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[Hype] The YES! Mod - May 2013


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I'd love a 2010s mod, there aren't nearly enough of those. Imagine booking ROH still with The Bucks, Undisputed Era, Kevin Steen; not to mention saving TNA (or NOAH), the rises of Naito and Miyahara, just the ENTIRE re-rise of BritWres, and the insane amount of wasted opportunities in the WWE (The Wyatt Family and Cesaro, just to name a few). The opportunities are endless, and all my ideas are fresh with the lack of mods in this time period. Cannot WAIT until this mod comes out. Seems like you've put a lot of thought and effort into it.

 

Anyways, will the mod be released for TEW 2016, or will it be exclusive to 2020?

 

Noah is actually one of the two companies I'm most looking forward to. AJPW will be interesting too but will require more rebuilding as it starts right as the fallout from Mutoh happens.

 

Miyahara is something I've been mulling. At this point in time, he is still connected to Diamond Ring / Kensuke Office, which isn't in the data in any real way (not a mechanism that exists). He would join AJPW in August and have his first match in September. I had him start with AJPW originally but that felt.... obviously wrong. I edited it recently and I haven't checked, but I have a feeling he will consistently be snapped up by NJPW in every save.

 

As Jaysin pointed out, its going to be 2020 only. That might disappoint a few folks, but I just don't see how it works otherwise. There are a few things I am not bothering with because I will tweak / adjust them once it can be converted to TEW 2020. That includes companies, products, company popularity, broadcasters, training facilities, etc. I want them to be optimized for 2020 as they are changing, so there isn't much point messing with them before its converted. I will also be testing and tweaking on 2020. I have no interest in doing all of that twice, which is what releasing the mod for both TEWs would require. Equally, I would not release a TEW 2016 version that wasn't complete.

 

It was a fictional universe set in 1985. The first time I tried it, I had around 500 workers done and then my old computer died.

 

A few years later I started working on it again and this time I have 207 (I just looked it up). Basically I was looking for C-Verse workers that would match-up decently with real world counterparts. For instance I created a Harley Race type character and then I went into the C-Verse and looked for someone who was of similar age and stats. There was never a perfect match but I took what I could get and tweaked the stats to get it somewhat close.

 

The more I worked on the mod the more I started thinking, "Am I just making a Real World mod here?" That actually killed my interest in making the mod further because a lot of what I was doing was just a mirror of the real world.

 

500 workers. Man, that must have taken awhile. Heartbreaking to lose that much work.

 

And I do know what you mean about the mirror part. I've toyed with a few ideas for fictional mods over the years, but it never got past that brainstorming stage. The problem I always run into is that I either feel that my concepts are too directly derivative of real world wrestling situations / dynamics, or just too intentionally intended to be contrary to those. It just doesn't feel original enough. Which honestly probably works best with a fictional mod - I think most users like things they can connect to real wrestling, even if its not too directly - but it ends up feeling like there is no point.

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Feel free to use anything from the BETA release of my 2004 mod (Graphics, banners, data, etc)

 

You. sir, are a gentleman and a scholar. Thank you kindly.

 

Graphics could definitely be handy. Especially as you have switched to the organic style. The biggest thing I'm importing directly is non-wrestlers. Refs, announcers, etc. And honestly, they are a pain to find information on. Even confirming the date of birth for a lot of refs is a nightmare.

 

i like this timeframe very much, The Wyatt Family should be super fun to book right this time.

I do have a little request if you can release some screenshots of worker skills

 

I can probably do that over the weekend. Not going to do a huge number of them, but one or two is probably workable. Any specific workers you had in mind?

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Idolized" data-cite="Idolized" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>Feel free to use anything from the BETA release of my 2004 mod (Graphics, banners, data, etc)</div></blockquote><p> I echo this. If there's anything you'd like to use from Shifting Sands (2006), feel free to do so. I've got a bit of free time now that I'm not planning on any further updates for either of my modifications until TEW20 and this is a very exciting project so if you'd like any further help with graphics, you can also shoot me a private message and I'd be happy to help. <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> <strong>EDIT:</strong> The same can be said about Territory Daze (1970) but I'm not sure how much of that you could tally with a 2013 modification. xD</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Lukkearthur" data-cite="Lukkearthur" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>Very excited to book RVDs return to WWE</div></blockquote><p> </p><p> Should be fun. </p><p> </p><p> Be forewarned, though, that RVD will be realistic... so his Soft Drug use will be set to 212%. </p><p> </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mammoth" data-cite="Mammoth" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>I echo this. If there's anything you'd like to use from Shifting Sands (2006), feel free to do so. I've got a bit of free time now that I'm not planning on any further updates for either of my modifications until TEW20 and this is a very exciting project so if you'd like any further help with graphics, you can also shoot me a private message and I'd be happy to help. <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> <strong>EDIT:</strong> The same can be said about Territory Daze (1970) but I'm not sure how much of that you could tally with a 2013 modification. xD</p></div></blockquote><p> </p><p> And you, sir, are also a gentleman and a scholar. Thank you kindly. </p><p> </p><p> Very much appreciate the offer, but I'm not sure what I can request at this point. I've mostly finding the cuts I need, and while there are a couple where upgrades cuts could be a good idea, they are lesser known workers and it will take some digging to find better images to cut or have cut. Will be keeping the offer mind, though. </p><p> </p><p> And now I'm tempted to import stuff from the 1970 just cuz....</p>
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You. sir, are a gentleman and a scholar. Thank you kindly.

 

Graphics could definitely be handy. Especially as you have switched to the organic style. The biggest thing I'm importing directly is non-wrestlers. Refs, announcers, etc. And honestly, they are a pain to find information on. Even confirming the date of birth for a lot of refs is a nightmare.

 

 

 

I can probably do that over the weekend. Not going to do a huge number of them, but one or two is probably workable. Any specific workers you had in mind?

 

well, Bryan is a given I think, but I'd love to also see an ROH guy or two

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Posting those allowed me to catch the name issue on Kevin Steen. So already getting rid of errors, I guess.

 

That Bryan picture is beautiful!

 

Also feel free to use whatever you may need from my 2014 mod.

 

Hopefully you mean the worker not just the cut lol

 

Appreciate the offer very much. I'll be taking a look through.

 

As one of the top workers in the mod and best wrestlers in the world at that time, I've actually adjusted Danielson a couple of times already. When I originally imported him, I upped his technical wrestling skills and brawling a bit (not hugely) and dropped a couple of his Performance skills. He ended up being skilled almost identically to the RWC version of Danielson - obviously not a bad thing. But I subsequently adjusted him back to being pretty much identical to the original imported worker. He's really only been bumped in Brawling. When it gets to the testing phase, he might get adjusted again, but no use to tweak him too much right off the top until I can properly see how he performs over a longer test.

 

And I'm honestly not sure where the B+ SQ on Cole came from. That jumps out to me as a wee bit high. I either didn't adjust it down when I imported the worker that was used as his base, or I was really into Adam Cole that day.

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Mentioned before that I have been keeping a thread on the mod on another forum where i post frequently (way too frequent) updates. But its not so much about the updates as it is a stream-of-consciousness for things I'm considering or worrying on with the mod. Its way to keep motivated and also a bit of a writing outlet. Some of those posts get very word-heavy and I honestly don't know or care if anyone really reads them. No real intention to do the same here, but I thought I most post... something smaller...?

 

Random Thoughts #1

 

  • Hit 600 workers the other day. Which isn't a huge number, but it was still nice to get there. That's nearly halfway to the number of workers that the RWC2013 mod I started toying with had
  • My focus has been heavily on current workers, and partiuclarly ones under contract to a company. Free agents, yet-to-debut workers, retired legends, and non-wrestlers all have to be added. But I just don't prioritize them as much. By focusing on contracted talent, the companies fill up.
  • I've added in a few legends. The retired 80s and 90s stars who don't really wrestle now, but they are nice to have and fill in the Hall of Fames. They can also function in non-wrestling roles, even if they currently don't. They are fast to add in some ways - especially if they are just being imported - even if I'm using someone else as a base and adjusting them - but also slow. The slow part tends to be their work histories (some have worked a huge number of places) and the biographies. While I could get away with a short blurb, I want to do justice to the worker
  • Worker types I am not enjoying adding is non-wrestlers. Notably broadcasters, refs, and some owners. Its just ridiculously painful to find any specific details on them. Especially ones from smaller companies. Wanna find out when they were born or when they started working? Get ready to use their Linked-In profile to guess! I'm expecting any modder runs into this, and cannot imagine how much worse it gets if you are doing a mod that goes a decade or more back in time.
  • Mentioned that I adjusted Kento Miyahara - he's no longer on the AJPW to start with, since that was several months too early. On the one test I ran after that change, he got signed up by AJPW and became loyal. That was cool. But I am also aware its impacted by AJPW having an incomplete roster to start and may not happen once their roster is full
  • Realized I had age-declined L.A. Parka a bit unfairly. In adjusting him, I also realized he left AAA in April, so he got corrected in both ways.
  • I mentioned before that Noah were one of the two companies that I was really looking forward to play as. The other is AAA. Which is weird - I have never really done lucha libre in TEW. But between making this mod and watching both AAA and CMLL lately, I'm eager to try. I've become a fan of Psycho Clown, who might be a tad overrated in the mod, but he's not Champagne Lover or anything.
  • I've been gradually adding some titles. There is only like 15 in the data so far and none have lineages. Those will be one of the last things to add. But because of info available on Cagematch, I've been trying to make sure the number of defenses for the current champion is correct. I honestly have no idea if other historical mods have bothered with that or not - I can't recall seeing it or even looking. But its the kind of detail I want the mod to have.

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  • I've been gradually adding some titles. There is only like 15 in the data so far and none have lineages. Those will be one of the last things to add. But because of info available on Cagematch, I've been trying to make sure the number of defenses for the current champion is correct. I honestly have no idea if other historical mods have bothered with that or not - I can't recall seeing it or even looking. But its the kind of detail I want the mod to have.

 

I'm legit very happy you're doing this because I do this in every single game I play. I don't know why, but I love belt stats. Days held, times defended, etc. etc. It's so minor, but it just bothers me taking the belt off a guy and it is forever in that save as 0 defenses despite having held the belt for a year before the game started.

 

Also digging those 3 worker pictures. I want to say Adam Cole at B+ is pretty fair? Maybe a B? I always saw Cole as a WWE guy from the start and I guess in my mind having that WWE image then meant you've got "it" or something. As to where Steen, at a C, I like because it seemed like he wasn't going to get signed for good bit despite being over everywhere else. SQ is a tricky stat that I like and dislike.

 

congrats on reaching the 600 mark btw! I appreciate these lil updates and knowing the mod is still rolling along.

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I'm legit very happy you're doing this because I do this in every single game I play. I don't know why, but I love belt stats. Days held, times defended, etc. etc. It's so minor, but it just bothers me taking the belt off a guy and it is forever in that save as 0 defenses despite having held the belt for a year before the game started.

 

Also digging those 3 worker pictures. I want to say Adam Cole at B+ is pretty fair? Maybe a B? I always saw Cole as a WWE guy from the start and I guess in my mind having that WWE image then meant you've got "it" or something. As to where Steen, at a C, I like because it seemed like he wasn't going to get signed for good bit despite being over everywhere else. SQ is a tricky stat that I like and dislike.

 

congrats on reaching the 600 mark btw! I appreciate these lil updates and knowing the mod is still rolling along.

 

Thanks. Actually blew past 600 and am closing in on 625. Had a bit more time than I expected while watching some football. Added a handful of non-wrestlers. I dread having to figure out road agents for all the smaller companies. DREAD it.

 

Glad you are finding some value and interest in these updates. Trying not to go overkill with them.

 

Chuffed the title defense numbers will be of value to someone. Small thing, but as I've said, its the kind of detail I like in a mod. And in a way, this whole project is for my tastes and preferences.

 

I checked and the Cole Star Quality is from his base worker. I'm fine with it for the moment. Could get tweaked down a bit down the road, but I still think he would be in the B- to B range at worst. SQ is definitely an elusive thing and I don't want to get too caught up on it. I've already given high (not ridiculously high) SQ to a few workers who have never been major stars and never will, but who I've always liked the look of. RW mods need more mediocre to terrible workers with great Star Quality lol

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It looks like no small detail is being left out of this mod what with title defences, legends and employment histories all being included to which I am absolutely here for. I usually download a mod and edit the small stuff in myself as like you mentioned the minor stuff like that just tends to irk me. No disrespect intended of course to the fantastic mod makers who do put the work in.

 

I've somewhat tried my hand at a some mods of my own and slotting was actually my preferred method so I'm interested in someone else going with the same idea. I never had the patience to see it through though and none of them ever saw the light of day so I definitely know what a ball ache it can be. On that note if you need any assistance with anything small details are kinda my thing lol.

 

Really hoping you're able to stick this through and looking forward to the finished product! :)

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="daspindocta" data-cite="daspindocta" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>It looks like no small detail is being left out of this mod what with title defences, legends and employment histories all being included to which I am absolutely here for. I usually download a mod and edit the small stuff in myself as like you mentioned the minor stuff like that just tends to irk me. No disrespect intended of course to the fantastic mod makers who do put the work in.<p> </p><p> I've somewhat tried my hand at a some mods of my own and slotting was actually my preferred method so I'm interested in someone else going with the same idea. I never had the patience to see it through though and none of them ever saw the light of day so I definitely know what a ball ache it can be. On that note if you need any assistance with anything small details are kinda my thing lol.</p><p> </p><p> Really hoping you're able to stick this through and looking forward to the finished product! <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> Glad to hear you are looking forward to it. </p><p> </p><p> At this point, the title defenses is only going into the current champions. I've toyed with the thought of adding them into the title lineages when I start adding those down the line, but I have my doubts it will happen. That's already a long and intensive process and having to check how many defenses for every single entry... just can't see it. Not even considering how tough it might be to find accurate info and what should constitute a proper "defense".</p><p> </p><p> The slotting process works pretty well... but it also has its drawbacks. I'll go into it at some point. I'm not so sure its saving the time I thought it would save me.... but it does save me some consideration of how to skill a given worker, which makes adding in some of the details a bit easier to deal with. </p><p> </p><p> Appreciate the offer of help. Will probably take you up on it at some point.</p>
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<p></p><div style="text-align:center;"><p><strong>Random Thoughts #2 - Concerns</strong></p></div><p></p><p></p><p> </p><p>

To be honest, "concerns" might a strong term. Rather, these are elements I'm considering, thinking about, mulling, etc. Not the kind of things I'm losing sleep over. </p><p> </p><p>

</p><ul><li><strong>The Women's Scene </strong>- I want TYM to have a strong women's side of wrestling, because why wouldn't you? What has been added/built so far is certainly not poor. The joshi scene is particularly strong, with some outstanding veterans and younger talent who are petty strong. But I keep having this feeling that beyond joshi, its not as impressive as it <em>could </em>be. The WWE was still using the Diva approach at this time, and the Four Horsewomen were all just in the start of their NXT runs. TNA didn't have a strong division. Shimmer had talent but not epic levels. The UK and European scene was mostly wrestlers who didn't have a ton of experience yet. So thinking about it, the overall women's side probably shouldn't be THAT strong yet. But I think it just keeps popping up to me because I think of what the women's side of wrestling would be by 2015 and in the years since, and try to apply those standards to this mod. But that's not accurate. <br /></li><li><strong>Signings</strong> - specifically big companies making a host of signings right off the start. I've managed to eliminate a lot of that with almost complete rosters, adjusting roster size preferences, etc. I'd like to eliminate it almost entirely. Or at least have it so that its not the exact same workers every time. This is one of those things that I know that I can't test properly at this point - incomplete rosters impact things, as does limited signing options, and the conversion to TEW 2020 will change things as well. <br /></li><li><strong>Joshi</strong> - speaking of joshi.... the joshi promotions that I have included right now are Ice Ribbon, Stardom, JWP, Oz Academy, Sendai Girls, Wave, Gatoh Move... SEAdLINNING is a future company and I've mulled adding Tokyo Joshi Pro, although I'm really not sure how to define their relationship with DDT. I'm not concerned about the amount of talent required - there is a fair bit of crossover and the company size of all them mean they don't have huge rosters anyway. The aspect that does concern me to a degree is the rest - road agents, refs, and broadcast teams for all of those promotions. This isn't the easiest thing to find information on, and applies to the other smaller companies in Japan. Honestly, this aspect is probably one of the things that bothers me most because its such a chore to find info and I'm relying heavily on other mods, but I don't necessarily know where they got their info from. I need an expert<br /></li><li><strong>expertise</strong> - and speaking of experts, I kinda need to do the same lucha. There is one person I might reach out to through Twitter. <br /></li><li><strong>India</strong> - with this being added to TEW 2020, I keep thinking it would be awesome to have something there. But the only Indian promotion I know of was Ring Ka King, which was done by 2012<br /></li><li><strong>Products</strong> - I've mentioned a few times that I'm trying to build things with the TEW 2020 conversion process in mind. So seeing the list of products is exciting. Its very tempting to start trying to tackle those and pick them out and such, but there's not point yet so <br /></li><li><strong>Tweaking</strong> - the urge to go back into the data that's already done can strong at times. When it comes to stuff like correcting errors, I'm going to tackle what I find. But in terms of going back and re-skilling someone who maybe got nerfed or buffed a bit too much, or redoing biographies just because I was too vague when I first started to write them.... I am trying to avoid that for now. I definitely did shorter biographies at first, but with only so much time I can dedicate to the mod, I really prefer to keep growing it for now. The tweaking and testing and adjusting will come down the road. <br /></li></ul><p></p>

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<p>I need to update the front page at some point, as it indicates 570 workers in the data but I'm actually almost to 660. I actually did quite a few female workers over the weekend. </p><p> </p><p>

Main reason I'm posting is to say a thank you to Mammoth, who came through in a MASSIVE way. I mentioned in the "concerns" post about needing an expert and having some challenges finding info on refs and road agents in some regions. Well, I just got a mammoth amount of information to work with. So that will probably be my focus for a bit and that could take the mod up to almost 700 workers, give or take.</p>

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<div style="text-align:center;"><p><strong>Questions</strong></p></div><p></p><p> </p><p>

So I don't think it hurts to seek user (potential user) feedback on certain things. So stuff I'm undecided on, I'll occasionally post up to see what people think. Or if people even care lol. </p><p> </p><p>

<strong>1. Should Minis be included?</strong> Fairly self-explanatory. I will be adding Hornswoggle / Swoggle soon but that got me wondering if there should be more minis in the mod? They are particularly common in Mexico. While the game isn't set up to emulate them ideally, it should be possible to set them up reasonably well. </p><p> </p><p>

<strong>2. Tokyo Joshi Pro</strong>. There is no lack of joshi promotions in the data, which is part of why I didn't bother yet. There is also the factor of exactly how to define the relationship between TJP and DDT. TJP is like a child company that isn't developmental. Looking at the new company relationship definitions for TEW 2020, it might be most accurate to have them as sister companies. TJP were a bit of a mix back then, which obviously doesn't emulate in TEW, but they became more of a standard promotion and have become a pretty good little company, which makes including them feel more worthwhile.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Bigpapa42" data-cite="Bigpapa42" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div><div style="text-align:center;"><p><strong>Questions</strong></p></div><p></p><p> </p><p> So I don't think it hurts to seek user (potential user) feedback on certain things. So stuff I'm undecided on, I'll occasionally post up to see what people think. Or if people even care lol. </p><p> </p><p> <strong>1. Should Minis be included?</strong> Fairly self-explanatory. I will be adding Hornswoggle / Swoggle soon but that got me wondering if there should be more minis in the mod? They are particularly common in Mexico. While the game isn't set up to emulate them ideally, it should be possible to set them up reasonably well. </p><p> </p><p> <strong>2. Tokyo Joshi Pro</strong>. There is no lack of joshi promotions in the data, which is part of why I didn't bother yet. There is also the factor of exactly how to define the relationship between TJP and DDT. TJP is like a child company that isn't developmental. Looking at the new company relationship definitions for TEW 2020, it might be most accurate to have them as sister companies. TJP were a bit of a mix back then, which obviously doesn't emulate in TEW, but they became more of a standard promotion and have become a pretty good little company, which makes including them feel more worthwhile.</p></div></blockquote><p> </p><p> I'm not super well versed on minis one way or another to truly say. Though if it isn't an issue, I think it'd be fine. I know in the 1987 mod, the minis were set to Occasional Wrestlers, which might be the way? But I don't know how often they're used in Mexico.</p><p> </p><p> As for TJP, I think having them as a Sister Company would be the right call. The relationships bit mentions combinations, so I wonder if you could combine Sister Company and DDT sends developmental workers to TJP? Though when DDT Universe comes into play, you'd want to be able to put TJP shows on it and a Child Company is the way to do that unless a Sister Company can in 2020. But alternatively, given their size in the mod is Cult, would the AI sign to developmental contracts? I can't recall playing a game with a Cult size fed that has a dev company to actually know.</p>
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I would say make minis normal wrestlers but set things like power super low and set potential relatively low except for someone like the guy who played El Torito who was a true athlete. I would set menace low, selling, acting and comedy skills super high. So they would do their comedy stuff well but little else. I said acting high because most do good impressions of larger workers from what I have seen.
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<p>Thanks for the replies and thoughts, gents. </p><p> </p><p> I think one of the reasons I have hesitated on the idea of adding minis is, put simply, information. It can be tough to find specific personal details for some workers, and I worry that minis will fall into that. When I can't find info, I sometimes default to grabbing info from other mods. But no many mods have much for minis, at least that I've seen. </p><p> </p><p> Lucha can be tough because workers change characters / masks quite a bit and its not always known who was under what gimmick. That seems to be the case even moreso with minis, who switch up a lot. Especially ones that work as the Mini version of a star. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Atticus" data-cite="Atticus" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>I'm not super well versed on minis one way or another to truly say. Though if it isn't an issue, I think it'd be fine. I know in the 1987 mod, the minis were set to Occasional Wrestlers, which might be the way? But I don't know how often they're used in Mexico.<p> </p><p> As for TJP, I think having them as a Sister Company would be the right call. The relationships bit mentions combinations, so I wonder if you could combine Sister Company and DDT sends developmental workers to TJP? Though when DDT Universe comes into play, you'd want to be able to put TJP shows on it and a Child Company is the way to do that unless a Sister Company can in 2020. But alternatively, given their size in the mod is Cult, would the AI sign to developmental contracts? I can't recall playing a game with a Cult size fed that has a dev company to actually know.</p></div></blockquote><p> </p><p> I'm not sure the Child Company mechanics would really replicate how DDT and TJP function as a whole. At least as far as I understand the dynamics between the two companies. And good point about DDT Universe. Think this an area where some testing / experimenting will be necessary and can't do that until it can be ported over. </p><p> </p><p> Frequency of appearance is part of what makes me hesitate on adding them. The top minis work less than most luchadors or luchadoras. But they are definitely a part of lucha libre. Doing a bit of research (which I definitely should have done before asking this, TBF), a top AAA mini like Dinasta has 20-30 matches listed each year on Cagematch. Mini Psycho Clown is similar. the Mini championship in AAA was held for 4 years by Dinasta and has like 6 defenses listed. Semi Active might be very accurate. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jaysin" data-cite="Jaysin" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>Have no knowledge of TJP, but minis seem rather important in lucha</div></blockquote><p> </p><p> Yes and no. They are absolutely a part of lucha libre, but it doesn't seem like either of the big two companies treat them as important. Kinda like the WWE with the 205 guys. But leaving them out does feel like it would be leaving a gap. Kinda like if I didn't add in exoticos. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Aurora" data-cite="Aurora" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>I would say make minis normal wrestlers but set things like power super low and set potential relatively low except for someone like the guy who played El Torito who was a true athlete. I would set menace low, selling, acting and comedy skills super high. So they would do their comedy stuff well but little else. I said acting high because most do good impressions of larger workers from what I have seen.</div></blockquote><p> </p><p> Actually athleticism is the one thing that they will probably all have. They tend to be quick, so Athleticism and Flashiness are probably the best ways to emulate that. Low SQ, very low Menace, good Selling, Acting, and Comedy are probably all quite accurate. </p><p> </p><p> I don't think there is much danger of having one develop into a mega-star - they generally won't have the Star Quality to do that, even if they have good Athleticism. Size can keep them away from the major titles.</p>
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<p>Shifting Sands has an assortment of minis in it and like everything I do, they're full to the brim with information so you're more than welcome to take a gander. Personally, I do their skills like any other worker because some of them are actually better workers than three quarters of "normal" wrestlers, and they shouldn't be dampened just because they're a mini. The <strong>only</strong> skill that I don't quite tally the same as regular sized workers is power, because more often than not they obviously don't have the same strength as their peers. I do agree they should be semi-active though as it not only reflects their real life availability, but it's a big help with TEW mechanics as it stops them asking to be on TV more than they would in real life, and also saves you from pushing them unnecessarily. So yes, I'd definitely include them as they've always been a reliable sideshow in Mexico but I just wouldn't add too many, because if you try to add every mini you come across you'll drive yourself mad and it just won't work too well in the modification. The site I've supplied with our recent private messages - luchawiki.org - actually supplies a lot of detail and often explains which mini was which at certain points at times, so I'd point you in their direction if you decide to include 'em.</p><p> </p><p>

As for DDT and TJP, I think you pretty much hit it on the head about waiting to see how it converts from TEW16 to TEW20 because by all accounts, it seems company relationships are going to change a lot so there might be a way to simulate it next year.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mammoth" data-cite="Mammoth" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>Shifting Sands has an assortment of minis in it and like everything I do, they're full to the brim with information so you're more than welcome to take a gander. Personally, I do their skills like any other worker because some of them are actually better workers than three quarters of "normal" wrestlers, and they shouldn't be dampened just because they're a mini. The <strong>only</strong> skill that I don't quite tally the same as regular sized workers is power, because more often than not they obviously don't have the same strength as their peers. I do agree they should be semi-active though as it not only reflects their real life availability, but it's a big help with TEW mechanics as it stops them asking to be on TV more than they would in real life, and also saves you from pushing them unnecessarily. So yes, I'd definitely include them as they've always been a reliable sideshow in Mexico but I just wouldn't add too many, because if you try to add every mini you come across you'll drive yourself mad and it just won't work too well in the modification. The site I've supplied with our recent private messages - luchawiki.org - actually supplies a lot of detail and often explains which mini was which at certain points at times, so I'd point you in their direction if you decide to include 'em.<p> </p><p> As for DDT and TJP, I think you pretty much hit it on the head about waiting to see how it converts from TEW16 to TEW20 because by all accounts, it seems company relationships are going to change a lot so there might be a way to simulate it next year.</p></div></blockquote><p> </p><p> Oh, awesome. I had actually started bashing around in mods yet, looking to see which ones included the minis and who hadn't. You might be one of the few. I'll have to start deciding who goes in. Definitely won't be looking to add everyone. </p><p> </p><p> Luchawiki has been getting plenty of work. Great resource. Between it and Cagematch, its usually enough info for most workers. I've only run into a few with very little information available on either site. </p><p> </p><p> Speaking of those PMs... unbelievably helpful. Thank you again. Been going thru the list and adding refs. Got about 15 new ones in already. I found a slick little system. I've also been finding cuttable pics for most, so that is another concern has basically taken care of it itself.</p>
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