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Sujet : "Preferences.script", toutes les options et options cachées

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Breepzzz Breepzzz
MP
Niveau 29
28 mai 2019 à 20:11:39

Salut,

Connu, mais peut-être pas par les nouveaux:

Ici réglé selon mes goûts bien-sur, mais tout est très clair et parfois carrément expliqué. Faut juste modifié des 0 1 2 3 4 ou des false true. Certaines options ne sont pas dans le menu du jeu (shadow sur 4 ou camera debug par ex) . On peut aussi y remarquer les futurs ajouts comme les démembrements et dx12 déjà codés etc.

PS: default_campaign_camera_type 2 -> nécessaire pour filmer dans les bâtiments etc sans mods.

(Le texte est mieux agencé en réel dans le fichier text)

Dans=>
C:\Users\Uzer\AppData\Roaming\The Creative Assembly\ThreeKingdoms\scripts\preference.script

write_preferences_at_exit true; # 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 true; # 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_aa 2; # gfx_aa <int>, Set antialiasing, 0-no, 1 = FXAA, 2 = TAA, 3, 4, 5 = MSAA #
gfx_texture_filtering 4; # 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 - small, 3 - ultra #
gfx_ssao true; # 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 true; # gfx_unlimited_video_memory <bool>, Enable unlimited video memory allocation #
gfx_tesselation true; # 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_post_mode 1; # gfx_post_mode <int>, 0 = Romance, 1 = Historic #
gfx_sky_quality 3; # gfx_sky_quality <int>, Set the quality of sky. 0 - low, 3 - ultra #
gfx_unit_quality 3; # gfx_unit_quality <int>, Set the quality of units. 0 - low, 3 - ultra #
gfx_building_quality 3; # gfx_building_quality <int>, Set the quality of buildings. 0 - low, 3 - ultra #
gfx_shadow_quality 4; # gfx_shadow_quality <int>, Set shadow quality. 0 - off, 4 - extreme #
gfx_tree_quality 3; # gfx_tree_quality <int>, Set tree quality. 0 - low, 3 - ultra #
gfx_grass_quality 3; # gfx_grass_quality <int>, Set grass quality. 0 - low, 3 - ultra #
gfx_terrain_quality 3; # gfx_terrain_quality <int>, Set terrain quality. 0 - low, 3 - ultra #
gfx_lighting_quality 1; # gfx_lighting_quality <int>, Set lighting quality. 0 - low, 1 - high #
gfx_unit_size 4; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra, 4- extreme #
gfx_screen_space_reflections true; # gfx_screen_space_reflections <true|false>, Enable Screen Space Reflections. #
gfx_dx12_multi_gpu false; # gfx_dx12_multi_gpu <true|false>, Enable DirectX 12 multi GPU support. IMPORTANT: the Steam Overlay must currently be disabled or the game will crash ; Steam -> Settings -> In-Game -> Enable the Steam Overlay while in-game #
gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #
gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness #
gfx_resolution_scale 1; # gfx_resolution_scale <float>, 0-1 Resolution scale that 3d scene is rendered at and then upscaled to fill the scene (so lower is better performance, but looks worse) #
gfx_screenshot_folder "./screenshots"; # gfx_screenshot_folder <folder>, Folder to where save screenshots relative to Empire directory #
gfx_gpu ""NVIDIA GeForce GTX 1080""; # gfx_gpu <path>, The GPU description #
gfx_effects_quality 3; # gfx_effects_quality <int>, Set effects quality. 0 - low, 3 - ultra #
gfx_vignette false; # gfx_vignette <true|false>, Enable vignette #
gfx_blood_effects true; # gfx_blood_effects <bool>, Enable Blood effects #
gfx_blood_vfx_scale 0.25; # gfx_blood_vfx_scale <float>, Scale applied to blood vfx #
gfx_blood_stain_scale 0.25; # gfx_blood_stain_scale <float>, Scale applied to blood on the entities #
gfx_blood_enable_dismemberment true; # gfx_blood_enable_dismemberment <bool>, Enable dismemberment #
gfx_sharpening true; # gfx_sharpening <bool>, sharpening #
gfx_screen_space_shadows true; # gfx_screen_space_shadows <bool>, Enable screen space shadows #
batter_meter false; # 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 #
cinematic_smoothing -12; # cinematic_smoothing <float>, Set battle cinematic smoothing level, must be negative. #
default_battle_camera_type 2; # default_battle_camera <card32>, default battle camera: 0-totalwar 1-rts 2-debug 3-cinematic 4-arena #
default_campaign_camera_type 2; # default_campaign_camera <card32>, default campaign camera: 0-3k 1-warhammer 2-debug #
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 #
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 #
lock_cursor_to_window false; # lock_cursor_to_window <true|false>, If true, cursor will be clamped to confines of game window #
battle_camera_shake_enabled false; # battle_camera_shake_enabled <true|false>, Enable battle camera shake effects #
ui_colour_profile 0; # ui_colour_profile <0|1|2|3>, 0 = default, 1 = deuteranopia, 2 = protanopia, 3 = tritanopia #
ui_auto_scale true; # ui_auto_scale <true|false>, Enables UI auto scaling to resolution #
ui_scale 1; # ui_scale <float>, Scale of UI, 1 is default size. Can range between 0.5-2, 0.5 being half size and 2 being double

Message édité le 28 mai 2019 à 20:14:25 par Breepzzz
Breepzzz Breepzzz
MP
Niveau 29
28 mai 2019 à 20:12:15

size, but can only scale up if running 1440p or larger res #
ui_selection_markers 1; # ui_selection_markers <int>, Show the selection markers under the units (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_path_markers 1; # ui_path_markers <int>, Show paths in naval battles (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_target_zones 0; # ui_target_zones <int>, Show firing arcs etc (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_auras 0; # ui_unit_auras <int>, Show unit auras (inspiration/scare ranges) (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id 0; # ui_unit_id <int>, If true, will show unit id (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_details 0; # ui_unit_id_details <int>, If true and unit id visible, will show details part of unit id (health, etc) (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_portrait_unit 0; # ui_unit_id_portrait_unit <int>, If true and unit id visible, will show portrait part of unit cats for non-hero units (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_portrait_hero 0; # ui_unit_id_portrait_hero <int>, If true and unit id visible, will show portrait part of unit cats for hero units (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_threat 0; # ui_unit_id_threat <int>, If true and unit id visible, will show threat of enemy units to current selection if just a single unit selected #
ui_unit_id_depth_rendered 0; # ui_unit_id_depth_rendered <int>, If true unit id will be depth rendered (so will be hidden against geometry, etc so easier to place it in world). Otherwise will appear on top of everything like rest of UI. #
ui_leaf_clipping 0; # ui_leaf_clipping <int>, If true, will hide nearby leaves to make fighting in forests more user friendly (0 is off, 1 is just clip on hold space, 2 is locked on all the time) #
ui_unit_occlusion_outlines 0; # ui_unit_occlusion_outlines <int>, If true, will show outlines around units occluded by geometry (0 is off, 1 is show while hold space, 2 is locked on all the time) #
ui_fog_of_war 0; # ui_fog_of_war <int>, If true, will show fog of war shroud (0 is off, 1 is show while hold space, 2 is locked on all the time) #
ui_show_campaign_context_lists true; # ui_show_campaign_context_lists <true|false>, Show/hide the campaign lists that shows characters/provinces/factions etc #
ui_mp_net_mode 0; # ui_mp_net_mode <int>, 0 = online, 1 = LAN, -1 = invalid #
ui_diplomacy_quick_deals_shown false; # ui_diplomacy_quick_deals_shown <true|false>, If true, the will open with quick deals open (unless not valid) #
ui_use_simple_line_formation false; # ui_use_simple_line_formation <true|false>, If true, will revert to the simple line drag out, as seen in previous Total War games #
ui_battlefield_zone_drag_left_right true; # ui_battlefield_zone_drag_left_right <true|false>, If true, drag out on walls will be left to right (similar to land drag outs), otherwise you drag in the direction of the slots (old behaviour) #
ui_dragout_render_outlines true; # ui_dragout_render_outlines <true|false>, If true, will render dragouts as outlines with unit category icons. If false, will fall back to proxy display as seen in previous Total War games #
ui_sort_cards_by_category true; # ui_sort_cards_by_category <true|false>, If true, will sort unit cards in battle by unit category. If false, will sort by retinue (default in Three Kingdoms) #
ui_alternative_unit_cards true; # ui_alternative_unit_cards <true|false>, If true, will use alternative art set for unit cards #
show_projectile_trails false; # show_projectile_trails <true|false>, Show projectile trails... #
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) #
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_radar_zoom 1; # ui_radar_zoom <float>, Zoom of battle radar #
battle_groups_locked_by_default false; # battle_groups_locked_by_default <bool>, If true, groups created in battle will default to locked formation groups. Otherwise will default to selection groups (default) #
battle_run_by_default false; # battle_run_by_default <bool>, If true, drag out orders (right click, alt+left, and shift right click drawing of paths) will run by default, otherwise will walk (default is run) #
battle_skirmish_default true; # battle_skirmish_default <bool>, If true, units in battle with skirmish will have it on by default #
battle_defend_default false; # battle_defend_default <bool>, If true, units in battle with skirmish will have it on by default #
scroll_transition_enabled true; # scroll_transition_enabled <bool>, If true, scrolling camera/tacmap will auto-transition between the two (default on) #
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_unit_id_scale 0; # ui_unit_id_scale <float>, Sets scale of unit banners #
battle_realism_mode true; # allow_battle_realism_mode <bool>, Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera #
default_game_mode_romance false; # default_game_mode_romance <bool>, If true, historical battles will default to being romance mode #
ui_onscreen_kb false; # ui_onscreen_kb <true|false>, Enable on-screen keyboard for touch #
unit_info_expanded true; # unit_info_expanded <true|false>, If true, unit info panel will show all stats #
unit_info_show_description false; # unit_info_show_description <true|false>, If true, shows short description on unit info panel. If false shows bullet points summing up unit #
unit_info_shown_in_battle false; # unit_info_shown_in_battle <true|false>, If true, unit info panel is shown in battle #
unit_info_show_comparisons false; # unit_info_show_comparisons <true|false>, If true, unit info panel will show comparisons when have a selection and mouse over another unit. Otherwise will just show full information for current mouseover, then fallback to selection if no mouseover. #
building_info_show_comparisons false; # building_info_show_comparisons <true|false>, If true, building info panel will show comparisons when have a selection and mouse over another building. Otherwise will just show full information for current mouseover, then fallback to selection if no mouseover. #
alliance_faction_colours false; # alliance_faction_colours <true|false>, If true, units in battles will be coloured based on allegiance to player rather than using their faction colours to make it easier to tell units apart #
ui_show_space_bar_options true; # ui_show_space_bar_options <true|false>, If true, when holding space will show list of options to customise ui visualisation #
ui_info_panel_show_expanded_unit_stats false; # ui_info_panel_show_expanded_unit_stats <true|false>, If true, will show more stats on unit info panel #
ui_info_panel_show_long_description_units false; # ui_info_panel_show_long_description_units <true|false>, If true, will show long description on the unit info panel #
ui_info_panel_show_long_description_buildings false; # ui_info_panel_show_long_description_buildings <true|false>, If true, will show long description on the building info panel #
ui_info_panel_show_long_description_tech false; # ui_info_panel_show_long_description_tech <true|false>, If true, will show long description on the tech info panel #
ui_character_details_show_expanded_unit_stats false; # ui_character_details_show_expanded_unit_stats <true|false>, If true, will show more stats on character details panel #
ui_show_cheat_sheet true; # ui_show_cheat_sheet <true|false>, If true, displays cheat sheet of controls in battle/campaign escape menus #
ui_custom_battle_show_recruitment false; # ui_custom_battle_show_recruitment <true|false>, If true, will default to armies tab in custom battle, otherwise will default to map selection #
ui_custom_battle_show_map_favourites true; # ui_custom_battle_show_map_favourites <true|false>, If true, will show map favourites on custom battle scren #
ui_notifications_toggled true; # ui_notifications_toggled <true|false>, If true, the end turn notifications are toggled #
battle_time_limit -1; # battle_time_limit <int>, Sets the time (in minutes) for each battle. -1 for unlimited #
battle_difficulty 3; # battle_difficulty <int>, sets the battle difficulty level of the game. Sourced from GAME_DIFFICULTY_LEVEL. 0 is easy, 1 is normal. 2 is hard, 3 is very hard, 4 is legendary. #
autoresolve_difficulty 3; # autoresolve_difficulty <int>, sets the battle autoresolver difficulty level of the game. Sourced from GAME_DIFFICULTY_LEVEL. 0 is easy, 1 is normal. 2 is hard, 3 is very hard, 4 is legendary. #
campaign_difficulty 3; # campaign_difficulty <int>, sets the campaign difficulty level of the game. Sourced from GAME_DIFFICULTY_LEVEL. 0 is easy, 1 is normal. 2 is hard, 3 is very hard, 4 is legendary. #
advice_level 2; # advice_level <int>, Sets advice level in the 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 #

Breepzzz Breepzzz
MP
Niveau 29
28 mai 2019 à 20:12:27

battlefield_hero_conversations_enabled true; # battlefield_hero_conversations_enabled <bool>, Determines if battlefield hero conversations are 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 2; # 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 additional ai movement shown (enemy pieces, movement in your regions, movement in sea regions you have any control over); 2 - all visible movement shown #
campaign_tacmap_filter_default -1; # campaign_tacmap_filter_default <int>, Bitmask filter remembered for tacmap icon filters; this one is for tacmap not in diplomacy #
campaign_tacmap_filter_diplomacy 0; # campaign_tacmap_filter_diplomacy <int>, Bitmask filter remembered for tacmap icon filters; this one is for tacmap in diplomacy #
time_of_day_setting 0; # time_of_day_setting <int>, Stores time of day setting for campaign #
automanage_regions false; # automanage_regions <true|false>, Let the AI manage taxes etc in players regions #
multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Run the battle model on a separate thread #
subtitles true; # subtitles <true|false>, Display subtitles during movies #
force_large_armies_enabled true; # force_large_armies_enabled <true|false>, If true, will override limits for custom battle so can have as many large armies as want. However, there is a high chance of lag/crashing with too many units that a lot of machines cannot handle. #
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 0-100 #
sound_previous_advisor_volume 100; # sound_previous_advisor_volume <int>, Last modified sound value #
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_interface_volume 100; # interface_sound_volume <int>, interface sound volume 0-100 #
sound_previous_master_volume 0; # sound_master_previous_volume <int>, Last modified sound value #
sound_previous_music_volume 100; # sound_music_previous_volume <int>, Last modified sound value #
sound_previous_vo_volume 100; # sound_previous_vo_volume <int>, Last modified sound value #
sound_previous_sfx_volume 100; # sound_master_previous_volume <int>, Last modified sound value #
sound_previous_interface_volume 100; # sound_previous_interface_volume <int>, Last modified sound value #
sound_master_enabled true; # sound_master_enabled <true|false>, master sound enabled #
sound_music_enabled true; # sound_music_enabled <true|false>, music sound enabled #
sound_vo_enabled true; # sound_vo_enabled <true|false>, vo sound enabled #
audio_advice_use_alternative_language false; # audio_advice_use_alternative_language <bool>, Use alternative voiceover language for advice #
audio_diplomacy_use_alternative_language false; # audio_diplomacy_use_alternative_language <bool>, Use alternative voiceover language for diplomacy #
audio_vo_use_alternative_language false; # audio_vo_use_alternative_language <bool>, Use alternative voiceover language for global voiceover #
audio_speaker_configuration 3; # audio_speaker_configuration <int>, 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 3 = 7.1 #
audio_quality 0; # audio_quality <int>, 0 = high(default), 1 = medium, 2 = low #
audio_mute_in_background false; # audio_mute_in_background <true|false>, Mute game audio when not in focus #
audio_api_type 0; # audio_api_type <int>, 0 = detect, 1 = XAudio2, 2 = DirectSound, 3 = wasapi #
audio_cindy_recording_mode false; # audio_cindy_recording_mode <true|false>, Render the audio when using cindy. Will mute all sounds. #
voice_chat_enable true; # voice_chat_enable <bool>, Enables VOIP functionality in Steam. (default = true) #
voice_chat_microphone_gain 100; # voice_chat_microphone_gain <int>, voice_chat_microphone_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_setting 0; # voice_chat_transmit_setting <int>, 0 = always, 1 = push #
bink_use_thread true; # bink_use_thread <bool>, tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) #
number_of_threads 0; # number_of_threads <int>, Set the number of threads <= 0 - automatic, >0 = explicit number #
proximity_fading false; # proximity_fading <bool>, When enabled, entities will automatically fade out as get close to them rather than clipping with camera. #
number_of_threads_for_campaign_pathfinder_cache 0; # number_of_threads_for_campaign_pathfinder_cache <int>, Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads. < 0 - automatic up to the specified number, >= 0 - explicit number #
campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_shown_for_selected_force <bool>, Always displays the zone of control for the selected force, not just when the mouse is over it. #
autosave_to_disk_and_cloud true; # autosave_to_disk_and_cloud <bool>, Save a copy of autosaves to the cloud #
save_includes_turn_number true; # save_includes_turn_number <bool>, If true, quick saves and auto saves will include turn number so can have quick and autosave per turn, rather than just a single quick/autosave per game session #

Cheers :ok:

soralpellegrino soralpellegrino
MP
Niveau 10
28 mai 2019 à 20:12:58

Résumé des options les plus intéressantes svp

Breepzzz Breepzzz
MP
Niveau 29
28 mai 2019 à 20:15:50

Le 28 mai 2019 à 20:12:58 SoralPellegrino a écrit :
Résumé des options les plus intéressantes svp

Aucune ou toutes, ça dépend de tes goûts, ou de ton pc, ou c'est noté en first post "PS: default_campaign_camera_type 2 -> nécessaire pour filmer dans les bâtiments etc sans mods."

Message édité le 28 mai 2019 à 20:18:41 par Breepzzz
Breepzzz Breepzzz
MP
Niveau 29
28 mai 2019 à 20:20:28

Certains raccourcis clavier ne sont pas attribuées par défaut, comme couper la musique par ex, faut vérifier dans le menu ingame commandes.

Arawwn Arawwn
MP
Niveau 1
23 mars 2024 à 05:29:29

Salut! Alors je possède pas Three Kingdoms, mais je me pose la question de si ces options sont disponible/compatibles avec le preferences.script d'autres Total War? Je suis sur Attila/TDD et sur Warhammer 3
Et saurais-tu à quoi correspond cette option? gfx_alpha_blend 0; # gfx_alpha_blend <int>, Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #

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