Mod Squads Art of War 1998 mod.

 

Hive's 1994 mod

 

Genadi's 2001 mod

 

There's a 2005 mod

 

There's two people doing current Day mods.

 

The Mod Squad are working on a 2011 Summer of Punk Mod out in a couple months.

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That I know of, there are currently 1970, 1980, 1985, 1991, 1992, 1993, 1994, 1995(?) 1996, 1997, 1998, 2001, 2003, 2005 and Current Day mods.

 

Some are even more than one(Montreal Aftermath/Prelude) and some are alternalte versions(WCW Lives, Hulk Hogan Extreme Edition)

 

There are also 2004, 2011, 2006, 1933 and some alternate versions in progress or at least planned.

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<p>Oh wow, that's a lot! I saw a lot of WIP's in the Mod Index thread but I guess that isn't completely accurate. Thanks a lot for that guys.</p><p> </p><p>

So what about the other question, what are the big game changing additions in your opinion? Alliance titles seems like a big one for NWA style promotions and auto booker sounds good but are there other big ones or is it mostly a bunch of accumulative ease of use features?</p>

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<p>I would assume who's paying the most combined with who's pushing them. </p><p> </p><p>

Charisma and mic skills improve if they are doing promos/angles with workers with better charisma and mic skills than them. </p><p> </p><p>

So putting Jeff Jarret with RIC Flair in 1991 in promos for half the year would increase Jarrets skills an awful lot. Of course the amount depends on the potential and destiny roll.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="nymetfan" data-cite="nymetfan" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>With PPA deals, how do the workers prioritize their bookings? Is it whoever will be paying them the most for that specific night or is it the size of the company? What if both companies are the same size?</div></blockquote><p> </p><p> Asked around something similar and got this answer.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div><p> The game runs shows in a specific order. First is human players, starting with Player 1 and running through to the last player... if a worker is on more than one human roster there, they will only be available to the company they rank as their most important one, which is the highest ranked by influence. If that company is an AI one, the worker will be unavailable for all human players. After human show, the AI shows are basically run in order of their influence ranking, at which point if a worker hasn't physically appeared on any show so far they can work for shows of companies at a lower influence rank.</p></div></blockquote>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MetalGear_Yoshi" data-cite="MetalGear_Yoshi" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Oh wow, that's a lot! I saw a lot of WIP's in the Mod Index thread but I guess that isn't completely accurate. Thanks a lot for that guys.</div></blockquote><p> </p><p> Yep, there's a lot of really good ones. I would suggest downloading them all and scoping them out, then playing one or two really short games with them, finding little things you don't like about them, and fine tuning the mods yourself. But create a backup of the mod first. <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> Every mod has its own quirks that I find weird. For example, in the great 2001 New Blood mod, Vince is contracted to only work as an authority figure, so you can't put him in matches. No Vince vs Shane at Mania I guess. I didn't want to abandon that save so I ended up making a duplicate of Vince and importing him into my game...</p><p> </p><p> I also think that a lot of mods are very stingy with Star Quality, so I raise everyone's stats a little bit. </p><p> </p><p> I also hate how many relationships there are in every mod. A lot of them just make no sense, and weren't even worth the time putting them in the game. There's one current day mod where CM Punk hates Kurt Angle, which is news to me. So I end up going into the mod, filtering the relationship types one by one, and going through and deleting most of them. If they don't affect the game in any way, or not extremely well known in the industry, they're gone.</p>
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<p>Why does...</p><p> </p><p>

Why does the jump to "Cult" size hurt so much, financially.</p><p> </p><p>

I was playing a regional fed in a RW mod and turning a profit of almost 100,000 a month. Once I made it to Cult size, i LOST over $200,000.</p><p> </p><p>

Let's assume that you do indeed have to take on a larger advertising budget. Ok, I get that. But how can expenses go up Exponentially if you are using the same TV nertwork(s) and the same talent?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Defmall" data-cite="Defmall" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Why does the jump to "Cult" size hurt so much, financially.<p> </p><p> I was playing a regional fed in a RW mod and turning a profit of almost 100,000 a month. Once I made it to Cult size, i LOST over $200,000.</p><p> </p><p> Let's assume that you do indeed have to take on a larger advertising budget. Ok, I get that. But how can expenses go up Exponentially if you are using the same TV nertwork(s) and the same talent?</p></div></blockquote><p> </p><p> Because Cult is where most companies run into serious problems. You go from a regional promotion, where you can basically be run out of someone's garage or basement, to one with a larger profile. You need actual staff to run things, a headquarters of some sort, etc. Moving up in size is part of what killed ECW (in TEW terms) and they never even fully made the step (never had a true HQ, etc). TNA were cult for a time but never made money. </p><p> </p><p> You go from a small business serving one area to a larger business serving a larger area. Things have to grow to accommodate that change and that increases costs.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TheChef" data-cite="TheChef" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Anyone noticed that Japanese Juniors auto-push lower than other workers? This is in a US fed, by the way. I have guys with pop at 85 across the board auto-pushing to midcarder. If they were Regular Wrestlers, they would be main eventers with this pop. Cruiserweights also tend to auto-push a bit lower than their pop would indicate, but not to the extent of Japanese Juniors. Anyone know why this happens and if there is a way around it other than manually setting pushes?</div></blockquote><p> </p><p> It depends on the company's product settings. Japanese juniors are a very specific type of worker who're really only likely to excel in Japanese feds (or feds with a high Japanese influence) - think workers like Jushin Liger and so on.</p><p> </p><p> There was a post done, back in the day, that showed roughly how product settings affected worker pushes. It was by Derek B: <a href="http://greydogsoftware.com/forum/showpost.php?p=1927203&postcount=170." rel="external nofollow">http://greydogsoftware.com/forum/showpost.php?p=1927203&postcount=170.</a> See also <a href="http://greydogsoftware.com/forum/showpost.php?p=1927302&postcount=175." rel="external nofollow">http://greydogsoftware.com/forum/showpost.php?p=1927302&postcount=175.</a> Those might be a little out of date, being for '13 rather than '16, but should still be pretty relevant.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Apupunchau@optonline" data-cite="Apupunchau@optonline" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I'm haivng my annual tag tournament I want to bring up the tag champions from my Child Promotion to compete in the tournament, but if I bring them up they'll lose their titles. Is there a way to use them with out calling them up, I thought there was but I don't know how to do it.</div></blockquote><p> </p><p> While you're running your show, you can hit "Borrow from developmental" on the main booking screen</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Teh_Showtime" data-cite="Teh_Showtime" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>While you're running your show, you can hit "Borrow from developmental" on the main booking screen</div></blockquote><p> </p><p> Cool thanks</p>
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