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write_preferences_at_exit true; # write_preferences_at_exit <bool>, Write prefere nces at exit # app_multirun false; # app_multirun <bool>, Allow multiple instances

of the appli cation # x_res 1366; # x_res <int32>, Fixed window width # y_res 768; # y_res <int32>, Fixed window height # x_pos 0; # x_pos <int32>, Window position # y_pos 0; # y_pos <int32>, Window position # vfs_log_level 0; # vfs_log_level <int32>, 0 - off, 1 - mod-user, 2 - dev # unit_test false; # unit_test <bool>, unit test (for daily build) # gfx_first_run false; # gfx_first_run <bool>, First time application run # gfx_video_memory 0; # gfx_video_memory <int>, Override available video memory (b ytes) # gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen or not # gfx_vsync false; # gfx_vsync <bool>, vertical synchronization # gfx_hdr 0; # gfx_hdr <int>, Set high dynamic range rendering quality # gfx_shadermodel 3; # gfx_shadermodel <int>, Set shader model, 0-SM3, 1-SM4, 2=SM 4.1, 3=SM5 # gfx_aa 0; # gfx_aa <int>, Set antialiasing, 0-no, 1 = MLAA # gfx_texture_filtering 0; # gfx_texture_filtering <int>, Set texture filtering, 0 -trilinear, 4- anisotropic 16x # gfx_texture_quality 2; # gfx_texture_quality <int>, Set the quality of textures. 0 - lowest, 3 - ultra # gfx_enable_directx11 false; # gfx_enable_directx11 <bool>, Enable DirectX 11 ren dering # gfx_ssao false; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer # gfx_distortion true; # gfx_distortion <bool>, Enable Distortion Effect buffer # gfx_depth_of_field 0; # gfx_depth_of_field <int>, Set depth of field quality 0 off, 2 - high # gfx_unlimited_video_memory false; # gfx_unlimited_video_memory <bool>, Enable un limited video memory allocation # gfx_tesselation false; # gfx_tesselation <bool>, Enable tesselation # gfx_alpha_blend 0; # gfx_alpha_blend <int>, Set the alpha blending quality, 0 alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT # gfx_direct_resource_access false; # gfx_direct_resource_access <bool>, Enable Di rect Resource Access # gfx_sky_quality 3; # gfx_sky_quality <int>, Set the quality of sky. 0 - low, 5 extreme # gfx_unit_quality 3; # gfx_unit_quality <int>, Set the quality of units. 0 - low, 5 - extreme # gfx_building_quality 3; # gfx_building_quality <int>, Set the quality of buildin gs. 0 - low, 5 - extreme # gfx_water_quality 3; # gfx_water_quality <int>, Set the quality of water. 0 - lo w, 5 - extreme # gfx_shadow_quality 3; # gfx_shadow_quality <int>, Set shadow quality. 0 - off, 5 - extreme # gfx_tree_quality 3; # gfx_tree_quality <int>, Set tree quality. 0 - low, 5 - ext reme # gfx_grass_quality 3; # gfx_grass_quality <int>, Set grass quality. 0 - low, 5 extreme # gfx_terrain_quality 3; # gfx_terrain_quality <int>, Set terrain quality. 0 - low , 5 - extreme # gfx_unit_size 3; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra # gfx_fleet_size 2; # gfx_fleet_size <int>, Set fleet size. 0 - small, 2 - large # gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction # gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness # gfx_screenshot_folder ./screenshots; # gfx_screenshot_folder <folder>, Folder to where save screenshots relative to Empire directory #

gfx_gpu "NVIDIA GeForce GT 555M"; # gfx_gpu <path>, The GPU description # gfx_effects_quality 3; # gfx_effects_quality <int>, Set effects quality. 0 - low , 5 - extreme # gfx_vignette false; # gfx_vignette <true|false>, Enable vignette # gfx_blood_effects true; # gfx_blood_effects <bool>, Enable Blood effects # batter_meter true; # battery meter <bool>, Show battery status # camera_move_speed 100; # camera_move_speed <float>, Set camera movement speed # camera_turn_speed 5; # camera_turn_speed <float>, Set camera turn speed # default_camera_type 1; # default_battle_camera <card32>, default battle camera: 0-totalwar 1-rts 2-debug # fix_res true; # fix_res <bool>, Forbid window resizing # fix_window_pos true; # fix_window_pos <bool>, Forbid window repositioning # mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity <card32>, mouse wheel sens itivity: <0-100> default value = 50 # invert_cam_x_axis false; # invert_camera_x_axis <bool>, invert camera tilting up /down # invert_cam_y_axis false; # invert_camera_y_axis <bool>, invert camera panning le ft/right # show_selection_markers true; # show_selection_markers <true|false>, Show the sel ection markers under the units # show_path_markers true; # show_path_markers <true|false>, Show paths in naval ba ttles # show_target_zones true; # show_target_zones <true|false>, Show firing arcs etc # show_projectile_trails true; # show_projectile_trails <true|false>, Show project ile trails... # ui_show_help_markers true; # ui_show_help_markers <true|false>, Show/hide the ma rkers that indicate various things such as disembark zones and bastions # ui_telestration_always_on false; # ui_telestration_always_on <true|false>, Enabl es telestration for single player (for if want to draw for replays, or videos, e tc) # ui_porthole_mode false; # ui_porthole_mode <bool>, Determines if porthole panel shown or minimised # ui_card_mode true; # ui_card_mode <bool>, Determines if card panel shown or mini mised # ui_radar_mode true; # ui_radar_mode <bool>, Determines if radar panel shown or m inimised # ui_radar_scale 1; # ui_radar_scale <float>, Scale of battle radar # ui_unit_tooltip_expand_mode 1; # ui_unit_tooltip_expand_mode <0|1|2>, 0 = never expand, 1 = delayed expand, 2 = always expand # ui_porthole_default_page 1; # ui_porthole_default_page <0|1>, 0 = model page, 1 = stats page # roomlist_window_pos_x 154; # roomlist_window_pos_x <int32>, roomlist windows pos ition on screen # roomlist_window_pos_y 354; # roomlist_window_pos_y <int32>, roomlist windows pos ition on screen # chat_window_pos_x -1; # chat_window_pos_x <int32>, chat windows position on scre en # chat_window_pos_y -1; # chat_window_pos_y <int32>, chat windows position on scre en # chat_window_width_scale -1; # chat_window_width_scale <float>, chat windows dime nsions on screen # chat_window_height_scale -1; # chat_window_height_scale <float>, chat windows di mensions on screen # browser_window_pos_x -1; # browser_window_pos_x <int32>, browser windows positio n on screen # browser_window_pos_y -1; # browser_window_pos_y <int32>, browser windows positio n on screen # browser_window_width_scale -1; # browser_window_width_scale <float>, browser win dows dimensions on screen # browser_window_height_scale -1; # browser_window_height_scale <float>, browser w

indows dimensions on screen # ui_land_unit_ids 0; # ui_land_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 = never # ui_unit_id_scale 0.8; # ui_unit_id_scale <float>, Sets scale of unit banners # ui_mouse_scroll true; # ui_mouse_scroll <true|false>, Allow/disallow scrolling o f the map by putting the cursor at the edge of the screen # battle_realism_mode false; # allow_battle_realism_mode <bool>, Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner informat ion for enemies and restricted camera # battle_time_limit 60; # battle_time_limit <int>, Sets the time (in minutes) for each battle. -1 for unlimited # battle_difficulty 0; # battle_difficulty <int>, Sets the handicap for battles. P ositive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy # autoresolve_difficulty 0; # autoresolve_difficulty <int>, Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is har d, 0 normal, 1 easy # campaign_difficulty 0; # campaign_difficulty <int>, Sets the handicap for campai gns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy # battle_advice_level 2; # battle_advice_level <int>, Sets advice level in the bat tle game # campaign_advice_level 2; # campaign_advice_level <int>, Sets advice level in the campaign game # advisor_mode 2; # advisor_mode <int>, Sets Advisor options. 0 - text only, 1 - a udio only, 2 - text and audio both # campaign_time_limit -1; # campaign_time_limit <int>, Sets the time (in minutes) for each round of the campaign. -1 for unlimited # show_cpu_moves true; # show_cpu_moves <true|false>, Show/hide the movement of th e ai pieces on the campaign map # automanage_regions false; # automanage_regions <true|false>, Let the AI manage t axes etc in players regions # multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Ru n the battle model on a separate thread # battle_camera_shake_enabled true; # battle_camera_shake_enabled <true|false>, En able battle camera shake effects # subtitles true; # subtitles <true|false>, Display subtitles during movies # sound_master_volume 100; # sound_master_volume <int>, master sound volume 0-100 # sound_music_volume 75; # sound_music_volume <int>, music sound volume 0-100 # sound_advisor_volume 100; # sound_advisor_volume <int>, advisor sound volume 0-1 00 # sound_vo_volume 100; # sound_vo_volume <int>, vo sound volume 0-100 # sound_sfx_volume 100; # sound_sfx_volume <int>, sfx sound volume 0-100 # sound_previous_master_volume 100; # sound_master_previous_volume <int>, Last mod ified sound value # sound_previous_music_volume 100; # sound_music_previous_volume <int>, Last modif ied sound value # sound_previous_advisor_volume 100; # sound_previous_advisor_volume <int>, Last m odified sound value # sound_previous_vo_volume 100; # sound_previous_vo_volume <int>, Last modified so und value # sound_previous_sfx_volume 100; # sound_master_previous_volume <int>, Last modifi ed sound value # sound_master_enabled true; # sound_master_enabled <true|false>, master sound ena bled # sound_music_enabled true; # sound_music_enabled <true|false>, music sound enable d # sound_advisor_enabled true; # sound_advisor_enabled <true|false>, advisor sound enabled # sound_vo_enabled true; # sound_vo_enabled <true|false>, vo sound enabled # sound_sfx_enabled true; # sound_sfx_enabled <true|false>, sfx sound volume enabl

ed # audio_speaker_configuration 0; # audio_speaker_configuration <int>, 0 = default, 1 = 2.0 Speakers, 2 = 2.0 Headphones, 3 = 5.1 # audio_quality 0; # audio_quality <int>, 0 = high(default), 1 = low # audio_mute_in_background true; # audio_mute_in_background <true|false>, Mute gam e audio when not in focus # audio_sink_type 0; # audio_sink_type <int>, 0 = detect, 1 = XAudio2, 2 = DirectS ound # voice_chat_enable true; # voice_chat_enable <bool>, Enables VOIP functionality i n Steam. (default = true) # voice_chat_microphone_gain 100; # voice_chat_microphone_gain <int>, voice_chat_m icrophone_gain (0-100). # voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost <bool> , Boost microphone gain. # voice_chat_volume 100; # voice_chat_volume <int>, Voice chat volume (0-100). # voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_ key_pressed <bool>, voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). # bink_use_thread true; # bink_use_thread <bool>, tells bink to use asynchronous u pdate, increased performance on some systems, decreased on others. (default = tr ue) # number_of_threads 0; # number_of_threads <int>, Set the number of threads <= 0 automatic, >0 = explicit number # number_of_threads_for_campaign_pathfinder_cache -32; # number_of_threads_for_cam paign_pathfinder_cache <int>, Set the number of threads to be used for the campa ign pathfinder cache. This is independent from and additional to the number_of_ threads < 0 - automatic up to the specified number, >=0 = explicit number # campaign_camera_edge_scroll_delay 0.2; # campaign_camera_edge_scroll_delay <floa t>, Set the number of seconds of delay between the mouse cursor entering the edg e-scroll zone on the campaign map the camera starting movement. # campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_show n_for_selected_force <bool>, Always displays the zone of control for the selecte d force, not just when the mouse is over it. #

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