Conversation Between The Hedge Knight and Chlοë

389 Visitor Messages

  1. I can just tell it will be rainbow runner style.
  2. War
  3. Against masterful subject changes?
  4. War
  5. I see, below the report recieving antenae two narrow slits through which posts can be veiwed and anti spam beams can be fired as a barrage of spambots bounces harmlessly from the forhead.
  6. My avatar has no eyes.
  7. Are mods and hex obliged to change their custom user title to a location and put heavy emphasis on eyes in their avatars?
  8. I haven't the faintest idea what 0.25 does, I just followed the tutorial to the letter. Custom battle line infantry had 480 or 580 men last night.
  9. 0.25, sure thats what you want? Im guessing its not possible if changing the campaign_unit_multiplyer doesnt work .
  10. This is my preferences:
    Spoiler Alert, click show to read: 

    Code:
    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 14; # 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) #
    campaign_unit_multiplier 0.25; # campaign_unit_multiplier <float>, Set default unit multiplier for campaign #
    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 #
    gfx_hdr false; #  gfx_hdr <bool>, Use high dynamic range rendering pipeline #
    gfx_low_quality_shaders false; #  gfx_low_quality_shaders <bool>, Use SM2 pixel shader code with SM3 vertex shaders and instancing. #
    gfx_shadermodel 1; # gfx_shadermodel <int>, Set shader model, 0-2.0, 1-3.0 #
    gfx_aa 0; # gfx_aa <int>, Set antialiasing, 0-no, 3-8x #
    gfx_texture_filtering 1; # gfx_texture_filtering <int>, Set texture filtering, 0-bilinear, 5- anisotropic 16x #
    gfx_texture_quality 2; # gfx_texture_quality <int>, Set the quality of textures. 0 - lowest, 3 - ultra #
    gfx_volumetric_effect false; # gfx_volumemtric_effect <bool>, volumetric fog on sea battle #
    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 false; # gfx_depth_of_field <bool>, Enable Depth of Field effects #
    gfx_hardware_shadows false; # gfx_hardware_shadows <bool>, Enable hardware shadow mapping #
    gfx_sky_quality 2; # gfx_sky_quality <int>, Set the quality of sky. 0 - lowest, 3 - ultra #
    gfx_unit_quality 2; # gfx_unit_quality <int>, Set the quality of units. 0 - lowest, 3 - ultra #
    gfx_ship_quality 2; # gfx_ship_quality <int>, Set the quality of ships. 0 - lowest, 3 - ultra #
    gfx_building_quality 2; # gfx_building_quality <int>, Set the quality of buildings. 0 - lowest, 3 - ultra #
    gfx_water_quality 2; # gfx_water_quality <int>, Set the quality of water. 0 - lowest, 3 - ultra #
    gfx_unit_scale 3; # gfx_unit_scale <int>, Set unit scale. 0 - lowest, 3 - ultra #
    gfx_shadow_quality 3; # gfx_shadow_quality <int>, Set unit scale. 0 - off, 4 - ultra #
    gfx_tree_quality 2; # gfx_tree_quality <int>, Set unit scale. 0 - off, 4 - ultra #
    gfx_grass_quality 3; # gfx_grass_quality <int>, Set unit scale. 0 - off, 4 - ultra #
    gfx_terrain_quality 0; # gfx_terrain_quality <int>, Set unit scale. 0 - low, 1 - high #
    gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #
    gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness #
    gfx_hardware_shadows false; # gfx_hardware_shadows <bool>, Enable hardware shadow mapping #
    gfx_disable_terrain_ao_gpu false; # gfx_disable_terrain_ao_gpu <bool>, Disable terrain ambient occlusion term. Supported only on ShaderModel 3.0 #
    gfx_screenshot_folder ./screenshots; # gfx_screenshot_folder <folder>, Folder to where save screenshots relative to Empire directory #
    gfx_fixed_env_map ; # gfx_fixed_env_map <filename>, cubemap for fixed env.map #
    gfx_effects_quality 2; # gfx_effects_quality <int>, Set effects quality. 0 - lowest, 3 - ultra #
    gfx_vignette true; # gfx_vignette <true|false>, Enable vignette #
    gfx_picture_in_picture true; # gfx_picture_in_picture <true|false>, Enable picture_in_picture #
    gfx_frame_rate 60; # gfx_frame_rate <int>, Set frame rate (fps) #
    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 0; # default_battle_camera <card32>, default battle camera: 0-totalwar 1-rts 2-debug #
    enable_sound true; # enable_sound <bool>, enables all audio content (default = true). If disabled none of the database or sound pack files are loaded. #
    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 #
    local_player_name ; # local_player_name <name>, Name used to identify the local player on network and local battles #
    minimised_ui false; # minimised_ui <true|false>, show minimised ui #
    ui_order_button_mode 0; # ui_order_button_mode <0|1|2>, Only applicable with minimised ui. 0 = always, 1 = slide on, 2 = never #
    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 #
    ui_order_button_mode 0; # ui_order_button_mode <0|1|2>, Only applicable with minimised ui. 0 = always, 1 = slide on, 2 = never #
    ui_card_mode 0; # ui_card_mode <0|1|2>, Only applicable with minimised ui. 0 = always, 1 = slide on, 2 = never #
    ui_radar_mode 0; # ui_radar_mode <0|1|2>, Only applicable with minimised ui. 0 = always, 1 = slide on, 2 = never #
    ui_land_unit_ids 0; # ui_land_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 = never #
    ui_naval_unit_ids 0; # ui_naval_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 = never #
    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_time_limit 60; # battle_time_limit <int>, Sets the time (in minutes) for each battle. -1 for unlimited #
    battle_difficulty 1; # 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 1; # 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 #
    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 false; # show_cpu_moves <true|false>, Show/hide the movement of the ai pieces on the campaign map #
    automanage_regions false; # automanage_regions <true|false>, Let the AI manage taxes etc in players regions #
    limitless_ammo true; # show_cpu_moves <true|false>, Enable/disable Infinite ammo on battlefields #
    occupiable_building_markers true; # show_occupiable_building_markers <true|false>, Enable/disable occupiable building markers on battlefields #
    allow_drop_in_battles false; # allow_drop_in_battles <bool>, Allow invititations to other peoples campaign battles when playing a single player campaign #
    friend_only_drop_in_battles false; # friend_only_drop_in_battles <bool>, invite only friends to your campaign drop in battles when playing a single player campaign #
    multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Run the battle model on a separate thread #
    battle_camera_shake_enabled true; # battle_camera_shake_enabled <true|false>, Enable battle camera shake effects #
    subtitles false; # subtitles <true|false>, Display subtitles during movies #
    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_speech_volume 100; # sound_speech_volume <int>, speech sound volume 0-100 #
    sound_sfx_volume 100; # sound_sfx_volume <int>, sfx sound volume 0-100 #
    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_speech_enabled true; # sound_speech_enabled <true|false>, speech sound enabled #
    sound_sfx_enabled true; # sound_sfx_enabled <true|false>, sfx sound volume enabled #
    sound_provider 0; # sound_provider <int>, sound provider index (0-?) #
    sound_file_caching true; # sound_file_caching <bool>, Sounds are preloaded at start of battle and campaign. increase performance. Default = true #
    sound_variations 2; # sound_variations <int>, Number of sound variations (0 == 2 or less, 1 = half variations, 2 = all variations. Fewer variations means fewer sounds but faster performance. #
    audio_memory_size_in_megabytes 100; # audio_memory_size_in_megabytes <int>, Audio memory size in megabytes. Default = (100MB). More memory means faster performance. #
    sound_channels 128; # sound_channels <int>, Number of sound channels. Fewer channels means fewer sounds but faster performance. #
    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_quality 2; # voice_chat_quality <int>, Voice chat quality (0-2, 0 = low, 1 = medium, 2 = high). #
    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 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  #
Showing Visitor Messages 61 to 70 of 389