# # # zmiana trybu graficznego # gfx_device_type 0; # gfx_device_type <int>, Set device type, 0-D3D9, 1-D3D11, 2-GL3 # # # write_preferences_at_exit false; # write_preferences_at_exit <bool>, Write preferences at exit # app_multirun false; # app_multirun <bool>, Allow multiple instances of the application # x_res 1920; # x_res <int32>, Fixed window width # y_res 1080; # 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 (bytes) # 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 affinity # enable_steam_update_thread true; # enable_steam_update_thread, Enable Steam Update Thread # 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=SM4.1, 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 3; # gfx_texture_quality <int>, Set the quality of textures. 0 - lowest, 3 - ultra # gfx_device_type 0; # gfx_device_type <int>, Set device type, 0-D3D9, 1-D3D11, 2-GL3 # 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 unlimited 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 gpu, 1 = second gpu, ... # gfx_direct_resource_access false; # gfx_direct_resource_access <bool>, Enable Direct Resource Access # gfx_sky_quality 4; # gfx_sky_quality <int>, Set the quality of sky. 0 - low, 5 - extreme # gfx_unit_quality 4; # gfx_unit_quality <int>, Set the quality of units. 0 - low, 5 - extreme # gfx_building_quality 4; # gfx_building_quality <int>, Set the quality of buildings. 0 - low, 5 - extreme # gfx_water_quality 4; # gfx_water_quality <int>, Set the quality of water. 0 - low, 5 - extreme # gfx_shadow_quality 4; # gfx_shadow_quality <int>, Set shadow quality. 0 - off, 5 - extreme # gfx_tree_quality 4; # gfx_tree_quality <int>, Set tree quality. 0 - low, 5 - extreme # gfx_grass_quality 4; # gfx_grass_quality <int>, Set grass quality. 0 - low, 5 - extreme # gfx_terrain_quality 4; # gfx_terrain_quality <int>, Set terrain quality. 0 - low, 5 - extreme # gfx_unit_size 2; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra # gfx_fleet_size 1; # 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 ""AMD Radeon (TM) R7 370 Series""; # gfx_gpu <path>, The GPU description # gfx_effects_quality 4; # 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 encylopaedia, 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 sensitivity: <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 left/right # show_selection_markers true; # show_selection_markers <true|false>, Show the selection markers under the units # show_path_markers true; # show_path_markers <true|false>, Show paths in naval battles # show_target_zones true; # show_target_zones <true|false>, Show firing arcs etc # show_projectile_trails true; # show_projectile_trails <true|false>, Show projectile trails... # ui_show_help_markers true; # ui_show_help_markers <true|false>, Show/hide the markers that indicate various things such as disembark zones and bastions # ui_telestration_always_on false; # ui_telestration_always_on <true|false>, Enables telestration for single player (for if want to draw for replays, or videos, etc) # unitcard_numbers_visible false; # unitcard_numbers_visible <true|false>, Shows unit numbers on unit cards # ui_porthole_mode true; # 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 minimised # ui_radar_mode true; # ui_radar_mode <bool>, Determines if radar panel shown or minimised # 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 0; # roomlist_window_pos_x <int32>, roomlist windows position on screen # roomlist_window_pos_y 0; # roomlist_window_pos_y <int32>, roomlist windows position on screen # chat_window_pos_x -1; # chat_window_pos_x <int32>, chat windows position on screen # chat_window_pos_y -1; # chat_window_pos_y <int32>, chat windows position on screen # chat_window_width_scale -1; # chat_window_width_scale <float>, chat windows dimensions on screen # chat_window_height_scale -1; # chat_window_height_scale <float>, chat windows dimensions on screen # browser_window_pos_x -1; # browser_window_pos_x <int32>, browser windows position on screen # browser_window_pos_y -1; # browser_window_pos_y <int32>, browser windows position on screen # browser_window_width_scale -1; # browser_window_width_scale <float>, browser windows dimensions on screen # browser_window_height_scale -1; # browser_window_height_scale <float>, browser windows 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 of 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 information for enemies and restricted camera # ui_onscreen_kb false; # ui_onscreen_kb <true|false>, Enable on-screen keyboard for 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. Positive 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 hard, 0 normal, 1 easy # campaign_difficulty 0; # campaign_difficulty <int>, Sets the handicap for campaigns. 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 battle 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 - audio 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 movement on the campaign map. 0 - only interactions with player pieces are shown; 1 - limited a...
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