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Information we need – Performance related issues: Build Number (this can be found in the top right hand corner of the menu screen): v1.1.0 Detailed description of your issue: On the campaign map the characters move very slowly, whenever clicking to build something or putting in skill points there is a huge delay of like 3 seconds, often times having to reclick a few times for both. In battles it is almost unplayable every 5 seconds there is a up to 4 second delay, the thing is it's only the characters on the battle freezing, the timer stops but the audio continues to play without much problem and when you click a unit their little circle in the bottom of their person moves without lag. We can also move when the freezing happens with camera freely without lag. Reproduction steps: This happens with most mods and even without any mods. It happens on all factions as well. The settings for our game are as follow, game mode: co-op | default battle resolution: play battle | unit size: ultra | turn time: unlimited | battle time limit: 60 mins | show ai player moves: limited | autoresolve all battles: unchecked | and it happens on all difficulties. Also I am in USA and am hosting and coop is in Germany. I have played with someone in Vietnam as well and had no problems literally the same day, but have the lag with person in Germany. Happens when either of us host as well. A copy of your DxDiag and preference script: first 2 are mine and coop partner will post below in a bit. If there is any other information needed, please ask, we are willing to answer any questions.
cant upload the coop preference.script for some reason so here it is in whole form: write_preferences_at_exit true; # write_preferences_at_exit , Write preferences at exit # app_multirun false; # app_multirun , Allow multiple instances of the application # x_res 1920; # x_res , Fixed window width # y_res 1080; # y_res , Fixed window height # x_pos 0; # x_pos , Window position # y_pos 0; # y_pos , Window position # vfs_log_level 0; # vfs_log_level , 0 - off, 1 - mod-user, 2 - dev # unit_test false; # unit_test , unit test (for daily build) # gfx_first_run false; # gfx_first_run , First time application run # gfx_video_memory 0; # gfx_video_memory , Override available video memory (bytes) # gfx_fullscreen true; # gfx_fullscreen , Run the application in fullscreen or not # gfx_vsync false; # gfx_vsync , 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 , Set antialiasing, 0-no, 1 = FXAA # gfx_texture_filtering 0; # gfx_texture_filtering , Set texture filtering, 0-trilinear, 4- anisotropic 16x # gfx_texture_quality 0; # gfx_texture_quality , Set the quality of textures. 0 - small, 3 - ultra # gfx_device_type 1; # gfx_device_type , Set device type, 0-D3D11 1-D3D11, 2-GL3 3-D3D12 # gfx_ssao false; # gfx_ssao , Enable Screen Space Ambient Occlusion buffer # gfx_distortion false; # gfx_distortion , Enable Distortion Effect buffer # gfx_depth_of_field 0; # gfx_depth_of_field , Set depth of field quality 0 - off, 2 - high # gfx_unlimited_video_memory true; # gfx_unlimited_video_memory , Enable unlimited video memory allocation # gfx_tesselation false; # gfx_tesselation , Enable tesselation # gfx_alpha_blend 0; # gfx_alpha_blend , Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT # gfx_gpu_select 0; # gfx_gpu , Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ... # gfx_direct_resource_access false; # gfx_direct_resource_access , Enable Direct Resource Access # gfx_sky_quality 2; # gfx_sky_quality , Set the quality of sky. 0 - low, 3 - ultra # gfx_unit_quality 0; # gfx_unit_quality , Set the quality of units. 0 - low, 3 - ultra # gfx_building_quality 0; # gfx_building_quality , Set the quality of buildings. 0 - low, 3 - ultra # gfx_water_quality 0; # gfx_water_quality , Set the quality of water. 0 - low, 3 - ultra # gfx_shadow_quality 0; # gfx_shadow_quality , Set shadow quality. 0 - off, 4 - extreme # gfx_tree_quality 0; # gfx_tree_quality , Set tree quality. 0 - low, 3 - ultra # gfx_grass_quality 0; # gfx_grass_quality , Set grass quality. 0 - low, 3 - ultra # gfx_terrain_quality 0; # gfx_terrain_quality , Set terrain quality. 0 - low, 3 - ultra # gfx_lighting_quality 1; # gfx_lighting_quality , Set lighting quality. 0 - low, 1 - high # gfx_unit_size 3; # gfx_unit_size , Set unit size. 0 - small, 3 - ultra # gfx_screen_space_reflections false; # gfx_screen_space_reflections , Enable Screen Space Reflections. # gfx_dx12_multi_gpu false; # gfx_dx12_multi_gpu , 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 1.9; # gfx_gamma_setting , Set gamma correction # gfx_brightness_setting 1.1; # gfx_brightness_setting , Set brightness # gfx_resolution_scale 1; # gfx_resolution_scale , 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 to where save screenshots relative to Empire directory # gfx_gpu ""NVIDIA GeForce GTX 960""; # gfx_gpu , The GPU description # gfx_effects_quality 0; # gfx_effects_quality , Set effects quality. 0 - low, 3 - ultra # gfx_vignette false; # gfx_vignette , Enable vignette # gfx_blood_effects true; # gfx_blood_effects , Enable Blood effects # batter_meter false; # battery meter , Show battery status # porthole_3d true; # porthole_3d , If true, portholes in UI use 3d models. Otherwise use 2d images. # fix_res true; # fix_res , Forbid window resizing # fix_window_pos true; # fix_window_pos , Forbid window repositioning # camera_move_speed 100; # camera_move_speed , Set camera movement speed # camera_turn_speed 5; # camera_turn_speed , Set camera turn speed # default_battle_camera_type 1; # default_battle_camera , default battle camera: 0-totalwar 1-rts 2-debug 3-cinematic 4-arena # default_campaign_camera_type 1; # default_campaign_camera , default campaign camera: 0-attila 1-warhammer 2-debug # mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity , mouse wheel sensitivity: <0-100> default value = 50 # invert_cam_x_axis false; # invert_camera_x_axis , invert camera tilting up/down # invert_cam_y_axis false; # invert_camera_y_axis , invert camera panning left/right # ui_mouse_scroll true; # ui_mouse_scroll , 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 , If true, cursor will be clamped to confines of game window # battle_camera_shake_enabled true; # battle_camera_shake_enabled , Enable battle camera shake effects # ui_selection_markers 1; # ui_selection_markers , 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 , 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 , 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 , 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 , 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 , 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 , 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 , If true, will show threat of enemy units to current selection if just a single unit selected # ui_unit_flags 2; # ui_unit_flags , 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 , 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 , 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 , Show projectile trails... # ui_show_help_markers true; # ui_show_help_markers , Show/hide the markers that indicate various things such as disembark zones and bastions # ui_telestration_always_on false; # ui_telestration_always_on , Enables telestration for single player (for if want to draw for replays, or videos, etc) # ui_card_mode true; # ui_card_mode , Determines if card panel shown or minimised # ui_radar_mode true; # ui_radar_mode , Determines if radar panel shown or minimised # ui_radar_scale 1; # ui_radar_scale , 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 , 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 , 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 , If true, scrolling camera/tacmap will auto-transition between the two (default on) # chat_window_pos_x -1; # chat_window_pos_x , chat windows position on screen # chat_window_pos_y -1; # chat_window_pos_y , chat windows position on screen # chat_window_width_scale -1; # chat_window_width_scale , chat windows dimensions on screen # chat_window_height_scale -1; # chat_window_height_scale , chat windows dimensions on screen # browser_window_pos_x -1; # browser_window_pos_x , browser windows position on screen # browser_window_pos_y -1; # browser_window_pos_y , browser windows position on screen # browser_window_width_scale 1; # browser_window_width_scale , browser windows dimensions on screen # browser_window_height_scale 1; # browser_window_height_scale , browser windows dimensions on screen # ui_unit_id_scale 0; # ui_unit_id_scale , Sets scale of unit banners # battle_realism_mode false; # allow_battle_realism_mode , 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 , Enable on-screen keyboard for touch # unit_info_expanded true; # unit_info_expanded , If true, unit info panel will show all stats # unit_info_show_description false; # unit_info_show_description , 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 , If true, unit info panel is shown in battle # alliance_faction_colours false; # alliance_faction_colours , 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 , If true, when holding space will show list of options to customise ui visualisation # battle_time_limit 60; # battle_time_limit , Sets the time (in minutes) for each battle. -1 for unlimited # battle_difficulty -1; # battle_difficulty , Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy # autoresolve_difficulty 0; # autoresolve_difficulty , 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 , Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy # advice_level 0; # advice_level , Sets advice level in the game # advisor_mode 2; # advisor_mode , Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both # adc_enabled true; # adc_enabled , Determines if aide de camp is enabled # campaign_time_limit -1; # campaign_time_limit , Sets the time (in minutes) for each round of the campaign. -1 for unlimited # show_cpu_moves_level 0; # show_cpu_moves_level , 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 , Bitmask filter remembered for tacmap icon filters; this one is for tacmap not in diplomacy # campaign_tacmap_filter_diplomacy 0; # campaign_tacmap_filter_diplomacy , Bitmask filter remembered for tacmap icon filters; this one is for tacmap in diplomacy # automanage_regions false; # automanage_regions , Let the AI manage taxes etc in players regions # multithreaded_model_enabled true; # multithreaded_model_enabled , Run the battle model on a separate thread # subtitles true; # subtitles , Display subtitles during movies # force_large_armies_enabled false; # force_large_armies_enabled , 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 98; # sound_master_volume , master sound volume 0-100 # sound_music_volume 0; # sound_music_volume , music sound volume 0-100 # sound_advisor_volume 100; # sound_advisor_volume , advisor sound volume 0-100 # sound_previous_advisor_volume 100; # sound_previous_advisor_volume , Last modified sound value # sound_vo_volume 100; # sound_vo_volume , vo sound volume 0-100 # sound_sfx_volume 62; # sound_sfx_volume , sfx sound volume 0-100 # sound_previous_master_volume 100; # sound_master_previous_volume , Last modified sound value # sound_previous_music_volume 100; # sound_music_previous_volume , Last modified sound value # sound_previous_vo_volume 100; # sound_previous_vo_volume , Last modified sound value # sound_previous_sfx_volume 100; # sound_master_previous_volume , Last modified sound value # sound_master_enabled true; # sound_master_enabled , master sound enabled # sound_music_enabled false; # sound_music_enabled , music sound enabled # sound_vo_enabled true; # sound_vo_enabled , vo sound enabled # audio_speaker_configuration 1; # audio_speaker_configuration , 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 # audio_quality 0; # audio_quality , 0 = high(default), 1 = medium, 2 = low # audio_mute_in_background true; # audio_mute_in_background , Mute game audio when not in focus # audio_api_type 0; # audio_api_type , 0 = detect, 1 = XAudio2, 2 = DirectSound, 3 = wasapi # voice_chat_enable true; # voice_chat_enable , Enables VOIP functionality in Steam. (default = true) # voice_chat_microphone_gain 100; # voice_chat_microphone_gain , voice_chat_microphone_gain (0-100). # voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost , Boost microphone gain. # voice_chat_volume 100; # voice_chat_volume , Voice chat volume (0-100). # voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_key_pressed , voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). # bink_use_thread true; # bink_use_thread , tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) # number_of_threads 0; # number_of_threads , Set the number of threads <= 0 - automatic, >0 = explicit number # proximity_fading false; # proximity_fading , 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 , 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 , 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 , Save a copy of autosaves to the cloud # autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud , Save a copy of autosaves to the cloud #
a Thing to note is, that when we had "Better AI" mod enabled we had to synchro 24/7. We loaded the map and like 5 sec after we had to synchronize us again. as soon as we disabled "Better AI" mod that Problem was gone and never happened again. Before we used that mod we never had a synchro issue as well.
Next Thing is with "Better Camera" mod. we had pretty huge laggs delaying like everything. he described it above pretty well. when we disabled this mod nearly the whole lagg was gone. well thats how we made the game playable a few days ago.
we checked the other mods we were running and it made no difference at all if they were activated or not so we had our 2 culprits. during these tests we had 20k-25k players online in TW:W.
yesterday though the Problems started again. they didnt dissappear when we simply disabled all mods. it continued even though we only had 15k Players online deep in the night.
we both got solid Internet Connections (i got 50k). i can Play fps games without any lagg at all and even non fps games on high graphics.
ca_guyRegistered Users, Moderators, CA Staff Mods, CA StaffPosts: 1,171
Hi,
We aren't able to offer support to builds with mods, you'll have to contact the mod creators to find out if they are aware of issues like yours. Please can you specify what exactly happens only when you have no mods active? You'll want to check your modified.log to double check you have nothing active.
I'm also going to move this to the multiplayer sub-forum because it seems specific to MP, do let me know if this isn't the case.
Thanks for your patience, Guy
Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of Creative Assembly or SEGA. | Lord name: guise |
We aren't able to offer support to builds with mods, you'll have to contact the mod creators to find out if they are aware of issues like yours. Please can you specify what exactly happens only when you have no mods active? You'll want to check your modified.log to double check you have nothing active.
I'm also going to move this to the multiplayer sub-forum because it seems specific to MP, do let me know if this isn't the case.
Thanks for your patience, Guy
yes the same thing happens with less severity without mods.
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0 · Disagree Agreeapp_multirun false; # app_multirun , Allow multiple instances of the application #
x_res 1920; # x_res , Fixed window width #
y_res 1080; # y_res , Fixed window height #
x_pos 0; # x_pos , Window position #
y_pos 0; # y_pos , Window position #
vfs_log_level 0; # vfs_log_level , 0 - off, 1 - mod-user, 2 - dev #
unit_test false; # unit_test , unit test (for daily build) #
gfx_first_run false; # gfx_first_run , First time application run #
gfx_video_memory 0; # gfx_video_memory , Override available video memory (bytes) #
gfx_fullscreen true; # gfx_fullscreen , Run the application in fullscreen or not #
gfx_vsync false; # gfx_vsync , 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 , Set antialiasing, 0-no, 1 = FXAA #
gfx_texture_filtering 0; # gfx_texture_filtering , Set texture filtering, 0-trilinear, 4- anisotropic 16x #
gfx_texture_quality 0; # gfx_texture_quality , Set the quality of textures. 0 - small, 3 - ultra #
gfx_device_type 1; # gfx_device_type , Set device type, 0-D3D11 1-D3D11, 2-GL3 3-D3D12 #
gfx_ssao false; # gfx_ssao , Enable Screen Space Ambient Occlusion buffer #
gfx_distortion false; # gfx_distortion , Enable Distortion Effect buffer #
gfx_depth_of_field 0; # gfx_depth_of_field , Set depth of field quality 0 - off, 2 - high #
gfx_unlimited_video_memory true; # gfx_unlimited_video_memory , Enable unlimited video memory allocation #
gfx_tesselation false; # gfx_tesselation , Enable tesselation #
gfx_alpha_blend 0; # gfx_alpha_blend , Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #
gfx_gpu_select 0; # gfx_gpu , Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ... #
gfx_direct_resource_access false; # gfx_direct_resource_access , Enable Direct Resource Access #
gfx_sky_quality 2; # gfx_sky_quality , Set the quality of sky. 0 - low, 3 - ultra #
gfx_unit_quality 0; # gfx_unit_quality , Set the quality of units. 0 - low, 3 - ultra #
gfx_building_quality 0; # gfx_building_quality , Set the quality of buildings. 0 - low, 3 - ultra #
gfx_water_quality 0; # gfx_water_quality , Set the quality of water. 0 - low, 3 - ultra #
gfx_shadow_quality 0; # gfx_shadow_quality , Set shadow quality. 0 - off, 4 - extreme #
gfx_tree_quality 0; # gfx_tree_quality , Set tree quality. 0 - low, 3 - ultra #
gfx_grass_quality 0; # gfx_grass_quality , Set grass quality. 0 - low, 3 - ultra #
gfx_terrain_quality 0; # gfx_terrain_quality , Set terrain quality. 0 - low, 3 - ultra #
gfx_lighting_quality 1; # gfx_lighting_quality , Set lighting quality. 0 - low, 1 - high #
gfx_unit_size 3; # gfx_unit_size , Set unit size. 0 - small, 3 - ultra #
gfx_screen_space_reflections false; # gfx_screen_space_reflections , Enable Screen Space Reflections. #
gfx_dx12_multi_gpu false; # gfx_dx12_multi_gpu , 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 1.9; # gfx_gamma_setting , Set gamma correction #
gfx_brightness_setting 1.1; # gfx_brightness_setting , Set brightness #
gfx_resolution_scale 1; # gfx_resolution_scale , 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 to where save screenshots relative to Empire directory #
gfx_gpu ""NVIDIA GeForce GTX 960""; # gfx_gpu , The GPU description #
gfx_effects_quality 0; # gfx_effects_quality , Set effects quality. 0 - low, 3 - ultra #
gfx_vignette false; # gfx_vignette , Enable vignette #
gfx_blood_effects true; # gfx_blood_effects , Enable Blood effects #
batter_meter false; # battery meter , Show battery status #
porthole_3d true; # porthole_3d , If true, portholes in UI use 3d models. Otherwise use 2d images. #
fix_res true; # fix_res , Forbid window resizing #
fix_window_pos true; # fix_window_pos , Forbid window repositioning #
camera_move_speed 100; # camera_move_speed , Set camera movement speed #
camera_turn_speed 5; # camera_turn_speed , Set camera turn speed #
default_battle_camera_type 1; # default_battle_camera , default battle camera: 0-totalwar 1-rts 2-debug 3-cinematic 4-arena #
default_campaign_camera_type 1; # default_campaign_camera , default campaign camera: 0-attila 1-warhammer 2-debug #
mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity , mouse wheel sensitivity: <0-100> default value = 50 #
invert_cam_x_axis false; # invert_camera_x_axis , invert camera tilting up/down #
invert_cam_y_axis false; # invert_camera_y_axis , invert camera panning left/right #
ui_mouse_scroll true; # ui_mouse_scroll , 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 , If true, cursor will be clamped to confines of game window #
battle_camera_shake_enabled true; # battle_camera_shake_enabled , Enable battle camera shake effects #
ui_selection_markers 1; # ui_selection_markers , 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 , 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 , 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 , 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 , 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 , 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 , 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 , If true, will show threat of enemy units to current selection if just a single unit selected #
ui_unit_flags 2; # ui_unit_flags , 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 , 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 , 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 , Show projectile trails... #
ui_show_help_markers true; # ui_show_help_markers , Show/hide the markers that indicate various things such as disembark zones and bastions #
ui_telestration_always_on false; # ui_telestration_always_on , Enables telestration for single player (for if want to draw for replays, or videos, etc) #
ui_card_mode true; # ui_card_mode , Determines if card panel shown or minimised #
ui_radar_mode true; # ui_radar_mode , Determines if radar panel shown or minimised #
ui_radar_scale 1; # ui_radar_scale , 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 , 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 , 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 , If true, scrolling camera/tacmap will auto-transition between the two (default on) #
chat_window_pos_x -1; # chat_window_pos_x , chat windows position on screen #
chat_window_pos_y -1; # chat_window_pos_y , chat windows position on screen #
chat_window_width_scale -1; # chat_window_width_scale , chat windows dimensions on screen #
chat_window_height_scale -1; # chat_window_height_scale , chat windows dimensions on screen #
browser_window_pos_x -1; # browser_window_pos_x , browser windows position on screen #
browser_window_pos_y -1; # browser_window_pos_y , browser windows position on screen #
browser_window_width_scale 1; # browser_window_width_scale , browser windows dimensions on screen #
browser_window_height_scale 1; # browser_window_height_scale , browser windows dimensions on screen #
ui_unit_id_scale 0; # ui_unit_id_scale , Sets scale of unit banners #
battle_realism_mode false; # allow_battle_realism_mode , 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 , Enable on-screen keyboard for touch #
unit_info_expanded true; # unit_info_expanded , If true, unit info panel will show all stats #
unit_info_show_description false; # unit_info_show_description , 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 , If true, unit info panel is shown in battle #
alliance_faction_colours false; # alliance_faction_colours , 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 , If true, when holding space will show list of options to customise ui visualisation #
battle_time_limit 60; # battle_time_limit , Sets the time (in minutes) for each battle. -1 for unlimited #
battle_difficulty -1; # battle_difficulty , Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
autoresolve_difficulty 0; # autoresolve_difficulty , 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 , Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
advice_level 0; # advice_level , Sets advice level in the game #
advisor_mode 2; # advisor_mode , Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both #
adc_enabled true; # adc_enabled , Determines if aide de camp is enabled #
campaign_time_limit -1; # campaign_time_limit , Sets the time (in minutes) for each round of the campaign. -1 for unlimited #
show_cpu_moves_level 0; # show_cpu_moves_level , 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 , Bitmask filter remembered for tacmap icon filters; this one is for tacmap not in diplomacy #
campaign_tacmap_filter_diplomacy 0; # campaign_tacmap_filter_diplomacy , Bitmask filter remembered for tacmap icon filters; this one is for tacmap in diplomacy #
automanage_regions false; # automanage_regions , Let the AI manage taxes etc in players regions #
multithreaded_model_enabled true; # multithreaded_model_enabled , Run the battle model on a separate thread #
subtitles true; # subtitles , Display subtitles during movies #
force_large_armies_enabled false; # force_large_armies_enabled , 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 98; # sound_master_volume , master sound volume 0-100 #
sound_music_volume 0; # sound_music_volume , music sound volume 0-100 #
sound_advisor_volume 100; # sound_advisor_volume , advisor sound volume 0-100 #
sound_previous_advisor_volume 100; # sound_previous_advisor_volume , Last modified sound value #
sound_vo_volume 100; # sound_vo_volume , vo sound volume 0-100 #
sound_sfx_volume 62; # sound_sfx_volume , sfx sound volume 0-100 #
sound_previous_master_volume 100; # sound_master_previous_volume , Last modified sound value #
sound_previous_music_volume 100; # sound_music_previous_volume , Last modified sound value #
sound_previous_vo_volume 100; # sound_previous_vo_volume , Last modified sound value #
sound_previous_sfx_volume 100; # sound_master_previous_volume , Last modified sound value #
sound_master_enabled true; # sound_master_enabled , master sound enabled #
sound_music_enabled false; # sound_music_enabled , music sound enabled #
sound_vo_enabled true; # sound_vo_enabled , vo sound enabled #
audio_speaker_configuration 1; # audio_speaker_configuration , 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 #
audio_quality 0; # audio_quality , 0 = high(default), 1 = medium, 2 = low #
audio_mute_in_background true; # audio_mute_in_background , Mute game audio when not in focus #
audio_api_type 0; # audio_api_type , 0 = detect, 1 = XAudio2, 2 = DirectSound, 3 = wasapi #
voice_chat_enable true; # voice_chat_enable , Enables VOIP functionality in Steam. (default = true) #
voice_chat_microphone_gain 100; # voice_chat_microphone_gain , voice_chat_microphone_gain (0-100). #
voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost , Boost microphone gain. #
voice_chat_volume 100; # voice_chat_volume , Voice chat volume (0-100). #
voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_key_pressed , voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). #
bink_use_thread true; # bink_use_thread , tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) #
number_of_threads 0; # number_of_threads , Set the number of threads <= 0 - automatic, >0 = explicit number #
proximity_fading false; # proximity_fading , 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 , 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 , 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 , Save a copy of autosaves to the cloud #
autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud , Save a copy of autosaves to the cloud #
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0 · Disagree AgreeNext Thing is with "Better Camera" mod. we had pretty huge laggs delaying like everything. he described it above pretty well. when we disabled this mod nearly the whole lagg was gone. well thats how we made the game playable a few days ago.
we checked the other mods we were running and it made no difference at all if they were activated or not so we had our 2 culprits. during these tests we had 20k-25k players online in TW:W.
yesterday though the Problems started again. they didnt dissappear when we simply disabled all mods. it continued even though we only had 15k Players online deep in the night.
we both got solid Internet Connections (i got 50k). i can Play fps games without any lagg at all and even non fps games on high graphics.
any help appreciated.
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0 · Disagree AgreeWe aren't able to offer support to builds with mods, you'll have to contact the mod creators to find out if they are aware of issues like yours. Please can you specify what exactly happens only when you have no mods active? You'll want to check your modified.log to double check you have nothing active.
I'm also going to move this to the multiplayer sub-forum because it seems specific to MP, do let me know if this isn't the case.
Thanks for your patience,
Guy
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0 · Disagree Agree- Report
0 · Disagree Agree