Information we will need:
- Build Number (this can be found in the top right hand corner of the main menu screen)
- Detailed description of what happened before the crash
- The relevant mini dump file
- A copy of your Campaign .save game, if the crash occurs during a Campaign.
- A copy of your Multiplayer Campaign .save game, from both the client and the host, if the crash occurs during a Multiplayer Campaign
- A copy of your DxDiag
- A copy of your preferences script
- A copy of your modified.log file (.txt)

If you are having issues attaching files please follow our guide on '
HOW TO ATTACH A FILE TO YOUR POST'.
FORMAL DISCLAIMER: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.
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Detailed description:
Reproduction Steps:
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Details of any solutions that have already been attempted:
Please attach .minidump, .save (multiplayer saves from both host and client if it occurs during multiplayer), DxDiag and modified.log files
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0 · Disagree AgreeTo find it:
To save your file with the Unicode encoding please do as follow:
Here is (hidden in the spoiler) the preference text to copy/paste:
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 -2; # gfx_video_memory , Override available video memory (bytes) #
gfx_fullscreen false; # 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_hdr 0; # gfx_hdr , Set high dynamic range rendering quality #
gfx_shadermodel 3; # gfx_shadermodel , Set shader model, 0-SM3, 1-SM4, 2=SM4.1, 3=SM5 #
gfx_aa 3; # gfx_aa , Set antialiasing, 0-no, 1 = MLAA, 2 = MSAA2X, 3 = MSAA4X, 4 = MSAA8X #
gfx_texture_filtering 2; # gfx_texture_filtering , Set texture filtering, 0-trilinear, 4- anisotropic 16x #
gfx_texture_quality 3; # gfx_texture_quality , Set the quality of textures. 0 - small, 3 - ultra #
gfx_device_type 1; # gfx_device_type , Set device type, 0-D3D9, 1-D3D11, 2-GL3 #
gfx_ssao true; # gfx_ssao , Enable Screen Space Ambient Occlusion buffer #
gfx_distortion true; # gfx_distortion , Enable Distortion Effect buffer #
gfx_depth_of_field 1; # gfx_depth_of_field , Set depth of field quality 0 - off, 1 - on #
gfx_unlimited_video_memory false; # 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 3; # gfx_sky_quality , Set the quality of sky. 0 - max performance, 3 - max quality #
gfx_unit_quality 3; # gfx_unit_quality , Set the quality of units. 0 - max performance, 3 - max quality #
gfx_building_quality 3; # gfx_building_quality , Set the quality of buildings. 0 - max performance, 3 - max quality #
gfx_water_quality 3; # gfx_water_quality , Set the quality of water. 0 - max performance, 3 - max quality #
gfx_shadow_quality 3; # gfx_shadow_quality , Set shadow quality. 0 - max performance, 3 - max quality #
gfx_tree_quality 3; # gfx_tree_quality , Set tree quality. 0 - max performance, 3 - max quality #
gfx_grass_quality 3; # gfx_grass_quality , Set grass quality. 0 - max performance, 3 - max quality #
gfx_terrain_quality 3; # gfx_terrain_quality , Set terrain quality. 0 - max performance, 3 - max quality #
gfx_unit_size 3; # gfx_unit_size , Set unit size. 0 - small, 3 - ultra #
gfx_fleet_size 2; # gfx_fleet_size , Set fleet size. 0 - small, 2 - large #
gfx_screen_space_reflections 2; # gfx_screen_space_reflections , Enable Screen Space Reflections, 0 - off, 3 - max quality #
gfx_gamma_setting 2; # gfx_gamma_setting , Set gamma correction #
gfx_brightness_setting 1.2; # gfx_brightness_setting , Set brightness #
gfx_screenshot_folder "./screenshots"; # gfx_screenshot_folder , Folder to where save screenshots relative to Empire directory #
gfx_gpu ""NVIDIA GeForce GTX 980""; # gfx_gpu , The GPU description #
gfx_effects_quality 3; # gfx_effects_quality , Set effects quality. 0 - max performance, 3 - max quality #
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 #
external_browser false; # external_browser , Use external browser for encylopaedia, internal browser if set to false #
porthole_3d false; # porthole_3d , If true, portholes in UI use 3d models. Otherwise use 2d images. #
camera_move_speed 100; # camera_move_speed , Set camera movement speed #
camera_turn_speed 5; # camera_turn_speed , Set camera turn speed #
default_camera_type 0; # default_battle_camera , default battle camera: 0-totalwar 1-rts 2-debug #
fix_res true; # fix_res , Forbid window resizing #
fix_window_pos true; # fix_window_pos , Forbid window repositioning #
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 #
lock_cursor_to_window false; # lock_cursor_to_window , If true, cursor will be clamped to confines of game window #
show_selection_markers true; # show_selection_markers , Show the selection markers under the units #
show_path_markers true; # show_path_markers , Show paths in naval battles #
show_target_zones true; # show_target_zones , Show firing arcs etc #
show_projectile_trails true; # show_projectile_trails , Show projectile trails... #
ui_scale 1; # ui_scale , Scale of UI, 1 is default size. Can range between 0.5-2, 0.5 being half size and 2 being double size, but can only scale up if running 1440p or larger res #
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 #
chat_window_pos_x 271; # chat_window_pos_x , chat windows position on screen #
chat_window_pos_y 27; # 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_land_unit_ids 0; # ui_land_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 = never #
ui_unit_id_scale 0; # ui_unit_id_scale , Sets scale of unit banners #
ui_mouse_scroll true; # ui_mouse_scroll , Allow/disallow scrolling of the map by putting the cursor at the edge of the screen #
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 #
battle_threat_icons true; # battle_threat_icons , Show the threat of a unit on the unit id when a single unit is selected #
unit_info_expanded false; # unit_info_expanded , If true, unit info panel will show all stats #
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 #
default_skirmish true; # default_skirmish , If true, units in battle with skirmish will have it on by default #
default_run true; # default_run , 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) #
default_guard_mode false; # default_guard_mode , If true, units in battle with skirmish will have it on by default #
default_locked_groups false; # default_locked_groups , If true, groups created in battle will default to locked formation groups. Otherwise will default to selection groups (default) #
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 #
battle_advice_level 2; # battle_advice_level , Sets advice level in the battle game #
campaign_advice_level 0; # campaign_advice_level , Sets advice level in the campaign 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 1; # 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 #
automanage_regions false; # automanage_regions , Let the AI manage taxes etc in players regions #
ui_faction_symbols 2; # ui_faction_symbols , Controls the display of the settlement icon (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_settlement_name 2; # ui_settlement_name , Controls the display of the settlement name (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_wall_strength 1; # ui_wall_strength , Controls the display of the wall strength icon (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_resource_icons 1; # ui_resource_icons , Controls the display of resource icons next to the settlement icon (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_governor_icon 1; # ui_governor_icon , Controls the display of the governor icon next to the resource icons (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_commander_rank 2; # ui_commander_rank , Controls the display of the bar beneath the army icon which shows commander rank and army size (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_stance_icon 2; # ui_stance_icon , Controls the display of the stance icon beneath the army info bar (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_supplies_icon 1; # ui_supplies_icon , Controls the display of the supplies icon (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_battle_faction_symbol 2; # ui_battle_faction_symbol , Controls the display of the settlement icon (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_battle_commander_icon 2; # ui_battle_commander_icon , Controls the display of the settlement icon (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_battle_unit_class 1; # ui_battle_unit_class , Controls the display of the settlement icon (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_battle_unit_strength 1; # ui_battle_unit_strength , Controls the display of the settlement icon (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_battle_unit_morale 1; # ui_battle_unit_morale , Controls the display of the settlement icon (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_battle_unit_ammunition 1; # ui_battle_unit_ammunition , Controls the display of the settlement icon (0 is off, 1 is show on hold space, 2 is locked on all the time) #
ui_battle_unit_fatigue 1; # ui_battle_unit_ammunition , Controls the display of the settlement icon (0 is off, 1 is show on hold space, 2 is locked on all the time) #
multithreaded_model_enabled true; # multithreaded_model_enabled , Run the battle model on a separate thread #
battle_camera_shake_enabled true; # battle_camera_shake_enabled , Enable battle camera shake effects #
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_setting_version 2; # sound_setting_state , Version of current audio settings to handle reseting some default values between updates #
sound_master_volume 100; # sound_master_volume , master sound volume 0-100 #
sound_music_volume 100; # sound_music_volume , music sound volume 0-100 #
sound_advisor_volume 100; # sound_advisor_volume , advisor sound volume 0-100 #
sound_vo_volume 100; # sound_vo_volume , vo sound volume 0-100 #
sound_sfx_volume 100; # 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_advisor_volume 100; # sound_previous_advisor_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 true; # sound_music_enabled , music sound enabled #
sound_advisor_enabled true; # sound_advisor_enabled , advisor sound enabled #
sound_vo_enabled true; # sound_vo_enabled , vo sound enabled #
sound_sfx_enabled true; # sound_sfx_enabled , sfx sound volume enabled #
audio_speaker_configuration 0; # 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 = low #
audio_mute_in_background true; # audio_mute_in_background , Mute game audio when not in focus #
audio_sink_type 0; # audio_sink_type , 0 = detect, 1 = XAudio2, 2 = DirectSound #
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 #
number_of_threads_for_campaign_pathfinder_cache -32; # 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_camera_edge_scroll_delay 0.2; # campaign_camera_edge_scroll_delay , Set the number of seconds of delay between the mouse cursor entering the edge-scroll zone on the campaign map the camera starting movement. #
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. #
proximity_fading false; # proximity_fading , When enabled, entities will automatically fade out as get close to them rather than clipping with camera. #
autosave_to_disk_and_cloud true; # autosave_to_disk_and_cloud , Save a copy of autosaves to the cloud #
twitch_remember_account true; # twitch_remember_account , Determines whether game should remember twitch account #
twitch_user_name ""; # twitch_user_name , Twitch account user name that is remembered #
twitch_user_password_encrypted ""; # twitch_user_password_encrypted , Twitch account password that is remembered and encrypted #
twitch_stream_title "Total War: Thrones"; # twitch_stream_title , Title of stream show on website for viewers #
twitch_server_name ""; # twitch_server_name , Name of ingest server to use for twitch. If non will use default as dictated by twitch #
twitch_game_volume 1; # twitch_game_volume , Volume of system to be sent through twitch stream (0-1) #
twitch_mic_volume 1; # twitch_mic_volume , Volume of microphone to be sent through twitch stream (0-1) #
twitch_fps 30; # twitch_fps , Twitch frames-per-second for broadcast (10-60) #
twitch_bitrate 1500; # twitch_bitrate , Twitch streaming bit rate, max kbps (230 - 3500) #
controller_selection_precision 10; # controller_selection_precision , Set how accurate the cursor position needs to be to activate game objects and UI: 0 - 50 #
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