Дмитрий_Григорьев (25 марта 2017, 21:56):
Появилась проблема. Игра запускалась с бретонским обновлением. Решил на недавней распродаже докупить все длс. Купил все длс. Игра перестала запускаться. То есть нажимаю запустить, вылезает окошко подготовка к запуску, что то пару секунд грузится и все. В диспетчере задач процесса игры не обнаружено. Кэш проверил. Бэту не ставил. В чем беда?
Недавно столкнулся с похожей проблемой, связана с ресинхронизацией игры и стима (при этом переустановкой стима и игры не лечится). Решение нашел на буржуйском форуме, а именно открываешь файл preferences.script.txt (у меня он был полностью пустой) и вставляешь следующие данные:
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 1600; # x_res <int32>, Fixed window width #
y_res 900; # 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_aa 0; # gfx_aa <int>, Set antialiasing, 0-no, 1 = MLAA #
gfx_texture_filtering 2; # 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 - small, 3 - ultra #
gfx_device_type 1; # gfx_device_type <int>, Set device type, 0-D3D11 1-D3D11, 2-GL3 #
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 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 1; # gfx_sky_quality <int>, Set the quality of sky. 0 - low, 3 - ultra #
gfx_unit_quality 1; # gfx_unit_quality <int>, Set the quality of units. 0 - low, 3 - ultra #
gfx_building_quality 1; # gfx_building_quality <int>, Set the quality of buildings. 0 - low, 3 - ultra #
gfx_water_quality 1; # gfx_water_quality <int>, Set the quality of water. 0 - low, 3 - ultra #
gfx_shadow_quality 1; # gfx_shadow_quality <int>, Set shadow quality. 0 - off, 4 - extreme #
gfx_tree_quality 1; # gfx_tree_quality <int>, Set tree quality. 0 - low, 3 - ultra #
gfx_grass_quality 1; # gfx_grass_quality <int>, Set grass quality. 0 - low, 3 - ultra #
gfx_terrain_quality 1; # 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 1; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra #
gfx_screen_space_reflections false; # gfx_screen_space_reflections <true|false>, Enable Screen Space Reflections. #
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 405 ""; # gfx_gpu <path>, The GPU description #
gfx_effects_quality 1; # 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 #
batter_meter false; # battery meter <bool>, Show battery status #
porthole_3d true; # porthole_3d <bool>, If true, portholes in UI use 3d models. Otherwise use 2d images. #
fix_res true; # fix_res <bool>, Forbid window resizing #
fix_window_pos true; # fix_window_pos <bool>, Forbid window repositioning #
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_battle_camera_type 0; # default_battle_camera <card32>, default battle camera: 0-totalwar 1-rts 2-debug 3-cinematic 4-arena #
default_campaign_camera_type 0; # default_campaign_camera <card32>, default campaign camera: 0-attila 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 true; # battle_camera_shake_enabled <true|false>, Enable battle camera shake effects #
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 1; # 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 1; # 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_cats 1; # ui_unit_id_cats <int>, If true, will show category icon part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_bars 2; # ui_unit_id_bars <int>, If true, will show bars (health, ammo) part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_status 1; # ui_unit_id_status <int>, If true, will show status part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_threat 1; # ui_unit_id_threat <int>, If true, will show threat of enemy units to current selection if just a single unit selected #
ui_unit_flags 2; # ui_unit_flags <int>, If true, will show 3d flags above units (0 is off, 2 is locked on all the time) #
ui_unit_tooltip_effects 2; # ui_unit_tooltip_effects <int>, If true, will show ability effects on unit tooltip (0 is off, 2 is locked on all the time) #
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) #
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) #
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 #
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 true; # 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) #
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 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 #
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 #
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 #
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 #
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 #
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 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 31; # 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 #
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 false; # subtitles <true|false>, Display subtitles during movies #
force_large_armies_enabled false; # 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_previous_master_volume 100; # 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_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_speaker_configuration 0; # audio_speaker_configuration <int>, 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 #
audio_quality 2; # audio_quality <int>, 0 = high(default), 1 = medium, 2 = low #
audio_mute_in_background true; # 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 #
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_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 #
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 false; # autosave_to_disk_and_cloud <bool>, Save a copy of autosaves to the cloud #
autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud <bool>, Save a copy of autosaves to the cloud #