en:games:star_trek_armada_1:tweaking_the_game
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en:games:star_trek_armada_1:tweaking_the_game [2022-04-30-08-15] – 7saturn | en:games:star_trek_armada_1:tweaking_the_game [2022-04-30-19-15] (current) – 7saturn | ||
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By default the game only offers 4:3 resolution. With the [[..: | By default the game only offers 4:3 resolution. With the [[..: | ||
- | **Important**: | + | **Important**: |
==== GOG DirectX Wrapper ==== | ==== GOG DirectX Wrapper ==== | ||
The GOG release of the game comes with the [[en: | The GOG release of the game comes with the [[en: | ||
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The rest of the settings does not seem to make a whole lot of difference, except maybe the //Gamma correction// | The rest of the settings does not seem to make a whole lot of difference, except maybe the //Gamma correction// | ||
==== Increase Zoom ==== | ==== Increase Zoom ==== | ||
- | One small annoyance can be remedied if one is not completely satisfied with the standard overview. Armada starts by default zoomed in quite far, which doesn' | + | One small annoyance can be remedied if one is not completely satisfied with the standard overview. Armada starts by default zoomed in quite far, which doesn' |
'' | '' | ||
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'' | '' | ||
- | The values '' | + | The values '' |
'' | '' | ||
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At this point, a warning is in order: The larger overview of course requires more computations from the system, so the CPU/GPU load will increase and the game may start to jolt. Especially if many nebulae and other elements have to be rendered, the game jolts even on current computers. Also some people consider this change to be cheating, as it gives a player the advantage of a bigger overview over the battle field. The default value for // | At this point, a warning is in order: The larger overview of course requires more computations from the system, so the CPU/GPU load will increase and the game may start to jolt. Especially if many nebulae and other elements have to be rendered, the game jolts even on current computers. Also some people consider this change to be cheating, as it gives a player the advantage of a bigger overview over the battle field. The default value for // | ||
===== Scrolling Speed ===== | ===== Scrolling Speed ===== | ||
- | If one uses such increased zoom levels, one will notice very quickly that even at maximum scroll speed, the scroll is rather slow. This can be changed by turning up the parameters // | + | If one uses such increased zoom levels, one will notice very quickly that even at maximum scroll speed, the scroll is rather slow. This can be changed by turning up the parameters // |
===== Sound Settings ===== | ===== Sound Settings ===== | ||
The sound settings may be of some concern, because Armada causes problems with Windows XP and 2000. The unit messages and notifications sound choppy. So if the following tricks shown in [[known_problems# | The sound settings may be of some concern, because Armada causes problems with Windows XP and 2000. The unit messages and notifications sound choppy. So if the following tricks shown in [[known_problems# | ||
===== Config Files ===== | ===== Config Files ===== | ||
==== ART_CFG.h ==== | ==== ART_CFG.h ==== | ||
- | This on of the two most important configuration files, that control the Armada behavior with settings that are not reachable from in-game settings. Here is an overview of the most interesting config variables: | + | This one of the two most important configuration files, that control the Armada behavior with settings that are not reachable from in-game settings. Here is an overview of the most interesting config variables: |
^ Setting | ^ Setting | ||
- | | CINERACTIVE_FAR_CLIPPING_PLANE | Maximum distance after which objects in the cinematics window are no longer rendered. | 1000 | | + | | CINERACTIVE_FAR_CLIPPING_PLANE | Maximum distance after which objects in the cinematics window are no longer rendered. | 1000 | |
- | | CINEMATIC_FAR_CLIPPING_PLANE | Maximum distance after which objects are no longer rendered in cinematic sequences (in single-player). Do not confuse this with the cinematics window, that is always available. | 300 | | + | | CINEMATIC_FAR_CLIPPING_PLANE | Maximum distance after which objects are no longer rendered in cinematic sequences (in single-player). Do not confuse this with the cinematics window, that is always available. | 300 | |
- | | FAR_CLIPPING_PLANE | Maximum distance after which objects are not rendered any more. | 1000 | | + | | FAR_CLIPPING_PLANE | Maximum distance after which objects are not rendered any more. | 1000 | |
- | | GRID_FAR_CLIP_PLANE | Maximum distance after which the grid is no longer rendered. | 10000 | | + | | GRID_FAR_CLIP_PLANE | Maximum distance after which the grid is no longer rendered. | 10000 | |
- | | STAR_FAR_CLIP_PLANE | Maximum distance after which also the background stars are no longer rendered. | 80000 | | + | | STAR_FAR_CLIP_PLANE | Maximum distance after which also the background stars are no longer rendered. | 80000 | |
==== RTS_CFG.h ==== | ==== RTS_CFG.h ==== | ||
- | This file uses the // | + | This file uses the // |
- | ^ Setting | + | ^ Setting |
- | | DEBUG_DRAW | If set to '' | + | | DEBUG_DRAW | If set to '' |
- | | DEBUG_SHOW_BOUNDING_SQUARE | If set to '' | + | | DEBUG_SHOW_BOUNDING_SQUARE | If set to '' |
- | | DEBUG_SHOW_OBJECT_BOUNDING_BOX | If set to '' | + | | DEBUG_SHOW_OBJECT_BOUNDING_BOX | If set to '' |
- | | DEBUG_SHOW_OBJECT_BOUNDING_SPHERE | If set to '' | + | | DEBUG_SHOW_OBJECT_BOUNDING_SPHERE | If set to '' |
- | | DECONSTRUCT_PERCENT_TIME | This value defines how fast a unit is deconstructed in relation to its construction time. The value range is 0 to 1 (=100% )). **This may break the sync for network matches if not all players have the very same setting.** | 0.3 | | + | | DECONSTRUCT_PERCENT_TIME | This value defines how fast a unit is deconstructed in relation to its construction time. The value range is 0 to 1 (=100% )). **This may break the sync for network matches if not all players have the very same setting.** | 0.3 | |
- | | EASY_AI_CLOAK_PERCENT | How likely is it, that the easy AI cloaks its ships before going on an incursion. Value range is 0 to 100 (100%). | 25 | | + | | EASY_AI_CLOAK_PERCENT | How likely is it, that the easy AI cloaks its ships before going on an incursion. Value range is 0 to 100 (100%). | 25 | |
- | | EASY_DAMAGE | Damage multiplier for the easy AI in single-player. Can be an arbitrary value, with //1// representing 100% or normal values. | 0.5 | | + | | EASY_DAMAGE | Damage multiplier for the easy AI in single-player. Can be an arbitrary value, with //1// representing 100% or normal values. | 0.5 | |
- | | FAST_MAX_SCROLL_SPEED | How fast does the game scroll at most? | 5 | | + | | FAST_MAX_SCROLL_SPEED | How fast does the game scroll at most? | 5 | |
- | | FRAMERATE_DISPLAY | If set to '' | + | | FRAMERATE_DISPLAY | If set to '' |
- | | HARD_AI_CLOAK_PERCENT | How likely is it, that the hard AI cloaks its ships before going on an incursion. Value range is 0 to 100 (100%). | 75 | | + | | HARD_AI_CLOAK_PERCENT | How likely is it, that the hard AI cloaks its ships before going on an incursion. Value range is 0 to 100 (100%). | 75 | |
- | | HARD_AI_COST_AND_SPEED_HANDICAP | Defines the hard AIs advantage in terms of build time and resource cost. This value can be arbitrary with 1 defining 100% or normal cost. **This may break the sync for network matches if not all players have the very same setting.** | 0.4 | | + | | HARD_AI_COST_AND_SPEED_HANDICAP | Defines the hard AIs advantage in terms of build time and resource cost. This value can be arbitrary with 1 defining 100% or normal cost. **This may break the sync for network matches if not all players have the very same setting.** | 0.4 | |
- | | HARD_DAMAGE | Damage multiplier for the hard AI in single-player. Can be an arbitrary value, with //1// representing 100% or normal values. | 2 | | + | | HARD_DAMAGE | Damage multiplier for the hard AI in single-player. Can be an arbitrary value, with //1// representing 100% or normal values. | 2 | |
- | | MAP_EDGE_BUFFER | Defines the width of the border, that cannot be entered. It does not change the overall size of the map. It only sets the border in each direction of the map. | 100 | | + | | MAP_EDGE_BUFFER | Defines the width of the border, that cannot be entered. It does not change the overall size of the map. It only sets the border in each direction of the map. | 100 | |
- | | MAX_SCROLL_SPEED | How fast does the game scroll at most if you use only one way of scrolling. | 10 | | + | | MAX_SCROLL_SPEED | How fast does the game scroll at most if you use only one way of scrolling. | 10 | |
- | | MEDIUM_AI_CLOAK_PERCENT | How likely is it, that the medium AI cloaks its ships before going on an incursion. Value range is 0 to 100 (100%). | 50 | | + | | MEDIUM_AI_CLOAK_PERCENT | How likely is it, that the medium AI cloaks its ships before going on an incursion. Value range is 0 to 100 (100%). | 50 | |
- | | MEDIUM_AI_COST_AND_SPEED_HANDICAP | Defines the medium AIs advantage in terms of build time and resource cost. This value can be arbitrary with 1 defining 100% or normal cost. **This may break the sync for network matches if not all players have the very same setting.** | 0.8 | | + | | MEDIUM_AI_COST_AND_SPEED_HANDICAP | Defines the medium AIs advantage in terms of build time and resource cost. This value can be arbitrary with 1 defining 100% or normal cost. **This may break the sync for network matches if not all players have the very same setting.** | 0.8 | |
- | | OVERVIEW_INIT_HEIGHT | Defines the altitude of the camera when you enter the match or press '' | + | | OVERVIEW_INIT_HEIGHT | Defines the altitude of the camera when you enter the match or press '' |
- | | OVERVIEW_INIT_ROTATION | Defines the turning angle of the camera when entering a match or pressing '' | + | | OVERVIEW_INIT_ROTATION | Defines the turning angle of the camera when entering a match or pressing '' |
- | | OVERVIEW_MAX_HEIGHT | Maximum altitude you can reach with the '' | + | | OVERVIEW_MAX_HEIGHT | Maximum altitude you can reach with the '' |
- | | OVERVIEW_MIN_HEIGHT | Minimum altitude you can reach with the '' | + | | OVERVIEW_MIN_HEIGHT | Minimum altitude you can reach with the '' |
- | | OVERVIEW_PARABOLA_FOCUS | Reference point on the parabola, controlling the perspective angle of the camera. | 200 | | + | | OVERVIEW_PARABOLA_FOCUS | Reference point on the parabola, controlling the perspective angle of the camera. | 200 | |
- | | SCROLL_BORDER_WIDTH | Distance of the mouse pointer to the screen border from which on scrolling begins, measured from the pointer tip. | 2 | | + | | SCROLL_BORDER_WIDTH | Distance of the mouse pointer to the screen border from which on scrolling begins, measured from the pointer tip. | 2 | |
- | | SCROLL_COEFFICIENT | Multiplier for the scroll speed. Controls the overall scrolling speed. Goes for keyboard and mouse scroll. | 90' | + | | SCROLL_COEFFICIENT | Multiplier for the scroll speed. Controls the overall scrolling speed. Goes for keyboard and mouse scroll. | |
- | | STATION_PLACEMENT_GRID_SIZE | Grid distance of build blocking depiction. The bigger the value, the more rough the grid gets. Default is 50, representing half of the size of the general map grid. 25 is the same granularity as the For of War uses. **Do not set this to very low values (e.g. 1).** It will impact performance massively, when setting a new building. | 50 | | + | | STATION_PLACEMENT_GRID_SIZE | Grid distance of build blocking depiction. The bigger the value, the more rough the grid gets. Default is 50, representing half of the size of the general map grid. 25 is the same granularity as the Fog of War uses. **Do not set this to very low values (e.g. 1).** It will impact performance massively, when setting a new building. | 50 | |
- | | TRANSPORTER_MAX | Maximum size of the beam-in boarding party. | 5 | | + | | TRANSPORTER_MAX | Maximum size of the beam-in boarding party. | 5 | |
- | | TRANSPORTER_RANGE | Maximum distance for beam-ins. | 500 | | + | | TRANSPORTER_RANGE | Maximum distance for beam-ins. | 500 | |
{{page> | {{page> |
en/games/star_trek_armada_1/tweaking_the_game.1651306503.txt.gz · Last modified: 2022-04-30-08-15 by 7saturn