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[HYPE] CV97 for TEW2020 (input wanted)


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Sadly not, unless you delete all dojos and performance centres. (Not 100% sure that would work, even; AI feds may be able to create their own.)

 

I'm unsure why that feature would be removed. You could still make dojos in 16, they just wouldn't produce new workers until the game allowed them to. That's unfortunate.

 

 

EDIT:

If you have specific workers set to debut from a particular dojo, does that take up part of the graduating class? Like say 4 people are supposed to graduate per year, The Bumfholes both graduate the same year, does this mean there's only 2 out of 4 slots that would be filled by random gens?

If this is the case, we could have workers join the game world through a particular dojo that's not tied to the companies. It would ding immersion slightly as you'll have grads from schools that weren't ever students, but the help of keeping the real C-Verse characters in the game would help immersion more than them graduating from a dojo would hurt it. We'd need a different solution for Japanese games.

 

Could dojos be set to open for a narrative?

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I'm unsure why that feature would be removed. You could still make dojos in 16, they just wouldn't produce new workers until the game allowed them to. That's unfortunate.

 

 

EDIT:

If you have specific workers set to debut from a particular dojo, does that take up part of the graduating class?

 

I THINK someone tested and they're in addition to other workers, not instead.

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Man.. keep checking this thread getting all excited. I seriously can't wait :p:p:p

 

CV97 is legit one of my favorite mods. I'm holding off buying TEW2020 until this gets released because of how fantastic this mod is, and how much it enhances the game for me.

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Someone in the 70's thread figured out how to stop generated workers.

 

Set your settings to require photos and then delete all free pictures.

 

When the game tries to generate a worker, it will see no pictures found and skip it.

 

Then when the player reaches 2020 (or anytime earlier) they can just import the free pictures and the dojos will kick out generated workers again.

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Someone in the 70's thread figured out how to stop generated workers.

 

I've seen that suggested before, but be sure NOT to delete the non-wrestlers or you'll get in trouble in non-fixed historic mods. Not sure what's planned here, but if companies randomly debut you need to have the game "fix imbalances".

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<p>From patch 1.10</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47387" data-ipsquote-contentclass="forums_Topic"><div>- Removed the ability for the AI to turn back on graduations for a training facility that it owns, by request, and added two narratives two allow the setting to be changed that way</div></blockquote><p> </p><p> Nothing to worry about here. <img alt=";)" data-src="//content.invisioncic.com/g322608/emoticons/wink.png.686f06e511ee1fbf6bdc7d82f6831e53.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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Wait does that mean the dojo problem has been fixed!?

 

Does this mean we're back on track for a '97 release?

 

Means there is a lot more scope for flexibility, especially now that I've worked through all the future dojo grads (that existed in 16's data) to put them in graduating classes where appropriate. Now I can toggle the dojos on and off for each year if there are years that don't have many dojo grads to keep things working smoothly for dojos. Will e a mix of real debuts and some genned workers depending on which years would otherwise have no workers. :)

 

And y'know, some real world mods can have some extra fun with it too. :)

 

I'm hoping to have a post up today or tomorrow detailing the remaining workers I want to add for the game world at the start. Will be a combination of dojo grads for 94 to 96 to fill those ranks, some midcard filler for certain companies and a few experienced hands closer to retirement to help fill some more gaps. :)

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If you say so... :p I'm still a bit puzzled on how this would solve the problem at all. Because the actual problem is that you can't actually turn off the graduations for 95% of the facilities. So he AI turning it back on seems a bit irrelevant. Being able to change the setting is great, but the way it's worded solves nothing.

 

The only thing that matters is that you can somehow get it to work properly. I don't care how, but I don't want any "genned" workers for the first 20 years of the db, and I somehow doubt that I'm alone here... :rolleyes:

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If you say so... :p I'm still a bit puzzled on how this would solve the problem at all. Because the actual problem is that you can't actually turn off the graduations for 95% of the facilities. So he AI turning it back on seems a bit irrelevant. Being able to change the setting is great, but the way it's worded solves nothing.

 

The only thing that matters is that you can somehow get it to work properly. I don't care how, but I don't want any "genned" workers for the first 20 years of the db, and I somehow doubt that I'm alone here... :rolleyes:

 

You can, and could always, turn off graduation for all dojos. The issue was that the AI could turn it back on so that they weren't paying for something that was doing nothing.... now the AI doesn't do that, and modders have the ability to choose if/when that changes.

 

I'll be using the logic of "if a company is paying for a dojo, some workers should be graduating from it every year or it's a waste of money". With that in mind, any year where workers aren't graduating canonically I'll be using narratives to turn graduation on and off. Those narratives will be named in such a way that it'll be easy to remove them if you wish, while also having a final batch of them named differently that will activate all dojos properly whenever their pre-set graduates run out.

 

Similarly, workers that open their own dojos over the course of the game are going to generate workers. Just because the Cornellverse is the lore on which this data is based, it has never claimed to be every worker that ever existed in the Cornellverse. There are close to 400 workers that have been added and created to start the CV97 and give it enough workers to make sense, which would be even more if we were to go back far enough to take into account all the territories that came before, which is thousands of people the default data doesn't cover.

 

So any genned workers that come through may not be canon, but that doesn't mean they don't belong in the data. Especially since as soon as any game begins a new timeline is created in which future events will be changed. Sean McFly could die on day 2 of the sim, therefore eradicating Lucy Stone-McFly's existence. Or McFly and Victoria Stone could seperate, meaning they never marry, Sean never leaves SWF for NOTBPW and so on.... new timeslines give new events. And CV97 is created with this logic in place. Anyone playing it solely to try to stick to pure Cornellverse lore is going to be disappointed. But anyone playing for a scenario that is CLOSE to the lore with more playability, a fun game balance and the ability to shape the future in a flexible way should have a blast.

 

And now I'm back to tweaking future workers... have imported more than 400 from the distant Cornellverse future, will have about another 1500 workers to go through yet too. And tag teams. And graduation dates. And event schedules. And title bios. And yet to debut companies. And so many other little things that crop up through testing and balancing. Definitely going to take longer than I had hoped, this is why I always prefer to do mod making during testing instead of after release. :p

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I don't think many people are very strict on the lore/canon. I for one would hate simply hate blatant violations against it that don't make sense. As you indicate, some are just unavoidable (the amount of times Viccie & Sean broke up... :p) but can be somehow weaved into the lore I'm sure. Lucy will debut as a bastard lovechild, but even those might in fact end up winning the "King of the North" title. :cool:

 

The core of the problem will still persist, and that is genned workers pushing the canon workers out of their positions, effectively relegating them to indy jobs. It's not a blatant violation of canon and the player can intervene in non-watcher games, but it just results in uninteresting games. So no, I won't be having a blast as seeing entire companies replaced with regens after 3 years, is not CLOSE to lore at all...

 

And where does one turn off graduation exactly? I can't find the option anywhere. In fact, it seems you're the only one in the entire board that knows how to do it.

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I don't think many people are very strict on the lore/canon. I for one would hate simply hate blatant violations against it that don't make sense. As you indicate, some are just unavoidable (the amount of times Viccie & Sean broke up... :p) but can be somehow weaved into the lore I'm sure. Lucy will debut as a bastard lovechild, but even those might in fact end up winning the "King of the North" title. :cool:

 

The core of the problem will still persist, and that is genned workers pushing the canon workers out of their positions, effectively relegating them to indy jobs. It's not a blatant violation of canon and the player can intervene in non-watcher games, but it just results in uninteresting games. So no, I won't be having a blast as seeing entire companies replaced with regens after 3 years, is not CLOSE to lore at all...

 

And where does one turn off graduation exactly? I can't find the option anywhere. In fact, it seems you're the only one in the entire board that knows how to do it.

 

Screen grap from the in-game editor (can also be accessed in the regular editor). Just toggle to "No" in the drop-down menu.

 

7zsiyeF.jpg

 

DerekB, just wanted to say that I am looking forward to playing this when it's ready.

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I don't think many people are very strict on the lore/canon. I for one would hate simply hate blatant violations against it that don't make sense. As you indicate, some are just unavoidable (the amount of times Viccie & Sean broke up... :p) but can be somehow weaved into the lore I'm sure. Lucy will debut as a bastard lovechild, but even those might in fact end up winning the "King of the North" title. :cool:

 

The core of the problem will still persist, and that is genned workers pushing the canon workers out of their positions, effectively relegating them to indy jobs. It's not a blatant violation of canon and the player can intervene in non-watcher games, but it just results in uninteresting games. So no, I won't be having a blast as seeing entire companies replaced with regens after 3 years, is not CLOSE to lore at all...

 

And where does one turn off graduation exactly? I can't find the option anywhere. In fact, it seems you're the only one in the entire board that knows how to do it.

 

It was recently added in. You can turn off the graduation from either the in-game editor or from the editor before you start the game. You just go to the training facility section of the editor.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek B" data-cite="Derek B" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47387" data-ipsquote-contentclass="forums_Topic"><div>You can, and could always, turn off graduation for all dojos. </div></blockquote><p> </p><p> </p><p> What Am I missing then?</p><p> </p><p> Every time I try switching graduates to no on either dojos or schools I get this pop up:</p><p> </p><p> "Only performance centres can have graduations disallowed"</p><p> </p><p> Is this working as intended?</p><p> </p><p> Like others, looking to disable worker generations in historical RW and Cverse mods through conventional means, not workarounds. Thanks.</p>
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I'm double checking some things with Adam... hate when I make myself look bad with inaccurate answers, so not wanting to double down on anything just in case I potentially make myself more wrong. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek B" data-cite="Derek B" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47387" data-ipsquote-contentclass="forums_Topic"><div>And now I'm back to tweaking future workers... have imported more than 400 from the distant Cornellverse future, will have about another 1500 workers to go through yet too. And tag teams. And graduation dates. And event schedules. And title bios. And yet to debut companies. And so many other little things that crop up through testing and balancing. Definitely going to take longer than I had hoped, this is why I always prefer to do mod making during testing instead of after release. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> Welp, guess I'm going back to 2016 temporarily. I've been itching to get a 97 game in with all the new features, but I'm not sure how much longer I can leave this itch unscratched!</p><p> </p><p> I did notice a feature that allowed the creation of up to 100 workers of different skill levels, popularity levels and age/career trajectory, so that could prove useful in fleshing out the game world.</p>
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I'm double checking some things with Adam... hate when I make myself look bad with inaccurate answers, so not wanting to double down on anything just in case I potentially make myself more wrong. :p

 

The screenshot from brat99 kinda illustrates it, though he probably edited it in a bit later.

 

I wasn't correcting you or something. I just looked at the patch notes, which made no reference at all to the changed setting. It just mentions the AI and narratives. So if that was in fact the only thing changed, the problem would still persist.

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Okay, work on the mod continues to go well and the game world that is active from the start is close to complete, with me mostly working on future aspects of it now. I've been tinkering with adding some people to rosters, fiddled with some onwer preferences regarding roster sizes and tweaked a lot of dojos to levels that make sense with what has come before and also future debuts. At this point I'm looking to fine tune some roster numbers to encourage companies to need minimal signings early on and to provide a nice, stable base for every game to start from and for the world to unfold from. I'm looking to fill in some of the remaining gaps on the rosters, and this is after I've added logical people to the various companies already and in some cases added a few created workers that I had noted down already. Below is a rough list of what I'm looking for to bring companies to tha approximate midpoint of their recommended rosters, though any suggestions made even if companies that have already reached that number are welcomed. It doesn't hurt to have some extra bodies around in case of injuries and whatnot.

 

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AAA: They need up to 3 more wrestlers, with there being a couple of potentially open spots for trainees who would have debuted after August 1996. Some solid hands aged around 30 would also be welcome additions to provide more experienc and depth to a roster that is largely filled with veteran talents and unproven talents. They have links with 5SSW (for excursions) and NOTBPW's women's divisions and happily share talent.

 

AMW: They could do with 2 more wrestlers. They still have a TV deal that they really shouldn't and have a mostly terrible locker room, so any new additions would either be bargain basement level guys that the owner literally uses as jobbers OR a top level guy or two who is a terrible influence. Before anyone suggests adding Giant Redwood, he's already been given a job there. :p

 

CZCW: They need about 3 wrestlers, ideally dojo graduates from 94, 95 or 96... but certainly anyone added here should be local to the Southern Californian wrestling scene. Being strongly linked to RPW, workers could also have graduated from there and be on this roster to there is some potentially fun crossover. Tag teams are super welcome here as CZCW are a little light on those.

 

DAVE: They could use between 2 and 5 wrestlers. Given the future canon of DAVE winning the east coast war, and Nemesis' debut being the major event that turns the tide in DAVE's favour along with Phil Vibert being the new owner at the start of 1997, DAVE are kinda in a rebranding phase. Any additions to their roster would be mostly low level guys who would be cut when DAVE cherry picked the warring rosters, with tag teams and locally based wrestlers being particulary welcome here.

 

HGC: HGC only need a couple of wrestlers at this time. They have been set up as a Small sized company that isn't far from hitting Medium, meaning they will make several signings in the not distant future. Those signings will of course hit other companies fairly hard, but at this time HGC don't need too much. A tag team or two is always nice, but mostly I would say that any new workers they get should either be cool enough to impress JK Stallings, have decent potential to impress Rip Chord OR be a hanger-on who sucks up to Sam Strong. This doesn't just need to be limited to in-ring talent, some more non-wrestlers is never a bad thing.

 

NYCW: They need up to 4 new wrestlers. An old school, minor territory who stays out of the wars, NYCW are a mix of highly experienced veterans and inexperienced talents getting their first breaks in the business. As ever, tag teams are welcome and I'm keen to continue the theme of old vs new, as it's something that was very much a canon issue later on with the likes of Joey Minnesota.

 

PPPW: They need a couple of new wrestlers. Having regained a couple of people when I nixed NEW, PPPW still have a few gaps in their roster. The most solidly traditional of the warring east coast companies, I'd like them to have another tag team or two that are hitting their peak kind of years, even if they aren't all that talented. They already have too many youngsters so a bit more experience is definitely needed here.

 

PDW: The smallest company in the US, and one I seriously considered removing from the data due to being non-canon... PDW are filled with a lot of dojo graduates and youngsters looking to gain experience. I gave the school a bunch more graduates already, but 1991 could do with a couple more male wrestlers who could act as seniors here. The company also needs another female wrestler on the roster, perhaps two and I'm open to any suggestions there.

 

RPW: They only need 1 or 2 wrestlers. Which is great, especially as there are spaces in their dojo graduation history for wrestlers in the years 92, 93, 94 and 95. Any workers here can potentially be shared with CZCW, and vice versa, while potentially also having gone on to bigger things with the likes of HGC in particular being a place that has just hired a bunch of smaller wrestlers for their cruiserweight division.

 

SWF: They need about 2 wrestlers, and probably some more non-wrestlers for fun. Having picked up a bunch of workers when I removed their former child company NEW, the SWF roster had a big of an influx of young, low level talent. The SWF Training Facilities could do with a couple of graduates from the class of 94 (set to December, like the 05 class was in canon) so that would be ideal. But really, if you have a fun idea for a character at any level below the main event I'd be happy to hear about them, the SWF could do with some fun new blood.

 

XFW: Shockingly, doesn't need any wrestlers. They've benefitted from a bit more of a focus on making a viable hardcore wrestling scene and are part of the Hardcore Alliance too, which allows them access to other talents. But I wouldn't say no to a couple more wrestlers for them too, as well as some workers who could go into the indy scene and be hired later. Mid level talent would be ideal, and as always tag teams are particularly welcome.

 

--------------------

 

4C: They need up to 4 wrestlers. The company has only been active for 2 shows (2 months) with each one having a focus on crowning a champion, so I feel like their roster is still coming together. Their next show will see the crowning of the first ever tag champions here, so they need tag teams to build that division, which currently has..... 0 tag teams in it. I always feel that Quebec is under-represented and isn't far from here geographically, so a team based on that would be good. But really, all options are good options.

 

CGC: They need up to 3 workers. And happily, the DeColt Powerhouse needs some graduates from 92, 94, 95 and 96 to help filll the ranks as the school has been lacking in those. Naturally, these would be undercard workers who would likely not achieve a lot in the world, but CGC has already had some new additions to the midcard ranks to help their roster a little. They're just looking for a little more depth now. Teams always welcome.

 

NOTBPW: Only need 1 woman, no men. But having more always helps too, especially with the House Of Stone needing some more graduates over the last few years. NOTBPW are Medium sized and have had a LOT of talent already added to their midcard, as well as several names added to the women's division (June Butler!). Mostly they just need more names for the midcard and undercard, though their roster is quite large already due to the women's division growing a lot. NOTBPW accept excursions from BHOTWG, a link I feel is canon due to the likess of Kenko Takemitsu, Haruki Kudo and Stone Yoshikawa all having time with the company. They also have links with 5SSW for excurions on the women's side of things and are friendly with AAA.

 

--------------------

 

MPWF: MPWF have been given an excursion link with BHOTWG (mostly for developing Junior talents) and don't NEED more wrestlers, but I'm happy for them to have a few more. They have picked up a bunch of previously indy talents to give them more depth and are in a pretty strong position at game start.

 

OLLIE: They need a couple of workers, but are above the minimum already so they can easily hire from the free agent pool remaining. They don't have any links to other companies but as with many rosters, they coud do with another tag team or two to help flesh out the division more.

 

--------------------

 

MOSC: Surprisingly, they don't need more workers as they've been filled up with stylistically similar and/or geographically local workers who fit the bill. Another worker or two wouldn't hurt but they don't require any more people willing to bleed just yet. :p

 

--------------------

 

EWCW: They could do with a couple of wrestlers. I gave them a few new signings already, including any locals who made sense. As an Austrian based company it would make sense to add a couple more Austrians and the company needs a good babyface tag team, so that would be ideal. Other locally sourced talents would also be good to have, though we're not looking at people who are likely to go on to megastardom.

 

--------------------

 

5SSW: The 5SSW dojo could do with a couple of graduates from 93, 94 and 95. Given that this would also make them prime candidates for being on excursion to AAA or NOTBPW this could be a great way to help fill the ranks for all three companies. Their roster has already been filled out a bit with available talents and they only need a couple of workers for their own roster.

 

BBW: Only need a couple of wrestlers for their roster. I had strongly considered giving them Ken Shimedzu and Natsu Miyamae before deciding to leave them as a prime indy team who could potentially go anywhere. BBW have had their roster filled out with a few new workers and some available talents already, so they just need a couple more talents. I've set them to be a Junior-Deathmatch style company as they actually have a pretty good Junior division building already, so another couple of Juniors, perhaps as a team, could slot in nicely.

 

BHOTWG: They don't NEED more workers, but I want to add a few more still. I've given them the Burning Junior Tag Team titles years early and their roster got a significant boost from various Hinote Dojo talents who got folded back into the main roster when I removed them. BHOTWG could do with a 95 graduate of the school (October graduation), and has links to MPWF and NOTBPW for sending people away on excursions if you want to create talents who could be elsewhere. Otherwise, the undercard could do with more people in it in both the heavyweight and junior ranks, with most expereince levels being welcome.

 

GCG: Another company that don't technically need any more talents, the company is packed full of veterans, including people brought out of retirement to fill gaps. Their story is one of mismanagement and misfortune.... they've lost so many people to injury over the years, they've had young lions be disloyal, they've lost the chance to sign some indy talents due to PGHW coming in to snatch them up, and after that they lose many talented foreigners to HGC when they were created. GCG have underinvested in youth and everything has come together to leave them in rough shape. If it wasn't for Maeda and Yoshizawa, they'd maybe be doomed. As for additions, a few youngsters from anywhere in the 90s might be good, remembering that the company doesn't like Juniors.

 

PGHW: They don't need many talents, but a couple of undercarders could help them out. They've got a couple of people on short term deals (using limited dates options) and a bunch of the more over indy talent added to their generation of future legends so they're set to grow fast. They haven't been around long enough to have young lions, so the only real additions they can have are lesser talents and unproven guys who could fill out opening matches.

 

--------------------

 

On top of those 30 to 50 positions that should probably be filled, I'm also happy to add a bunch of people to indy scenes around the world. All rosters have grown a bit since the TEW16 data so the unemployed scenes have gotten a bit smaller everywhere and it would be nice to help them grow a little. Not essential of course... with new workers debuting into the future for basically forever, and with the increased control of those through updates to patches (I checked, we missed a bit during changes!) the future in the mod will be flexible. I plan to make it so that training facilties will debut some workers every year that they are open so that any company that owns one will always be getting a return on their investment every year. This will be done via narratives that can be easily removed if you want and will be structured in a way that ensures graduations from the point that canon workers are no longer debuting.

 

So yeah... get any submissions in that you want to see added. I'll assign pictures to people and handle the full bios. You can even submit ideas for future workers too if you want, though obviously there is less chance to see them in gameplay if they don't debut for 10 years. :p

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<p>I have some ideas for the slots you're talking, but if you're interested Derek, there are two workers in the IndyBooster mod who debut pre-1997; their youthened versions could potentially show up as indy folks?</p><p> </p><p>

Also two 1998 debuts and one 2000. <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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@DB: Are we making up new characters or just using existing characters that we'd know about from previous mods?

 

New workers. Apologies if I wasn't clear, but I've already gone through the existing workers to add people wheere they make sense, so I'm filling the remaining gaps with new people.

 

I didn't realize how few unemployed workers there are at game start.

 

The Hype should definitely be AMW bound. That guy is absolutely nothing but trouble and seems like a prime candidate for AMW.

 

There really aren't many. The full dataset would only be about 650 people if it was only canon people and I've always tried to not add too many extra workers, butthe world has so many holes in it without the extras I've added. So suggestions for unemployed types are welcome too.

 

I have some ideas for the slots you're talking, but if you're interested Derek, there are two workers in the IndyBooster mod who debut pre-1997; their youthened versions could potentially show up as indy folks?

 

Also two 1998 debuts and one 2000. :)

 

I should probably check out that and the India mod, though I'll obviouslyhave to make sure I have permissions to use them. HAven't had time to do much of anything with the game yet due to how much time I'm putting into this, so I've not been investigating mods yet. :eek:

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I should probably check out that and the India mod, though I'll obviously have to make sure I have permissions to use them. HAven't had time to do much of anything with the game yet due to how much time I'm putting into this, so I've not been investigating mods yet. :eek:

 

Indy Booster is by Blake so you have permission there :)

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