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Small Questions Thread & "Living FAQ"


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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Redennis" data-cite="Redennis" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Where does the alter-ego slide stands for? it is set normally for 75%. But what happened if you slide it to 100 or 50?</div></blockquote><p> </p><p> It's the chance that the AI would use the alter-ego.</p>
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<p>I have a question regarding worker improvements made during matches. </p><p> </p><p>

Does the type of match have anything ot do with what skill is improved? For example, does a Eye Candy match improve Sex Appeal? </p><p> </p><p>

Follow-up, does the improvement effect that match that the skill imrpoved from? Or is it a post-match epiphany?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Redennis" data-cite="Redennis" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Where does the alter-ego slide stands for? it is set normally for 75%. But what happened if you slide it to 100 or 50?</div></blockquote><p> </p><p> If you click the "?" button next to the bar, it gives a full explanation of how the system works.</p>
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Is chemistry totally random? I only ask as playing my real world save and Sami Zayn seems to be awesome with everyone. Either partner or opponents. On the flip side Braun Strowman has rubbish chemistry with everyone. Which again makes sense. So I was just wondering are there any stats that make someone likely to be better or terrible to work with.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Ben_Ditch05" data-cite="Ben_Ditch05" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>In my experience it's pure popularity. Although now, in thinking about it a bit more it could be a mix with momentum and gimmick rating perhaps, but that's just me thinking a bit too deep into it.</div></blockquote><p> </p><p> Momentum and gimmick rating always come into effect, no matter what the worker is rated on in the angle.</p><p> Overness=popularity, that's what it states in the player's handbook, too. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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If I have a face v heel feud and then decide to turn the face and have them partner up vs another group of faces, is it best to end the original storyline and start a new one, or continue the original storyline and just edit in the new participants? Any rewards/punishments for long running storylines?
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mr_Hendrix" data-cite="Mr_Hendrix" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I have guys that are out of action, but have the *, indicating that I can use them for angles...except I can't use them for angles anytime I try to book them.</div></blockquote><p> </p><p> They need to be assigned a push, like personality</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Danny_H22" data-cite="Danny_H22" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>If I have a face v heel feud and then decide to turn the face and have them partner up vs another group of faces, is it best to end the original storyline and start a new one, or continue the original storyline and just edit in the new participants? Any rewards/punishments for long running storylines?</div></blockquote><p> </p><p> I'm pretty sure the answer to this is that it doesn't really matter one way or the other. If you do edit then you might get a slight plus/minus to your transition segment depending on how hot the storyline is before you change participants. That factor tends to be extremely small though and generally gets neutralized by any segment that triggers it. The bigger mechanical effect of storylines is to meet product requirements.</p><p> </p><p> In this case I would probably treat this in kayfabe. This sounds more like a continuation so I would probably just edit in the new team and alliances.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LloydCross" data-cite="LloydCross" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>When you have a vocal fan base, is their negative reaction to a wrestler consistent (Like they just will always hate that particular guy) or does it depend on their performance in any given match?</div></blockquote><p> </p><p> It's really related their "basics" stat. Might include their psychology stat too, but basics for sure.</p><p> </p><p> Low basics=fan hate</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Sharkn20" data-cite="Sharkn20" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>How big a company has to be to have access to TV or PPV Deals??</div></blockquote><p> </p><p> It varies. Different broadcasters have different requirements on a wrestling company to be willing to negotiate a deal. Typically they require a minimum size, a minimum level of popularity in X number of regions, a minimum level of production levels, and so on.</p><p> </p><p> Edit: But I haven't seen any broadcasters (in default C-verse at least) that are willing to deal with companies smaller than Regional, and then usually have requirements that you have a solid presence in 3-4 different regions. If you open the editor, you can browse all this (Options/Edit Data/Broadcasters).</p>
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With starting injuries, does the permanent damage apply when they return or immediately?

 

I don't wanna double whammy someone.

 

The damage from an injury occurs at the point the injury happens, so if someone starts with an injury their body damage should be pre-set. :)

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<p>I'm really desperate. My looker room is actually getting bad and bad and none of my action works.</p><p>

A simple slap? You're too soft!</p><p>

A fine? The guy become a bad element ..</p><p>

A fire after a fist fight? The victim thinks was too much!!</p><p> </p><p>

Actually even if nothing happens I loose 1% every show.</p><p> </p><p>

4 on 5 main venter are becoming bad..ss, </p><p>

2 old guys too,</p><p>

one of this forming a clique and every action I take simply get worse the situation...</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Sammartino" data-cite="Sammartino" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I'm really desperate. My looker room is actually getting bad and bad and none of my action works.<p> A simple slap? You're too soft!</p><p> A fine? The guy become a bad element ..</p><p> A fire after a fist fight? The victim thinks was too much!!</p><p> </p><p> Actually even if nothing happens I loose 1% every show.</p><p> </p><p> 4 on 5 main venter are becoming bad..ss, </p><p> 2 old guys too,</p><p> one of this forming a clique and every action I take simply get worse the situation...</p></div></blockquote><p> </p><p> </p><p> If you set autosave off, you can play around with different punishments until you've hit the right one. If you hit the wrong one, you can exit and try again. </p><p> </p><p> Generally speaking discipline ought to be progressive. Meaning you start with a lighter punishment and build to heavier ones. For major things like fights, I've found a suspension is actually the way to go. Although it depends on personalities too. </p><p> </p><p> To try and fix your situation though, try to hire some locker room leaders to police the boys as either road agents or as part of the roster. They have the ability on their own to improve poor behavior. I'd use positive meddle to fix broken relationship and negative meddle to break up cliques. I'd also tinker around with your locker room rules. If you can afford it, hire masseuses, pay for transportation etc, to make the locker room happier, while tightening up the rules to slow the rate of future incidences.</p>
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Is it best to split your company by weights, then cards. Or all the weights together and separate them by cards?? I think I reached that point where I don't want my heavy weights fighting against lightweights anymore <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
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Is there a mechanic to set up tourney brackets? HellCat has my top two titles in my Thuderverse mod game and i want to have her vacate the title and have a tournament for the title. The only tourney related stuff i see is 4 vs 4 stuff. Would be a cool feature to add to the auto booker to be able set up a 4, 8 or 16 person tournament and then rank them 1 to 4, 8 or 16 and set the tourney up. Ahh i found a way to do it within the 1 vs 1 but would still be cool to have the auto booker be able to handle the bulk of it rather than each individual match like i has to be done now.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="sabataged" data-cite="sabataged" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Can soemone explain to me the "lower popularity mechanic" that Ryland speaks of in the newest patch?</div></blockquote><p> </p><p> Workers with low popularity gain popularity faster</p>
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