INI, short for initialization, is a Microsoft standard for the initialization and configuration of programs. Use a basic text-editor such as Notepad for the INI file. This file is always local and modularized and contains various mod configuration settings and tells the game which BRFs to load. Following options in module.ini can be set (sorted in categories; marked with VC if introduced with Viking Conquest, NW with Napoleonic Wars): |
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Versioning |
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module_name = Calradia |
string |
is used for naming your module. The name will show up at the rgl_log.txt, so naming the module will make it easier to know which versions the player with the bug report is playing.[1] |
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module_version = 0 |
int |
can be used for multiplayer and single player (saved game) module versioning. |
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compatible_module_version = 0 |
int |
can be used for multiplayer module versioning. |
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compatible_multiplayer_version_no = 1170 |
int |
current multiplayer version, used with compatible_module_version to determine if a player can connect to a server. |
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compatible_savegame_module_version = 0 |
int |
can be used for single player (saved game) module versioning. |
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compatible_with_warband = 1 |
boolean |
is most probably getting used to mark original M&B mods that can get played with M&B Warband too. |
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operation_set_version = 1.168 |
float |
triggers the VC game key check if set to a value higher or equal than 1.160. This value can get called in-game by the operation get_operation_set_version. |
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works_with_version_max = 1011 |
int |
deprecated, use compatible_savegame_module_version and module_version instead. |
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works_with_version_min = 1000 |
int |
deprecated, use compatible_savegame_module_version and module_version instead. |
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Loading ResourcesOutside of module configuration options, module.ini is also used to tell the engine which .BRF resources to load, and where to find them. The option load_resource is here commonly used for loading resources out of the Native game, so the folder CommonRes, while load_mod_resource and load_module_resource are getting used by modders to load newly added resources out of the module's resource folder. |
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load_resource = resource_name |
Tells the engine that this resource (.BRF) exists in either the */CommonRes/ or */(module-name)/Resources/ folders. It doesn't seem to add to a much longer load times, but it is more inefficent than telling the engine where to look. |
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load_resource_nofast = resource_name |
is the same as load_resource, no difference. |
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load_mod_resource = resource_name |
explicitly tells the engine that this resource (.BRF) exists inside the */(module-name)/Resources/ folder. It should result in faster load times. |
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load_module_resource = resource_name |
is an alternative syntax for load_mod_resource. |
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scan_module_sounds = 0 |
boolean |
determines if the engine will scan the module's */Sounds/ folder. |
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scan_module_textures = 0 |
boolean |
determines if the engine will scan the module's */Textures/ folder. |
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use_case_insensitive_mesh_searches = 0 |
boolean |
determines if your module allows case insensitive references to mesh names i.e. sword_a and Sword_a being treated as the same reference. |
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Enabling Content |
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has_custom_battle = 0 |
boolean |
determines if Custom Battle appears on the main menu. |
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has_multiplayer = 0 |
boolean |
determines if Multiplayer appears on the main menu. |
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has_single_player = 1 |
boolean |
determines if New Game and Load Game appear on main menu. |
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has_tutorial = 0 |
boolean |
determines if Tutorial appears on the main menu. |
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enable_quick_battles = 1 |
boolean |
determines if Quick Battles appears on the main menu. Quick Battles is the old 1.011 version of Custom Battles, so this flag works only at Vanilla M&B. |
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Map Constants |
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map_max_distance = 175.0 |
float |
maximum amount of zoom out on the world map, maximum seems to be 251. |
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map_min_x = -180 |
int |
determines the eastern bounds of the world map. The map can continue past this, but parties will not be able to travel past this boundary. |
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map_max_x = 180 |
int |
determines the western bounds of the world map. The map can continue past this, but parties will not be able to travel past this boundary. |
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map_min_y = -145 |
int |
determines the northern bounds of the world map. The map can continue past this, but parties will not be able to travel past this boundary. |
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map_max_y = 145 |
int |
determines the southern bounds of the world map. The map can continue past this, but parties will not be able to travel past this boundary. |
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map_min_elevation = 0.2 |
float |
sets the minimum distance the camera can be from the terrain in the world map. Controlls the angle too. |
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map_max_elevation = 1.0 |
float |
sets the maximum distance the camera can be from the terrain in the world map. |
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map_river_direction = 140 |
int |
angle used to determine the flow direction of the river shader for the world map. |
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map_river_speed_x = 0.01 |
float |
used to determine the flow speed on the x-axis of the river shader for the world map. |
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map_river_speed_y = -0.01 |
float |
used to determine the flow speed on the y-axis of the river shader for the world map. |
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map_sea_direction = -40 |
int |
angle for the sea wave foam direction. |
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map_sea_wave_rotation = 300 |
angle |
module.ini comment says "This is where the tear artefact is visible on the sea". |
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map_sea_speed_x = 0.02 |
float |
used to determine the flow speed on the x-axis of the ocean shader for the world map. |
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map_sea_speed_y = -0.02 |
float |
used to determine the flow speed on the y-axis of the ocean shader for the world map. |
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Just like at the world map terrain the map_trees material of map tree models is hard-coded, no matter what you set in the respective brf file. For the tree types: The game engine stores the number of tree types as set in the options below and tries to find as many tree type meshes in the resource files. The meshes in the brf-files need to be named accordingly to the tree type (regular, desert, snow, steppe) with an appended character to it, so for example map_tree_a, map_tree_b, etc. for regular trees and snow_tree_a, snow_tree_b, etc. for trees in snowy terrain. If there are not enough meshes given as the game engine expected due to the module.ini settings, the warning "Unable to find map [snow, desert, steppe] tree mesh %s" will show up at the rgl_log.txt. It is hard-coded into the game engine which tree type gets used at which terrain.
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map_tree_types = 17 |
int |
is the number of tree types that appear on the normal terrain, using the meshes map_tree_a through map_tree_r on for map trees. Equals the amount of forest tree models the map will randomly cycle through. |
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map_desert_tree_types = 4 |
int |
is the number of tree types that appear on the desert terrain, equals the amount of desert tree models the map will randomly cycle through. |
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map_snow_tree_types = 3 |
int |
is the number of tree types that appear on the snow terrain, equals the amount of snow tree models the map will randomly cycle through. |
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map_steppe_tree_types = 5 |
int |
is the number of tree types that appear on the steppe terrain, equals the amount of steppe tree models the map will randomly cycle through. |
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Time and Date Parameters |
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starting_day |
int |
deprecated, use the script game_get_date_text instead. |
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starting_month |
int |
deprecated, use the script game_get_date_text instead. |
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starting_year |
int |
deprecated, use the script game_get_date_text instead. |
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time_multiplier = 0.25 |
float |
speed with which time passes on the map screen. With 0.25 as default value 1 GAME hour is 4 seconds of REAL time, so in-game time passes 4 times slower than in real life (each hour in-game is equal to 1 second real life divided by the value of the time_multiplier). A value of 2.4 thus means that 1 in-game day takes 10 seconds IRL (or 1 second via CTRL+SPACE). |
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Leveling-related Parameters |
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attribute_points_per_level = 0.195 |
float |
VC, sets how many attribute points are gained per level, 1 in Native. |
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attribute_required_per_skill_level = 2 |
int |
VC, sets how many attribute points are required per skill level, 3 in Native. According to Vjeffae the in-game maximum skill level is equal to the current base attribute level divided by this value (rounded down). |
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can_run_faster_with_skills = 0 |
boolean |
determines how agility and athletics affect running speed. Upfollowing engine formula is given for it:
Written down for better readability:
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hero_wounded_treshold = 15 |
int |
determines the minimum hitpoints needed for heroes to appear in battles and contribute to party skills. |
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hero_xp_multiplier = 2.0 |
float |
sets the xp multiplier heroes gain by killing an enemy (max 10, perhaps 15). |
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level_boundary_multiplier = 2.0 |
float |
VC, sets the multiplier for EXP needed for troop to upgrade, 1 in Native. |
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player_wounded_treshold = 5 |
int |
determines the minimum number of hitpoints a player must have to appear in battles and contribute to party skills. |
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player_xp_multiplier = 2.0 |
float |
sets the xp multiplier the player gains by killing an enemy (max 10, perhaps 15). |
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regulars_xp_multiplier = 3.0 |
float |
sets the xp multiplier regular troops gain by killing an enemy (max 10, perhaps 15). |
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skill_leadership_bonus = 3 |
int |
sets how many additional troops per leadership skill point the player can have in his party. |
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skill_points_per_level = 2 |
int |
VC, sets how many skill points are gained per level, 1 in Native. |
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skill_prisoner_management_bonus = 5 |
int |
sets how many additional prisoners per prisoner management skill point the player can have in his party. |
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track_spotting_multiplier = 0.8 |
float |
multiplier of the tracking skill. If set to 0 no tracking marks will appear at the world map no matter the skill. |
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weapon_points_per_level = 5 |
int |
VC, sets how many weapon proficiency points are gained per level, 10 in Native. |
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Item Parameters |
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display_wp_archery = 0 |
boolean |
determines the visibility of the weapon proficiency Archery inside the character menu, but the weapons and the ability to use them still exists in the game. You can actually level them up, even if the display option is set to 0.[2] |
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display_wp_crossbows = 0 |
boolean |
determines the visibility of the weapon proficiency Crossbows inside the character menu, but the weapons and the ability to use them still exists in the game. You can actually level them up, even if the display option is set to 0. |
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display_wp_firearms = 0 |
boolean |
determines the visibility of the weapon proficiency Firearms inside the character menu, but the weapons and the ability to use them still exists in the game. You can actually level them up, even if the display option is set to 0. |
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display_wp_one_handed = 0 |
boolean |
determines the visibility of the weapon proficiency One-Handed Weapons inside the character menu, but the weapons and the ability to use them still exists in the game. You can actually level them up, even if the display option is set to 0. |
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display_wp_polearms = 0 |
boolean |
determines the visibility of the weapon proficiency Polearms inside the character menu, but the weapons and the ability to use them still exists in the game. You can actually level them up, even if the display option is set to 0. |
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display_wp_throwing = 0 |
boolean |
determines the visibility of the weapon proficiency Throwing inside the character menu, but the weapons and the ability to use them still exists in the game. You can actually level them up, even if the display option is set to 0. |
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display_wp_two_handed = 0 |
boolean |
determines the visibility of the weapon proficiency Two-Handed Weapons inside the character menu, but the weapons and the ability to use them still exists in the game. You can actually level them up, even if the display option is set to 0. |
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meek_modifier_speed_bonus = 0 |
float |
sets the speed modifier value for the horses that have the meek-modifier. |
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timid_modifier_speed_bonus = 0 |
float |
sets the speed modifier value for the horses that have the timid-modifier. |
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use_crossbow_as_firearm = 0 |
boolean |
mostly depreciated, used for a workaround in WFaS or older mods where itp_crossbow was used instead of itp_musket and itp_pistol.[3] Replaces the loading animations of crossbows with the one of muskets. Particle effects and sounds need to get added manually with the item trigger ti_on_weapon_attack. |
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Party Parameters |
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auto_compute_party_radius = 1 |
boolean |
VC, uses the party icon model to determine party radius. Especially important for modules with large town icons as it allows parties to interact with them in expected locations, as opposed to the center of the icon. Without it icons will disappear when their centre is off screen even though they should still be visible. For extremely large icons it fails to avoid 100 % of visual problems as the camera changes perspective. You need to test large icons in-game to ensure they are not too large. |
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base_companion_limit = 20 |
int |
maximum amount of companions in the player party without leadership skill. |
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disable_disband_on_terrain_type = 0 |
int |
used to ensure parties cannot disband on a certain tile (like passable water). The possible region types (rt) (only a single one can be chosen) are as follows:
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seeing_range = 6.5 |
float |
determines the default seeing range of a party on the world map, the visibility radius. |
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show_party_ids_instead_of_names = 0 |
boolean |
determines if a party's id value is shown above them instead of their name. Change to 1 for ease in module development. |
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use_strict_pathfinding_for_ships = 1 |
boolean |
VC, keeps ships at sea for sea-to-sea routes. |
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Game Menus Parameters |
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auto_create_note_indices = 0 |
boolean |
determines whether or not automatically search through all troops/factions/towns to check if they have note text. |
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disable_force_leaving_conversations = 1 |
boolean |
disables the TAB end in conversations. |
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show_troop_upgrades_button = 0 |
boolean |
VC, determines if the mod shows the troop upgrade button. |
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show_quest_notes = 1 |
boolean |
determine if notes appear on the quest screen. |
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Others |
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can_adjust_camera_distance = 1 |
boolean |
determines if the player can use numpad + and numpad - to adjust the default camera position. |
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has_accessories_for_female = 0 |
boolean |
replaces at the Character Creation Screen the string ui_change_beard with the string ui_change_accessories if the player troop is assigned to the second skin entry (which is normally the female one). Mind that the string does only show up if the list of beard meshes at the second skin entry is not empty. |
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limit_hair_colors = 1 |
boolean |
set to 1 if you don't have extra hair textures. Each human skin definition in Native uses hair_blonde along with vertex coloring. If you set the value to 0 the game expects to find for example a material and texture named hair_red, beard_black, etc. |
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show_faction_color = 1 |
boolean |
determines if party names on the world map will show their faction color (1) or not (0). In latter case the names appear in a sort of brownish-white colour. |
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Combat Parameters |
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crush_through_treshold = 2.4 |
float |
determines how much damage is required to crush through overhead blocks on weapons which contain the flag itp_crush_through at their respective item entry. |
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According to module.ini comments all missiles with 'damage > shield_penetration_offset + shield_penetration_factor * shield' will penetrate a shield and cause damage to the wielder. |
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shield_penetration_factor = 3.0 |
float |
used in conjunction with shield_penetration_offset to determine if a missile is powerful enough to penetrate a shield. |
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shield_penetration_offset = 30.0 |
float |
used in conjunction with shield_penetration_factor to determine if a missile is powerful enough to penetrate a shield. |
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According to module.ini comments you can modify the damage system by editing the following values: The first three values (soak) determine the amount which will be directly subtracted from damage due to armor. The next three values (reduction) determine the percentage reduction from the damage. The same goes for extra_penetration factors which count only for weapons that contain the flag itp_extra_penetration at their item entry. Also, the soak can be negative, meaning that it will actually ADD to the damage, Not sure about the reduction, though in theory it should work the same way, but less violently. |
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armor_soak_factor_against_cut = 0.8 |
float |
determines the amount which will be directly subtracted from cut damage due to armor. |
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armor_soak_factor_against_pierce = 0.65 |
float |
determines the amount which will be directly subtracted from pierce damage due to armor. |
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armor_soak_factor_against_blunt = 0.5 |
float |
determines the amount which will be directly subtracted from blunt damage due to armor. |
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armor_reduction_factor_against_cut = 1.0 |
float |
determines the percentage reduction from the cut damage. |
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armor_reduction_factor_against_pierce = 0.5 |
float |
determines the percentage reduction from the pierce damage. |
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armor_reduction_factor_against_blunt = 0.75 |
float |
determines the percentage reduction from the blunt damage. |
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extra_penetration_factor_reduction = 1.0 |
float |
determines the reduction factor against weapons with the flag itp_extra_penetration. A minimum value of 0 means that armour will be ignored. In Native no extra penetration flags are set, so set to '1.0' to keep them ineffective. |
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extra_penetration_factor_soak = 1.0 |
float |
determines the soak factor against weapons with the flag itp_extra_penetration. A minimum value of 0 means that armour will be ignored. In Native no extra penetration flags are set, so set to '1.0' to keep them ineffective. |
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According to module.ini comments damage below this threshold levels will not interrupt melee attacks. |
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damage_interrupt_attack_threshold = 3.0 |
float |
damage below this will not interrupt melee attacks. |
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damage_interrupt_attack_threshold_mp = 1.0 |
float |
damage below this will not interrupt melee attacks in multiplayer. |
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ai_decide_direction_according_to_damage = 1 |
boolean |
when set to 1, the AI will take into consideration what each directional attack's damage will be when deciding what attack to use. |
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apply_all_ammo_damage_modifiers = 1 |
boolean |
VC, allows all ammo to apply Blunt/Sharp/Cutting modifier damage. |
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brace_rotation_limit = 0.012 |
float |
affects items with the flag itp_is_pike and is used for rotation speed limiting while bracing spears (e.g. in NW). If the absolute turn amount is less than 0.01 or the set value (whichever is higher) the game engine plays the pike crouch animation (anim_crouch_pike) and otherwise the crouch staff animation (anim_crouch_staff). You can obviously not give a value below the default one of 0.01 and if you provide a big value (it seems like 0.5 is enough) you can completely override the canceling effect. |
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couched_lance_damage_multiplier = 0.65 |
float |
determines how much additional damage a couched lance will do. Set to 0.65 inNative. |
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disable_attack_while_jumping = 0 |
boolean |
determines if an agent can attack while jumping and if attacks should be interrupted when the agent starts jumping. |
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disable_zoom = 0 |
boolean |
determines whether or not the player can use gk_zoom (for usual 'shift') to narrow the camera's field of vision. Can get checked in-game with the operation is_zoom_disabled. |
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fall_damage_multiplier = 1.0 |
float |
used to determine how much damage is applied from falling. Airtime is otherwise probably the deciding factor for the falling damage.[4] |
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horse_charge_damage_multiplier = 1.0 |
float |
used to scale the charge damage inflicted by horses when ramming into human agents. |
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lance_pike_effect_speed = 3.0 |
float |
determines the necessary speed of the horse at which the pike triggers the animation anim_horse_rear. |
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melee_damage_speed_power = 2.0 |
float |
setting speed_power to 2.0 makes damage scale with the square of weapon's speed. You can set it to 1.0 to make it scale linearly. |
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missile_damage_speed_power = 1.9 |
float |
setting speed_power to 2.0 makes damage scale with the square of missile's speed. You can set it to 1.0 to make it scale linearly. |
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no_friendly_fire_for_bots = 0 |
boolean |
determines if AI agents in Mutiplayer can cause friendly fire. |
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Battle Parameters |
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battle_size_min = 150 |
int |
VC; minimum battle size for module. |
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battle_size_max = 750 |
int |
VC, maximum battle size for module. |
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far_plane_distance = 5000 |
float |
the amount of units (in centimeters) that the render plane extends out from the camera inside of scenes, default is 1250. It's the maximum distance (in meters) in which an object will render for an user. Enlarge this value if you want to use bigger/better/longer border terrains and have the player be able to view them. |
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Physics Parameters |
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air_friction_arrow = 0.002 |
float |
sets the drag coefficient. At Native the value is set to 0.002. |
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air_friction_bullet = 0.002 |
float |
sets the drag coefficient, but specifically on missiles shot by firearms. At Native the value is set to 0.002. |
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Others |
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consider_weapon_length_for_weapon_quality = 1 |
boolean |
VC, makes agents take into account a weapon's length when choosing a weapon at their inventory, giving longer weapons a higher probability to be chosen. |
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disable_moveable_flag_optimization = 0 |
boolean |
assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed at them.[5] |
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mission_object_prune_time = 180 |
int |
seconds required before a scene_prop like a fired arrow or a dropped item is removed from the scene. Setting it to 0 will prevent the items from despawning during a mission which is however not recommend for performance reasons. Note that this won't apply to items which are spawned via code.[6] |
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Enabling Features |
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can_crouch = 0 |
boolean |
determines if human agents can crouch. You will need to add the string 'ui_crouch|Crouch:' at your ui.csv to make it displayed correctly at the Gamekey config menu.[7] |
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can_objects_make_sound = 0 |
boolean |
determines if scene props can emit sounds inside a scene. |
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can_reload_while_moving = 0 |
boolean |
determines if agent can reload crossbows while running or walking. Does not affect horseback. Requires use_crossbows_as_firearms to be enabled as well.[8] |
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can_use_scene_props_in_single_player = 0 |
boolean |
determines if singleplayer agents can interact with scene props the same way as at the multiplayer modi (using doors and drawbridges). |
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disable_food_slot = 1 |
boolean |
mostly depreciated, can be changed to 0 if you want to keep the food slot in inventory window. Used in very old versions of M&B (still working in Warband though!) to choose what food item the party can eat. Putting a horse into it lets the horse be slaughtered. |
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has_forced_particles = 0 |
boolean |
allows the mod to 'force' particles. Probably used in instances where turning off particle effects would give undue benefit to a player, such as thick musket smoke. |
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horses_rear_with_attack = 1 |
boolean |
determines if horses rear upon being struck with enough damage. |
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horses_try_running_away = 0 |
boolean |
determines if riderless horse agents will try to get away from aggressive agents. |
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num_hints = 12 |
int |
total number of hints visible on the secondary loading screen. |
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shorter_pistol_aiming = 1 |
boolean |
VC, adds pistols to the exception just like in crossbow and muskets. |
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use_advanced_formation = 0 |
boolean |
determines if the module uses Native's advanced formations from NW/WFaS (1) or Native (0). Those add extensions to the order menus related to formations and weapon usage. Players can then let the troops line up from one row to five rows and order their archers to fire at their command. Some lines need to be added to ui.csv for this.[9] For the menu order these are:[10]
and for the shouting order display:
|
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use_phased_reload = 0 |
boolean |
determines if reloading for muskets and pistols can be done in steps. That means if your reload has been interrupted, you'll start from the begining of the phase at which the reload was stopped. Phased reload works if you use itcf_reload_musket or itcf_reload_pistol for the ranged weapon. |
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Graphical Parameters |
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add_set_neighbors_to_tangent_flag_to_shader = 1 |
boolean |
Shader Parameter. Appears to pass along information about neighboring faces tangents. No examples are found in Native. |
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blood_multiplier = 6.0 |
float |
VC, determines the amount (and size?) of blood particle effects. |
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disable_high_hdr = 0 |
boolean |
if set to '1' disables high HDR effects in the module. |
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fix_gamma_on_dx7_operation_colors = 1 |
boolean |
Shader Parameter, used for set_startup_ambient_light and set_startup_ground_ambient_light operations. Below decompiled code:
|
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use_bordered_shadow_sampler = 1 |
boolean |
Shader Parameter. Unused by engine. |
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screenshot_format = 1 |
boolean |
allows modders to set the screenshot file format when pressing Ctrl + Insert which are getting saved in .../Mount&Blade Warband/Screenshots/<Name of Module>. Set 0 for jpg (default), 1 for png and 2 for bmp.[11] |
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Multiplayer Parameters |
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multiplayer_walk_enabled = 0 |
boolean |
determines if the players on a multiplayer server can use gk_walk to walk instead of run. Important for NW style line battles. disable_zoom needs to be set to 1, otherwise zoom takes precedence at 'shift' (a zooming player always walks, you just see it with zoom disabled? Up4research). |
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restrict_attacks_more_in_multiplayer = 0 |
boolean |
if an agent is stabbing or doing an overhead attack then the limit of the rotational speed will either be set to 11 (if set to 1) or 16 (if set to 0, default). This forces a more restricting attacking method in multiplayer and should be able to keep spamming and feinting to a minimum. |
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show_multiplayer_gold = 0 |
boolean |
determines if the player's gold is shown in multiplayer. Only the text with the gold amount won't get displayed, the gold icon itself will still be present. |
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sync_block_directions = 0 |
boolean |
determines if block directions are synced between client and server. |
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sync_ragdoll_effects = 0 |
boolean |
determines if ragdolls are synced between client and server. |
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Performance and Logs |
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dont_supress_initial_warnings = 1 |
boolean |
should be set to 1 for debugging purposes and 0 for public releases. It should be used to hide loading warning for modules in the rgl_log.txt like the following one:
|
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give_performance_warnings = 1 |
boolean |
if enabled, it triggers warning messages for overly complex collision meshes on dynamic physical objects. It gives at the appropriate occasions the warnings "Default game_variables.txt cannot be loaded, make sure you have Native module installed or set all game variables!" and "Performance Warning: Using dynamic physics with triangular meshes can decrease performance!". |
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maximum_number_of_notification_messages = 4 |
int |
VC, number of messages in battle, common are 10. |
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reduce_texture_loader_memory_usage = 0 |
boolean |
should improve loading time by making it multithread. |
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supports_directx_7 = 1 |
boolean |
determines if your module supports directx7 mode. Necessary for very old PCs. |
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use_scene_unloading = 1 |
boolean |
VC, once you leave the scene, it's unloaded from your computer RAM. If you want to go back to this scene quickly, you will have to load it again. Loading of frequently visited scenes will be slower but it will save some of your RAM. |
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use_texture_degration_cache = 0 |
boolean |
should improve loading times but generates cache files. When you tab out for too long, the game de-loads most of the textures and replaces them with those microtextures. This was the case in earlier versions too but the game didn't save them to the disk.[12] |
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Savegames |
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dont_load_regular_troop_inventories = 1 |
boolean |
determines if the game saves inventories for regular troops (i.e. not heroes) too. Also, savegames will be a bit bigger and may thus crash. |
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