htc Publicado 18 Novembro 2012 E uma BD para o EWR, não se arranja? Compartilhar este post Link para o post
Hawkeye Publicado 18 Novembro 2012 http://www.mediafire.com/?80cj6r04c2d3jm1 Compartilhar este post Link para o post
Hawkeye Publicado 18 Novembro 2012 Assumi que querias a deste mês, se não querias a culpa é tua :cadeirada: ( :mrgreen: ) Compartilhar este post Link para o post
Chopper Publicado 18 Novembro 2012 Wait...saiu a deste mês? É que eu nem a de Outubro tenho.. Por outro lado...bdani,entendo o teu ponto de vista. Tenho de ganhar mais experiencia e ir buscar gajos de que nunca ouvi falar kkk Compartilhar este post Link para o post
What Publicado 19 Novembro 2012 #137: Angle Booking Upgrade (Part 2) Following on from the previous entry, the selection of angles has also been given an upgrade to increase user-friendliness. When selecting an angle, you will now see two sets of boxes, Content and Rated On. The Content box contains ten terms that describe the angles, ranging from Action and Alliance to Turn and Video. Using the right and left mouse buttons you can scroll backwards of forwards through three states - Contains, Doesn't Contain, or Neutral. Crucially, multiple terms can be in multiple states. So, for example, with two clicks you could search for all the angles that ARE to do with alliances but ARE NOT videos. Because of the flexibility of the system, you can easily narrow down your potential list of angles very quickly. The Rated On box contains the six things that a person can be rated on, ranging from Overness to Menace. Again, you can use the right and left mouse buttons to scroll between Contains, Doesn't Contain or Neutral, and have multiple states on multiple terms. When applied, it looks at everyone involved in the angle. So if Menace was set to Contains, you would find every angle that contains at least one worker who was being rated on that. As a further example, you could search for any angle that contains at least one worker rated on Overness, one worker rated on Menace, but nobody on Microphone skills - this would allow you to find the 'Monster Unleashed' angles from TEW2010 very easily. The user still has access to the traditional filters too. This method allows for a huge amount of flexibility and for the user to narrow down the choice of angles extremely quickly and efficiently. This therefore will make finding the right angle - even if the mod you are using has an enormous amount - a breeze. Compartilhar este post Link para o post
What Publicado 20 Novembro 2012 #138: Automated House Shows To increase the user friendliness of the game, the house show system is now automated in TEW2013. The interesting \ useful bit - being able to book specific matches that you'd like to happen in order to test out chemistry - remains under the player control. The dull bit - setting up and occasionally updating which regions to visit, setting the order of the visits, setting which days it should happen on - is now handled automatically by the AI. The AI does this 'smartly', automatically running a schedule that doesn't interfere with your events or TV shows and hitting the regions that are either necessary to maintain your popularity (a priority) or you can get good revenue from. It also automatically updates itself as you go along, so if you suddenly change to a completely different schedule of events or rise in size, the AI will make appropriate changes to the house shows instantly. This therefore removes one of the duller, admin-type parts of the game from the player's radar and allows him to concentrate on the more interesting stuff, without losing any of the benefits of having house shows. Compartilhar este post Link para o post
BDani Publicado 20 Novembro 2012 Eh pá, essa m*rda não sai? :prayer: Compartilhar este post Link para o post
What Publicado 21 Novembro 2012 #139: Scripted vs Improv Every worker whose role in an angle involved talking or acting can now be set to either follow the script or be allowed room to improvise. Scripted is automatically the default. There are pros and cons to both. A worker who is scripted is much less likely to go disastrously wrong but, as a result, also does not have the capacity to interact with the crowd as naturally or 'go with the flow' and so loses the ability to overperform. A worker who is left to improvise around a few basic points has the opposite pros and cons - with no 'safety net', there's always the chance he could go completely wrong and end up bombing, but equally he could work with the crowd's reactions to create something special. Workers who improvise will naturally improve faster at Microphone Skills, Charisma and Acting than a worker who is tied to a script. On top of that, the breakdown of the angle will also affect things. For example, if six people in an angle are following a script but one is improvising wildly, the six may end up struggling or being completely thrown off because of the improv work. Similarly, if everyone is improvising then it can get really messy. On top of that, some workers have preferences to scripted or improvisation, and some may even demand - or use their creative control - to make sure they get their way. This system is therefore simple for the player to use - it's simply a matter of ticking check boxes - but adds a whole new strategic dimension to the use of angles. Compartilhar este post Link para o post
What Publicado 22 Novembro 2012 #140: Capped User Talents In order to improve the strategic element, the user now has a cap on how many user talent points he can accumulate over the course of the game. This therefore means that your initial selection is more important, and sacrificing a weak area in order to gain a strong one is more likely to have a long-term impact. #141: Backstage Influence By Seniority In previous games, a person who was a positive backstage influence would cancel out someone who was a negative backstage influence. To make it more realistic, the seniority \ importance of the worker is now taken into account; i.e. a main event star who is an egomaniacal jerk might take six or seven midcarders who are nice people to balance out his effect on the backstage harmony rating. #142: Hall Of Immortals Redesign The Hall Of Immortals has been redesigned. Instead of a gallery that is fairly cumbersome to navigate, the inductees are all in a list down one side of the screen. Clicking one brings up previous accomplishments so that you can get a sense of why they are in the HOI. Compartilhar este post Link para o post
What Publicado 23 Novembro 2012 #143: Worker Input To Gimmicks When setting up a worker to debut a new gimmick, the user now has the option of deciding how much input the worker will have in the process. This can range from having everything be tightly scripted by the creative team all the way through to letting the worker have complete control and be allowed to improvise as he sees fit. The choices bring up a risk vs reward scenario; the more natural and improvised a gimmick, the higher the chance it has of being better than normal as the worker's personality and preferences give it a boost...but equally, there's more of a chance that it could bomb badly as the worker makes errors of judgement. On the flip side, tightly controlling what happens eliminates both extremes, so you neither have the 'good' chance of an awesome gimmick happening nor the 'bad' chance of a disaster. -- Developer's Note: Next week will be the final set of journal entries. On Friday we will be announcing the release dates for the traditional public beta that we always do and the full retail version of the game. Compartilhar este post Link para o post
What Publicado 27 Novembro 2012 #144: Recent Fortunes A new addition to the game is Recent Fortunes; this exists for every wrestler under contract, and is a measure of how strongly they have been booked recently in kayfabe terms (that means in terms of what the audience sees as being "real", i.e. losses, humiliations or setbacks in angles, etc). It is closely associated with Momentum, with the different being that Momentum shifts by segments ratings, Recent Fortunes shifts by the actual content. For example, if a wrestler gets hit with too many bad things in a row - losses in matches, coming out of angles looking weak - then he will gradually build up a negative value ("a stigma") for Recent Fortunes. As the fans are therefore seeing him as being weak, he will find it harder to build popularity until the stigma has been removed through stronger booking. The opposite of course applies for a string of good things happening to him. Recent Fortunes can be set via the editor. It should be noted that Recent Fortunes doesn't apply to everyone; as enhancement talents and other low-level workers are expected to lose quite a lot anyway, their Recent Fortunes have little or no effect on them. This feature therefore brings more reality to the game as instead of being fixated on just the final ratings, you must also balance the content of what is happening to each wrestler. It also punishes lazy, cheap booking - never bothering to come up with any real direction for Midcarder X and simply using him whenever you need an easy victory for a main eventer or rising star will soon land you in trouble, as you're going to end up with a wrestler who has been made to look so weak that he'll stop gaining popularity and will require effort to get 'back on track'. #145: Announcing Team Experience TEW2013 keeps track of how often announcers work call shows together, creating an Announcing Team Experience value. The higher the experience a team (whether two or three people) scores, the more bonuses they will get. These values can be preset in the editor. This feature therefore helps stop the user from simply hiring the best announcer available and best colour available and then getting rid of them when you can afford someone better - instead, it encourages developing a team over time and actually crafting a duo (or trio) to represent your company. Compartilhar este post Link para o post
What Publicado 28 Novembro 2012 #146: Size Limiter A concept taken from the WMMA series, TEW2013 will feature a Size Limiter; this means that an upper limit to the size rating of a company can be set. For example, you might set it so that your promotion is limited to Cult size, meaning that even if you increase your popularity to levels that would make you a National company, you stay at Cult. This can be very useful if you think that the jump to National would be too much for you, and you want extra time to bring on board more star wrestlers, get yourself a TV deal, etc, etc. Size Limits can be set via the editor before the game starts (this can be useful for scenarios or historical mods too). AI promotions will stick to what they are assigned. User companies can turn their Size Limit on or off, or alter it, whenever they like. #147: Steroid Effects In previous games, steroid usage has been almost exclusively bad - primarily increasing the chance of early death. In TEW2013 it will be more balanced; although negatives still remain (early death, increased injury risk, roid rage, etc), there are also now positives (quicker skill increases in certain categories, slower skill decreases in certain categories, faster recovery from injury, etc). Compartilhar este post Link para o post
What Publicado 29 Novembro 2012 #148: Angle Contextual Outcome Each person involved in an angle now has a Storyline Change rating; this is a value running Major Defeat, through Neutral, and up to Major Success that indicates how that worker looked at the end of the angle. In essence, it gives context to the angle. It is this value that allows storylines to take into account who is doing well in kayfabe terms, and to evaluate booking at a deeper level than in previous iterations. #149: Trainer Feedback When in the development section of the game, you now automatically get access to a report giving feedback from the trainers on how the worker is doing, focusing on where they are in their potential improvement. This report is shown on screen whenever you click a worker, and so doesn't require extra clicking and makes scrolling quickly through the entire roster quick and easy. #150: Patch Reminders Assuming an Internet connection can be found (otherwise the feature is ignored), the game will automatically check the GDS server when first loaded and give you a pop-up warning if a new patch has been released. This will help make sure that you always have the most recent and bug-free version without the need to check back constantly. Note that this is merely a warning, you are free to ignore it - there is no auto download involved. Compartilhar este post Link para o post
What Publicado 30 Novembro 2012 #150+: Other Features... We will finish the journal with a random selection of features that didn't get their own entry, either because they were too small to warrant one or because I didn't have time to fit them in. This list is in no particular order, nor is it complete - there are lots of other features that have been left for the player to discover for themselves while playing the game. - Gimmicks can be created in-game when at the assigning stage, removing the need to go back to the main editor. - The entire storyline section has been revamped to be more user friendly and flexible. - The tag team section contains a list of "incomplete tag teams", i.e. those that exist and which you already have one member (or both but haven't yet activated the team). - A worker's personality types are easily visible from any list without the need to go into his profile to look it up. - The dirt sheet, previously quite hard to read when showing a lot of information, has been upgraded to be more user friendly. - The AI will stack legendary events and season finales with top talent to make the most of them and rightly treat them as being special. - Morale \ backstage ratings take into account brand splits. - Physical recovery rates are more pronounced in how effective they are between young wrestlers and people who are past their prime. - The venue selection screen has been redone to provide more information and be more user friendly. - If a wrestler will refuse a match because it is too risky, he will now tell you when you try and add him, not wait until you've finished the rest of the booking and go to save, thus saving you wasting effort. - Initial momentum is scaled to promotion size rather than segment ratings, thus eliminating the issue of smaller promotions having a very difficult time getting high momentum. - Gimmick can now be classified as generic or non-generic; the latter meaning that if more than one person in a promotion uses it, the person playing it worse gets penalised for coming across as an inferior version. - Virtually every item in the game can be imported. - The load and delete menus now show lots of information about the game, including time and date of last access. - No penalties are incurred for not using an announcing team if the event was not televised. - When viewing a show's output, you can now review the road agent notes you used for that segment. - If a worker gets injured by another, a negative relationship can form. - To add more of a booking challenge, some workers can refuse to work with specific others if they have a particularly negative relationship. - Battle royal booking now includes full filters and an "exclude already booked" button. - A wrestler's death during a calendar year makes him slightly more likely to win awards due to sentimentality. - Narratives have been added to create new bad habits for workers. - More realistic penalties have been added for workers using dispositions or gimmicks that don't suit them. - Storylines will lose heat if not advanced on major shows if at least one participant was involved; this stops the cheap tactic of "freezing" a good heat grade by not doing anything further. - A worker's loyalty is now easy to see from any list or profile screen. - Loyalty was too powerful in previous games, and has been rejigged; workers will now be able to work elsewhere, and the AI is smarter about using it. - Touring companies have an increased chance of bringing back workers who ended previous tours as champions. - Running a dojo now involves ongoing costs. - New dating relationships used to be quite rare due to the imbalance of men to women in most promotions. Major work has been done on addressing this so that more happen. - The tag team screens list all the previous tag titles that a duo have held. - When negotiating with someone you can set whether they are to go directly to development or not, thus eliminating the issue of signing someone only to find they don't want to go. - When booking storylines, a list of who is currently already being used is easily accessible. - The regeneration options have been further expanded to include Regenerates With Picture, Without Picture or No Regeneration, as well as the aforementioned Legacy options. - A worker's freelance status is easily visible from all list and profile screens. - A Clone Match button is available in the editor, allowing you to take, for example, a 1 vs 1 cage match and quickly populate versions for 2 vs 2, 3 vs 3, etc. - You can now get mails from trainers telling you when they think that someone is ready to be called up. - Rather than just being cosmetic, the head trainer of a dojo now affects the rating of the facility and can also develop a mentor relationship with students. - The settings in the Era section have been overhauled, expanding the number of categories and refining the amount of control you have over each, including allowing nearly every section to be applied to specific game areas only if desired. - The way battle royals are rated has been completely overhauled to be more realistic. - From the Product screens you can now pick an existing company and import their product settings directly. - Estimated monthly costs and income are shown on the Finance screen to help financial planning. - Alter egos can have minimum and maximum age requirement settings. - Road agent notes during a match can be hard to read, especially in multi-man matches; this has been redesigned to be more user friendly and easy to read. - Injuries can be limited by gender. - During negotiations, a worker's AI regarding assessing offers has been upgraded, and they are now far better at taking the package as a whole into account rather than biasing so heavily toward company size. - The Product screens now include premade products that can be quickly applied. - Gimmick and turn 'staleness' is no longer done on time elapsed but on the number of appearances the worker has made and on the types of show he appears on. Also, the tolerance level before a gimmick becomes stale now relates to the quality of the gimmick too (i.e. a really good gimmick lasts longer). - The user can now set what specific things to look for during drug testing. - AI TV booking has been upgraded to be more realistic in regards to the number of matches and angles and how they are used. - TV shows now have prestige, based on how many seasons they run for. This allows the AI to bias toward preserving or bringing back their most well known shows. - AI companies are more aggressive opponents during wars, especially in regards to raiding. - The code regarding calculating wages has been completely overhauled to take more factors into consideration. It also no longer works in 'bands', meaning that you're far less likely to see an identical wage demand from lots of workers who are at the same level of popularity. - A worker who has been away for a long time will get his momentum rebooted when he returns. - PPV buy rate calculation has been overhauled, both in terms of being more sensitive to the importance and quality of the show being presented, but also taking previous shows into consideration (for example, hitting the view with many pay-per-views in a short period of time will see them start thinking twice about buying from you). - Morale \ Talk To Worker is now incorporated into the roster screen itself, saving the user from having to flip between two different sections to handle related issues. - A version of CBH's "return to base" has been added, allowing the user to skip the web site and go straight to his or her office upon starting a new day \ turn. - The Size screen now includes a Spillover pop-up, explaining the concept and giving a table of which regions spillover into which others. - Spillover has been altered to be more realistic for the UK and Europe. - There are new female-only independent shows to help give unemployed women more places to develop their skills. - There are more independent shows in general, allowing workers more opportunity to develop. The number can scale based upon how many unemployed workers there are in the area. - When doing your initial User Talents, there are preset option available to speed up the process. - Upon signing a new PPV deal the user will automatically be given the option to automatically set all his or her events to be PPV sized, thus saving him the trouble of going to the Schedule screen or potentially forgetting. - The entire Trends feature has been overhauled to play a much more important part in the game. - The rate of new worker generation can be greatly increased so that users who want to fill up an area quickly can do so. - The entire e-mail section has been upgraded to be more user friendly. - The Schedule section has been overhauled to be more user friendly and require less clicking, including a button to set all the events to their "best" level automatically. - Multi-man tag teams can get experience boosts from the tag teams contained inside them, and teams can also gain experience from being in these matches. - When viewing networks, an on-screen prompt will tell the user if he is viewing a station who he doesn't have the requirements to get a contract with, thus saving potentially wasting time with a doomed negotiation. - The need to be off-screen for a period of time to do a big gimmick change has been removed in favour of smarter AI in handling said change. - The Dominate road agent note has been too easy to exploit in the past, and so has been revamped to have more potential drawbacks and penalties if used badly. - Giving a wrestler a road agent note like Protect, Dominate or Keep Strong now gives a slight increase in their willingness to suffer a loss. - The code that governs opening new promotions has been totally overhauled to provide more realistic and effective results. - Events can be set to be never on pay-per-view from the editor, primarily for scenario usage. - The storyline section now has a history button, where you can view previous storylines that have been held. - Currently turns and gimmick changes in development promotions carry over to their parent promotion once the worker is called back up; the two are now treated as being entirely separate, so a worker will return with the same settings as when he left. - Custom venues can be outgrown, especially for smaller promotions, and so now can be sold off to raise cash. - You can now edit custom venues via the Investments screen. - The Finance screen is easily accessible from all negotiations-based screens, making things more user friendly. - The promotion's name can be inserted into angle commentary in the same way that worker's names and genders can be. - Alter Egos can now have their own masks. - The user has the option of turning off the e-mails giving you your latest TV ratings, as they can often annoyingly fill up an inbox. We are pleased to be able to announce the release dates for TEW2013. Sunday December 9th - TEW2013 Public Beta Release Sunday December 16th - TEW2013 Retail Release As you can see, we are following the same successful model as for the past several games, which is that we will be releasing a public beta first then the official game later. For those of you not familiar with the concept, the Public Beta is a version of the game that allows you to play as many times as you want, but only for one month of game time before it 'locks' that particular save game (the save game can be unlocked with the retail version if you wish to continue it). This serves two purposes; it allows you to play the game thoroughly and get a good idea of whether you would like to purchase it, and it also allows us to fix any last-minute bugs that got through before we start charging for the product. Note that the editor will be fully operational in the Public Beta, and so mod makers will be able to start work without needing to wait for the Retail version. As always, we are not stating an exact time for the release; this is to avoid a situation where lots of people 'camp out' on the site at a specific time and all start hitting reset over and over again, as this puts enormous pressure on our servers and doesn't help anyone. To try and make things as easy as possible, we will be having an IRC channel open on both days where people can chat - the aim being that if people are in there talking rather than constantly bumping an "is it out yet? \ pre-release random chat" thread then the server will be under less pressure and you'll still be able to find out as soon as it is released. If people wish to upload the files to their own servers and give out mirror links in order to ease the pressure then they are more than welcome to. Details on purchasing the game via PayPal will be forthcoming. Compartilhar este post Link para o post
Carson Wentz Publicado 30 Novembro 2012 Já não jogava isto (TEW 2005) há mooooontes de tempo (ainda o Edge andava engalfinhado com o Ziggler por causa da Vickie :mrgreen:). Actualizei os rosters para o actual e pus-me a brincar. Primeira RAW saco um A rating... 8-[ Compartilhar este post Link para o post
El Colosso Publicado 30 Novembro 2012 16 de Dezembro? Fuck yeah Compartilhar este post Link para o post
BDani Publicado 30 Novembro 2012 16 de Dezembro? Fuck yeah Chega em bom tempo para mim, as férias começam na semana seguinte. Compartilhar este post Link para o post
El Colosso Publicado 1 Dezembro 2012 Chega em bom tempo para mim, as férias começam na semana seguinte. Nessa altura ja estou de ferias Compartilhar este post Link para o post
BDani Publicado 1 Dezembro 2012 Nessa altura ja estou de ferias A maioria do pessoal assim é, mas pronto. Também vais comprar portanto? Já somos pelo menos 3. Compartilhar este post Link para o post
Maffu Publicado 1 Dezembro 2012 No 2005, como é que se mete a WWE nisto? :lol: Compartilhar este post Link para o post
Hawkeye Publicado 1 Dezembro 2012 Ve este video e segue os passos Compartilhar este post Link para o post
Maffu Publicado 1 Dezembro 2012 Ve este video e segue os passos Thanks e... onde arranjo o MOD? :mrgreen: Compartilhar este post Link para o post
BDani Publicado 1 Dezembro 2012 (editado) Thanks e... onde arranjo o MOD? :mrgreen:/>/> Página anterior, post do Blue_Union... EDIT: Lembrei-me agora que já é 1 de Dezembro, link para o update de Dezembro Editado 1 Dezembro 2012 por bdani Compartilhar este post Link para o post