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Extreme Warfare Revenge / Total Extreme Wrestling

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#14: Tribute Shows I

 

A new section in the editor is "Tribute Shows". This allows mod makers to add special one-off events to the game world that are not attached to a specific company; this is useful for tribute shows, celebratory shows, or one-offs.

 

When creating one of these events, the following data can be manipulated: the name, who the shows is a tribute to (optional), a logo, a size, the number or year that follows the name, the date the show should be held, how many shows are to be run (for example, you could make it so that a tribute show only runs for a few years before being forgotten), plus options on what workers should be eligible.

 

#15: Tribute Shows II

 

Following on from the above, TEW2013 has the ability to create its own Tribute Shows to honour characters who die during the game; essentially creating its own entries into the Tribute Show file described above.

 

The way the show is created depends on the character in question; the more popular the character, the longer the shows will go on for and the bigger they will be. The size is important, as it affects who can take part: a particularly huge tribute show, reserved only for the most influential of characters, means that even workers under written deals elsewhere can receive permission to work the show.

 

Tribute shows also have a special extra feature, which is that they use the relationship file to bias toward bringing in the friends and family of the worker the show is a tribute to. This means that you will often see the son of a deceased worker working the main event of the show in their honour.

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--- SPECIAL SUNDAY BONUS ENTRY ---

 

#16: Shoot Interviews

 

Some wrestlers, depending on their personality, may now choose to cut a shoot interview in the weeks after being fired by a promotion. This takes the form of an Internet report that appears some time after, in which they will generally complain about their treatment and, more importantly, trash a specific colleague - leading to a negative relationship developing between the two.

 

This is to add a little more realism and flavour to the game world.

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No TEW 2005, tenho mais gente nos meus shows no Canada que nos USA. :mrgreen:

 

Tou na WWE

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#17: New Worker Generation Upgrade

 

New worker generation - that is, the code that creates both completely new characters and regenerations of existing characters - has been upgraded significantly for TEW2013 in order to make the output as realistic as possible.

 

The primary area that has been upgraded is the worker's generated stats; this has been completely rewritten to emphasize more realistic results. This includes: more variety; more emphasis on taking into account style, size and location; better development (i.e. how a worker improves over time); and a better tying together of all the different areas (i.e. a large worker will not only have in-ring skills that are suited specifically to his size, but more work has been done to make sure that the gimmicks he can play are appropriate).

 

There are also two other areas that have had significant work that will be instantly visible to the user.

 

The first is that the game now has a powerful "finishing move name generator" which can create tens of thousands of unique moves. Each wrestler will get a custom finisher that is automatically put into a move set unique to them. The moves are divided into categories of finisher so that giant workers aren't going to end up using top rope moves, technicians will be more likely to break out submission holds, etc, etc. The move generator is even time period sensitive, so the moves that it will generate in the 1980s are far different to what it will create in the 2000s.

 

The second area is that workers now have more interesting, unique and complete auto-generated biographies. Not only do these specifically reference the new custom finisher, they'll also talk about where the worker is from (down to state level in the US), their height and weight, what characters they are best at playing, as well as occasional unique personal insights. This helps with immersion, as the biographies help give characters more colour and personality.

 

Isto bem feito pode ser importantíssimo...

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Acabei com a streak do Cena em I quit matches, contra o Undertaker na Wrestlemania XXIX.

21-0

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Qual acham que deve ser o SummerSlam Main Event:

 

Samoa Joe(Carrer on the line) vs Brock Lesnar

 

Stone Cold Steve Austin vs Randy Orton

 

Triple H vs (Ainda não sei quem, pois o Orton foi o último mas perdeu, por causa do Steve Austin)

 

EDIT: Em 2006, com update em que o Ric Flair comprou a WCW

Editado por 45roma

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#18-#23: End Of The Year Awards Additions

 

The popular end of the year awards have been expanded greatly in TEW2013, with six new additions. These are:

 

- Tag Team Of The Year

- Announcer Of The Year

- Colour Commentator Of The Year

- Manager Of The Year

- Referee Of The Year

- Independent Wrestler Of The Year

 

All of these can be preset in the editor, as with all the awards.

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wtf, criei um show ás quintas para oa midcarders. A WCW cria um, que vai ser transmitido no mesmo dia que o meu. :cadeirada:

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45roma não eras tu que estavas a criar uma DB?

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Ya, ta mais ou menos feita, mas quero ajustar umas cenas antes de a postar.

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E dizeres umas coisas de como anda isso? :mrgreen:

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#24-25: Default Matches & Angles

 

New to the game are the concept of default matches and angles, which are used to help speed up the booking process.

 

When the user first clicks to add a match or angle during booking, rather than seeing a very long list of every available option (as in TEW2010), he will instead see only the default ones. The idea is that the user keeps his most often used match or angle types set as default and therefore they'll be immediately visible and selectable straight away, rather than having to scroll down or use the filters.

 

If the user wants to use an item that isn't a default, he can simply use the filters to return to the "traditional" method of having access to everything.

 

To clarify, the concept is therefore that the stuff you use most is immediately available and can be selected with just one double click, while the items that you don't use as often are only one click away from being visible.

 

The starting defaults can be set via the editor before the game begins. Once in the game, each player can modify the default settings to his own liking very easily. So, for example, player #1 running a traditional-based company could have the standard "1 vs 1", "2 vs 2", etc, as his default matches and a handful of backstage interviews as his default angles. Player #2 running a lucha company might have "1 vs 1 Two Out Of Three Falls", "3 vs 3 Lucha Rules", etc, as his default matches, and a lot of mask-related angles as his defaults.

 

If no defaults are found, the entire feature essentially gets turned off and the game returns to the traditional method of having everything visible in one big list.

 

 

#26: Game World Development

 

The way that the game world develops over time has been upgraded for TEW2013.

 

Region Importance, one of the key values in the game as it is used when calculating company sizes, can now alter over time. Every month, each region is looked at in regards to how many promotions are based in that region and what their sizes are - the importance is then potentially altered based upon this information.

 

For example, if the game ends up with five national-sized companies all based in London, then "South UK" is going to find itself with a very high importance rating very swiftly. Likewise, if there are no Scottish promotions at all then Scotland is going to see its importance sink.

 

This system therefore creates a dynamic game world which can significantly alter in response to what is going on inside it. As an example, it's entirely possible that if a California promotion became Global and blew away all the other competition in the US that you'd end up with a game world where the traditional dynamic of the east coast being much more important to the business than the west coast gets reversed; this will make it more likely that shows will get run more often in the west, solidifies the power of the California company, while making it harder for east coast promotions to become powerful - at least until one of them manages it or enough promotions appear there to start to make the Tri State at co more important again.

 

Each region has a new minimum and maximum importance value (which are editable) to make sure that things don't get unrealistic, and there is also an automatic lower limit based on the community size of that region to stop hugely populated regions from every becoming too unimportant.

 

Community Size also alters slowly over time, but faster than the glacially-slow rate that TEW2010 used. This also has new editable minimum and maximum values.

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#27: Physical Decline

 

One of the issues with long-term games in TEW2010 is that the main event scenes, particularly in bigger promotions, would stagnate as the existing, older stars would remain on top until retiring.

 

This has been solved in TEW2013 by a heavy emphasis on the physical decline of workers being made as realistic as possible. While it is still possible for some major stars to stay on top - to match reality - for the majority it will now be much harder and you will see them gradually start to drop down the card \ get phased out.

 

Amongst the many associated effects of physical decline, there are now heavier physical penalties as their bodies break down, much harsher skill declines to make sure that workers in their 40s and 50s are significantly less able than they were in their prime, and also new effects that apply to overness changes that make it harder for them to gain any and much easier for them to lose it.

 

This brings up an interesting and realistic dilemma for the user, as you will often be faced with a tricky choice of exactly how far you can go before a worker's decline becomes too much for you - at what point does his overness and experience stop outweighing the damage his crumbling body is doing to the grades?

 

Long-term test sims have shown the changes have created a much more realistic situation where you can visibly see workers start to be shuffled down the pecking order and eventually off to smaller promotions or retirement; this in itself means that the main event scenes tend to be more fluid and dynamic, with younger workers and new stars rising up to take the spots that have become available, and that many older workers who were once stars end up seeing out their careers trading on their former popularity on the independent scene.

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#28: Belt Defense Settings

 

In order to allow the AI to act more realistically, belts now have a defense setting that allows the mod maker to set them to be only defended on TV, only on big events, occasionally on TV, etc, etc.

 

This is particularly useful for historical mods when TV titles genuinely were defended almost exclusively on television, and for Japanese companies where it may be unthinkable for a major belt to be defended anywhere but on their biggest cards.

 

These settings only affect the AI, the player is free to do whatever he wants with titles, as always.

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