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Old 09-17-2012, 06:32 AM   #31 (permalink)
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Default Re: TEW2013 Announced

You can edit different settings for a workers age.

Quote:
#29: Editable Worker Age Settings

For the first time in the series, mod makers now have the optional ability to edit some of the age settings for workers. The four settings are:

Maturity Age: This is the age at which the worker loses the ability to naturally learn and physically improve faster than normal.

Decline Age: This is the age at which the worker starts to physically go into decline.

Relevancy Age: This is the age at which the worker becomes so out-dated that his entertainment skills start fading too.

Retirement Age: This is the baseline for their in-ring retirement; this does not guarantee that they retire at that age, only that it's when they start to consider it - it can be extended through certain circumstances, such as having a highly paid job, etc.

All of these values can either be filled in as an exact age or left to Random. The range of ages are the same as are possible in normal gameplay (i.e. Maturity Age can only be between 18 and 30, the same potential range as if it were left to random; this is because all of the game's internal calculations are based on that range, so if someone set it as 60, for example, you'd end up with ludicrously skewed values).

In previous games these values were calculated anew with each game that was started, using the worker's hidden Destiny value. That is still the case when the settings are left to Random, otherwise the game will use the settings the mod maker gave.
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Old 09-18-2012, 09:54 AM   #32 (permalink)
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Default Re: TEW2013 Announced

The Extreme Eye/Personal Assistant has been updated

Quote:
#30: Personal Assistant

The Extreme Eye has been revamped and upgraded in TEW2013, becoming the new Personal Assistant. There are three key changes.

1 - The PA is a list located right in the middle of the office and is always open and automatically updated as you move around; this means there is zero clicking involved to see what items are being shown as it's always visible. This improves upon the Extreme Eye, which required you to click to load it and see what it said.

2 - The vast majority of the items the PA brings up are hotlinked; that is, double clicking will jump you immediately to the screen you would need to address it. For example, double clicking "Wolf Hawkins has yet to be assigned a push" jumps you straight to the roster screen and straight to Wolf's entry.

3 - The PA looks at more things than the Extreme Eye, so there are far more helpful notices and alerts to aid you.

#31: Alternate Assistant Screens

The Personal Assistant list can also be altered, via the use of a series of tabs that run underneath it, to provide alternate versions. These alternates are:

- Quick Finance: Gives an overview of your financial state (i.e. allowing you to see the basics without needing to load the normal Finance screen).

- Recap Last Show: Gives the results from the last show you held.

- Quick Roster: Gives a list of all the workers under contract; again, all are hotlinked.

- Birthdays: Gives a list of everyone on your roster who has a birthday this month, plus their age.

- Booker's Advice: Gives a list of topics (i.e. "Scheduling Shows", "Managing Your Finances", etc) that pop-up detailed explanations of how to handle them in TEW2013. This is essentially a How To Guide \ Advance Help File without the need for leaving the game.
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Old 09-19-2012, 09:11 AM   #33 (permalink)
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Default Re: TEW2013 Announced

Five small changes

Quote:
Today we'll do something a bit different and do a theme - "five little changes that'll make your life a lot easier".

#32: Automatic Venue Selection

When you first enter PM mode to run a show the AI will now automatically "best guess" a venue for you and assign it, coupled with a pop-up telling you which one (and which region) it has picked. You are not locked into this choice - you can easily go and change it in the way you normally would - but it does mean that in a lot of cases you can entirely skip the time consuming process of heading to Venue Selection, finding a venue, and booking it.

#33: Select Best Venue

In the Venue Selection screen is a new button, "Select Best Venue". This uses the same code as in the previous entry, but selects the best venue for you from that specific region. (For those of you not following, the difference between #32 and #33 is that the former works out the best region to use itself, in the latter you have control over it.)

#34: New Worker Generation Date

In previous TEW games, the date at which new worker generation began was locked once you started a new game; in TEW2013, the date can be edited via the Options menu at any point. This means you would no longer be forced to either grin and bear it or abandon your game if you find that you disagree with the original setting.

#35: No-Reset Filters

All of the filters in the game - including the ones in the editor - now no longer reset back to their defaults once you leave that specific page. They retain your choices until you leave the game area (such as leaving the editor or moving to an entirely new section of the game).

#36: In-Game Help

Taking a cue from CBH, many of TEW2013's screens now include "?" buttons - clicking these brings up a mini help file on the item in question. This means the user rarely has to go and load an external help file, and it's very easy for even veteran players to check the meanings or uses of certain features with a single click.
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Old 09-20-2012, 09:34 AM   #34 (permalink)
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Default Re: TEW2013 Announced

Networks and PPV Coverage & Retirement talk

Quote:
#37-38: Improved Coverage

To make things more realistic, both Networks and PPV Carriers now have improved coverage.

In previous games, each had a single size rating and then a setting for each region as to whether they were seen there or not. In TEW2013, each region now has its own size rating. This allows more realistic simulation, for example when trying to model the real life major US networks that are shown in the UK, but on obscure or little known channels.

#39: Talk Out Of Retirement

New to the game is the ability to attempt to talk a worker out of their decision to retire. It will not always be successful of course (it is based on personality, current career situation, etc), and is limited to workers who have retired by choice, not through injury.
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Old 09-21-2012, 07:29 AM   #35 (permalink)
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Default Re: TEW2013 Announced

New Database and Event Names

Quote:
#40: New Database Software

Following Comic Book Hero's lead, TEW2013 will be switching to using Microsoft Access as its database. This has several benefits to the user, the four main ones being:

1 - Anywhere in game that involves searching, retrieving, writing or sorting of data is now exponentially faster than it used to be. This means faster response times, faster navigation, and less waiting overall. (NB: To avoid misunderstandings, please note that while the game is considerably faster now, between-days load times are still almost identical to TEW2010 - this is because TEW2013 is so much bigger and deeper than the previous game that all the extra processing needed negates the amount of time that was saved by being faster. You'll see the speed benefits better in all the other areas of the game, such as when reading profiles, histories, etc.)

2 - Performance degradation on long-term games is far less severe; i.e. whereas in previous games the load times would get noticeably and significantly larger with every year that you completed, TEW2013 handles it in a much more graceful manner.

3 - Everything is now contained within one single file, making distribution easier.

4 - Data corruption is now virtually impossible.

#41: Event Name Generator

As with worker names, TEW2013 will allow the user to edit the previously in-built event name generator. 'Events' refers to any show that is not TV.

Each potential name has two sets of options to make sure it is correctly used; gender (whether it is available for male-only companies, female-only, or mixed gender) and area (whether it is available for US companies, Canadian companies, etc).

By default, every database will start with the same set of names that TEW2010 had in-built, so for those mod makers who have no interest in this, there's no need to do anything at all.

#42: Suggest An Event Name

Related to the above, some of the event-related screens now come equipped with a Suggest A Name button which uses the generator to randomly give you inspiration.
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Old 09-22-2012, 04:09 AM   #36 (permalink)
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Default Re: TEW2013 Announced

Company Size, Repetitive Booking & AI-controlled Dark Matches

Quote:
Special Bonus Weekend Edition

#43: Company Size Criteria Changes

The criteria that are used to decide a company's size has been altered for TEW2013. I won't go into specifics here, as we may tweak them before release, but essentially the main thrust is that the higher levels are now harder to achieve, and crucially, the National -> International -> Global levels have been reworked to involve more of a "stepping stone" style.

There are two reasons for this. One is that getting above National is now much harder than in previous games, where it was too easy. Secondly, it's now not possible (except in very extreme circumstances) to drop several levels at once, as it was in TEW2010. Due to the "stepping stone" style, you can now only ever drop one at a time. This stops companies from going from Global all the way to Cult because they lost a region or two in their home area.

#44: Repetitive Booking

'Repetitive booking' has been altered so that it now takes into account where a match has been seen. For example, if you run a match that is only seen in the Mid West, that would no longer count toward being repetitive if you then ran the same match just in the Tri State region (as the fans won't have seen it before).

#45: AI Dark Matches

AI-controlled companies can now make use of dark matches on their shows in order to better develop their low-level talent.
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Old 09-24-2012, 09:44 AM   #37 (permalink)
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Default Re: TEW2013 Announced

History of Employment

Quote:
#46: Employment History

Employment histories will make their debut in TEW2013. Exactly as it sounds, the game keeps track of a character's start and finish dates for every promotion he joins during game time, together with what type of deal he signed. As you'd expect, histories can be preset via the editor too. This allows you to see a worker's career path easily and quickly via their profile.

--

NB: As you can probably imagine, doing employment histories for the CornellVerse is going to be an insanely mammoth task given that everything prior to 2004 is going to have to be worked out almost entirely via title history dates, oblique biography references and inferences (and quite a lot of characters don't even have that to work from).

So that nobody has unrealistic expectations, let me be clear that I'm therefore not intending to have employment histories filled in for the release day database, as I think dedicating a month (or more, likely) to this would either result in the game being delayed or testing suffering. My intention is instead to do them afterward when I can concentrate on them properly, and to release them separately with one of the patches.
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Old 09-25-2012, 08:54 AM   #38 (permalink)
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Default Re: TEW2013 Announced

Importing things.

Quote:
#47: Importer Name Matching

A concept taken from Comic Book Hero, 'name matching' will be part of the upgraded importer in TEW2013.

In previous games you could not import certain items, such as tag teams or relationships, because each character is stored as a unique ID number, one which may not be the same from database to database (i.e. Sam Keith might be #3 in one database, #99 in another). TEW2013 gets around this by comparing actual names, essentially 'smart looking' for who the tag team \ relationship \ whatever is meant to involve.

While it obviously cannot be successful 100% of the time - primarily because so many wrestlers have so many identities - it should be able to work correctly in the majority of cases. This will therefore make mod making and database tweaking considerably easier and more powerful.
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Old 09-26-2012, 09:29 AM   #39 (permalink)
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Default Re: TEW2013 Announced

All about the tag teams!

Quote:
#48: Tag Team Name Generator

Joining the other editable name generators are tag teams.

The user can edit the formerly pre-set list of names that can be applied to tag teams that are created during gameplay.

The settings include gender (Mixed, All-Male or All-Female), which game areas the team are based in, and which styles of wrestler are eligible for it (i.e. so you could set 'Team Armbar' to only be eligible if both members are Technicians).

#49: Suggest A Tag Team Name

Related to the above, some of the tag-related screens now come equipped with a Suggest A Name button which uses the generator to randomly give you inspiration.
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Old 09-27-2012, 09:42 AM   #40 (permalink)
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Default Re: TEW2013 Announced

Match Naming

Quote:
#50: Match Names

Matches now have two names, Record Name and Match Name.

The former is essentially the name used for database work; it's what the match is called in the editor and when the user is looking for matches when booking.

The latter, which is the new addition, is what the match is referred as during shows and histories.

For example, a match could have a Record Name of "1 vs 1 Ladder" and a Match Name of "Ladder"; this allows the user to continue to use the naming scheme that he is comfortable with when searching or editing, but in histories you won't see the ugly "Big Cat Brandon defeated Robbie Retro in a 1 vs 1 Ladder match", instead you'll see the nicer "Big Cat Brandon defeated Robbie Retro in a Ladder match."

(Obviously the Match Name does not have to be unique, unlike the Record Name.)
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