Preferences Script
Preferences Script
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 #
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 #