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Preferences Script

This document contains configuration settings for a game. It includes graphical settings like screen resolution, fullscreen mode, and quality presets. It also includes audio settings, gameplay settings like difficulty levels, and UI settings such as whether to display unit IDs.

Uploaded by

Harry Nickel
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
540 views

Preferences Script

This document contains configuration settings for a game. It includes graphical settings like screen resolution, fullscreen mode, and quality presets. It also includes audio settings, gameplay settings like difficulty levels, and UI settings such as whether to display unit IDs.

Uploaded by

Harry Nickel
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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write_preferences_at_exit true; # write_preferences_at_exit <bool>, Write prefer

ences at exit #
app_multirun false; # app_multirun <bool>, Allow multiple instances of the appli
cation #
x_res 1024; # 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 #
explicit_thread_affinity true; # explicit_thread_affinity, Enable thread affinit
y #
enable_steam_update_thread true; # enable_steam_update_thread, Enable Steam Upda
te Thread #
gfx_hdr 0; # gfx_hdr <int>, Set high dynamic range rendering quality #
gfx_shadermodel 0; # 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 0; # gfx_texture_quality <int>, Set the quality of textures.
0 - lowest, 3 - ultra #
gfx_device_type 1; # gfx_device_type <int>, Set device type, 0-D3D9, 1-D3D11, 2GL3 #
gfx_ssao false; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer
#
gfx_distortion false; # 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_gpu_select 0; # gfx_gpu <int>, Select gpu on a multi-gpu config, 0 = first g
pu, 1 = second gpu, ... #
gfx_direct_resource_access false; # gfx_direct_resource_access <bool>, Enable Di
rect Resource Access #
gfx_sky_quality 0; # gfx_sky_quality <int>, Set the quality of sky. 0 - low, 5 extreme #
gfx_unit_quality 0; # gfx_unit_quality <int>, Set the quality of units. 0 - low,
5 - extreme #
gfx_building_quality 0; # gfx_building_quality <int>, Set the quality of buildin
gs. 0 - low, 5 - extreme #
gfx_water_quality 0; # gfx_water_quality <int>, Set the quality of water. 0 - lo
w, 5 - extreme #
gfx_shadow_quality 0; # gfx_shadow_quality <int>, Set shadow quality. 0 - off, 5
- extreme #
gfx_tree_quality 0; # gfx_tree_quality <int>, Set tree quality. 0 - low, 5 - ext
reme #
gfx_grass_quality 0; # gfx_grass_quality <int>, Set grass quality. 0 - low, 5 extreme #
gfx_terrain_quality 0; # gfx_terrain_quality <int>, Set terrain quality. 0 - low
, 5 - extreme #

gfx_unit_size 0; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra #


gfx_fleet_size 0; # 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 ""Intel(R) HD Graphics""; # gfx_gpu <path>, The GPU description #
gfx_effects_quality 0; # 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 #
gfx_nightmare_mode false; # gfx_nightmare_mode <bool>, Enable Halloween visuals
#
batter_meter true; # battery meter <bool>, Show battery status #
external_browser false; # external_browser <bool>, Use external browser for ency
lopaedia, internal browser if set to false #
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) #
unitcard_numbers_visible false; # unitcard_numbers_visible <true|false>, Shows u
nit numbers on unit cards #
ui_porthole_mode true; # ui_porthole_mode <bool>, Determines if porthole panel s
hown 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 2; # 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 -1; # roomlist_window_pos_x <int32>, roomlist windows posi
tion on screen #
roomlist_window_pos_y -1; # roomlist_window_pos_y <int32>, roomlist windows posi
tion 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 #
ui_onscreen_kb false; # ui_onscreen_kb <true|false>, Enable on-screen keyboard f
or touch #
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 #
adc_enabled true; # adc_enabled <bool>, Determines if aide de camp is enabled #
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_level 1; # show_cpu_moves_level <int>, Sets level of viewing ai m
ovement on the campaign map. 0 - only interactions with player pieces are shown;
1 - limited additional ai movement shown (enemy pieces, movement in your region
s, movement in sea regions you have any control over); 2 - all visible movement
shown #
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_setting_version 2; # sound_setting_state <int>, Version of current audio s
ettings to handle reseting some default values between updates #
sound_master_volume 100; # sound_master_volume <int>, master sound volume 0-100
#
sound_music_volume 100; # 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 = 2.0 Spea
kers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 #
audio_quality 1; # 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. #
battle_left_click_drag_move_delay 0; # battle_left_click_drag_move_delay <float>
, Number of seconds have to have mouse clicked down still on unit before initiat
es a left click drag action (as some people who use drag select a lot prefer to
have a delay, but the delay makes the move less responsive obviously) #
autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud <bool>, Save a co
py of autosaves to the cloud #
twitch_remember_account true; # twitch_remember_account <bool>, Determines wheth

er game should remember twitch account #


twitch_user_name ""; # twitch_user_name <user name>, Twitch account user name th
at is remembered #
twitch_user_password_encrypted ""; # twitch_user_password_encrypted <user name>,
Twitch account password that is remembered and encrypted #
twitch_stream_title "Total War: Rome 2"; # twitch_stream_title <stream title>, T
itle of stream show on website for viewers #
twitch_server_name ""; # twitch_server_name <server name>, Name of ingest server
to use for twitch. If non will use default as dictated by twitch #
twitch_game_volume 1; # twitch_game_volume <float>, Volume of system to be sent
through twitch stream (0-1) #
twitch_mic_volume 1; # twitch_mic_volume <float>, Volume of microphone to be sen
t through twitch stream (0-1) #
twitch_fps 30; # twitch_fps <int>, Twitch frames-per-second for broadcast (10-60
) #
twitch_bitrate 1500; # twitch_bitrate <int>, Twitch streaming bit rate, max kbps
(230 - 3500) #

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