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Empire Deluxe Internet Edition Beta Screens
The INI (Windows Initialization) file will enable users to configure certain aspects
# # E M P I R E D E L U X E I N T E R N E T E D I T I O N # # I N I F I L E # # The function of this file is to allow you # set various parameters that are needed before # the game loads. There are many aspects of the game # that you can change from this file. If you wish to # make changes, PLEASE MAKE A BACKUP COPY OF THIS FILE FIRST. # WARNING: Changes to parameters in this file could cause # the game to become unstable and run incorrectly. # Edit this file at your own risk. (And make a backup) # Explaination of the parameter settings can be found in this file, # in the users guide, or at www.killerbeesoftware.com # NOTE: ALL FILE NAMES MUST BE RELATIVE TO THE DIRECTORY OF Empire.exe #described in MAIN [FILE] MAIN=C:\EmpireDeluxe # # GRAPHICS # # This section contains the information regarding the # graphics sheets available, as well as player colors # and transparent bitmasking colors. # #BACK_IMAGE -background image used when a game is not playing #BACK_IMAGE_WIDTH -width of background image #BACK_IMAGE_HEIGHT -height of background image # # TERRAIN_FILE_SHEET - file name of the terrain graphics sheet # TERRAIN_IMAGE_WIDTH - width in pixels of the terrain image sheet # TERRAIN_IMAGE_HEIGHT - height in pixels of the terrain image sheet # OVL_FILE_SHEET - file name of the overlay graphics sheet # OVL_IMAGE_WIDTH - width in pixels of the overlay image sheet # OVL_IMAGE_HEIGHT - height in pixels of the overlay image sheet # # TERRAIN_ICON_SIZE - side length pixels of each icon on the terrain sheet # OVL_ICON_SIZE - side length pixels of each icon on the overlay sheet # TRANSPARENT_R - Red value of RGB setting for the transparent color used in the overlay sheet # TRANSPARENT_G - Green value of RGB setting for the transparent color used in the overlay sheet # TRANSPARENT_B - Blue value of RGB setting for the transparent color used in the overlay sheet # #WAYPOINT_RADIUS - waypoint ball radius in pixels, (outer ball in is secondary color, inner radius is half in primary color) #WAYPOINT_LABEL_DISPLAY_LENGTH -number of characters viewable when a waypoint label is displayed (100 max) # #DLG_BG_PRIMARY_R - Red value of RGB setting for the primary dialog color #DLG_BG_PRIMARY_G - Green value of RGB setting for the primary dialog color #DLG_BG_PRIMARY_B - Blue value of RGB setting for the primary dialog color #DLG_BG_SECONDARY_R - Red value of RGB setting for the secondary dialog color #DLG_BG_SECONDARY_G - Green value of RGB setting for the secondary dialog color #DLG_BG_SECONDARY_B - Blue value of RGB setting for the secondary dialog color #DLG_MAP_BG_R - Red value of RGB setting for the map background color #DLG_MAP_BG_G - Green value of RGB setting for the map background color #DLG_MAP_BG_B - Blue value of RGB setting for the map background color [GRAPHICS] BACK_IMAGE=bitmaps\Titles\Title2.bmp BACK_IMAGE_WIDTH=640 BACK_IMAGE_HEIGHT=480 ;Use for Classic Sheet ;TERRAIN_FILE_SHEET=bitmaps\ut\TerrainImage.bmp ;TERRAIN_IMAGE_WIDTH=480 ;TERRAIN_IMAGE_HEIGHT=240 ;TERRAIN_ICON_SIZE=24 ;Use for Wydraz Sheet TERRAIN_FILE_SHEET=bitmaps\ut\TerrainWydraz.bmp TERRAIN_IMAGE_WIDTH=640 TERRAIN_IMAGE_HEIGHT=320 TERRAIN_ICON_SIZE=32 OVL_FILE_SHEET=bitmaps\ut\OvlImage.bmp OVL_IMAGE_WIDTH=480 OVL_IMAGE_HEIGHT=64 OVL_ICON_SIZE=32 TRANSPARENT_R=255 TRANSPARENT_G=255 TRANSPARENT_B=255 WAYPOINT_RADIUS=6 WAYPOINT_LABEL_DISPLAY_LENGTH=4 DLG_BG_PRIMARY_R=0 DLG_BG_PRIMARY_G=128 DLG_BG_PRIMARY_B=128 DLG_BG_SECONDARY_R=0 DLG_BG_SECONDARY_G=0 DLG_BG_SECONDARY_B=128 DLG_MAP_BG_R=192 DLG_MAP_BG_G=192 DLG_MAP_BG_B=192 # # ZOOM # # This section contains the information regarding the # zoom settings you desire. (Alt-1-5 in game). # #ZOOM_1 through ZOOM_5 - The display side length of an icon in pixels at a zoom setting #PIXEL_ZOOM_SIZE - The pixels side length at or below which the map will be displayed # as pixels in place of images. (Needed due to the fact that small bitmaps # get too distorted and there are redering performace issues) # (*)_R - Red color value of terrain icon in pixel zoom map # (*)_G - Green color value of terrain icon in pixel zoom map # (*)_B - Blue color value of terrain icon in pixel zoom map # #PIXEL_CITY_(*) -RGB values for city terrain icon (neutral city color) #PIXEL_SEA_(*) -RGB values for sea terrain icon #PIXEL_CLEAR_(*) -RGB values for clear terrain icon #PIXEL_FOREST_(*) -RGB values for sea terrain icon #PIXEL_MOUNT_(*) -RGB values for mountain terrain icon #PIXEL_RIVER_(*) -RGB values for river terrain icon #PIXEL_ROUGH_(*) -RGB values for rough terrain icon #PIXEL_EDGE_(*) -RGB values for edge icon [ZOOM] ZOOM_1=32 ZOOM_2=24 ZOOM_3=16 ZOOM_4=12 ZOOM_5=3 PIXEL_ZOOM_SIZE=8 PIXEL_CITY_R=255 PIXEL_CITY_G=255 PIXEL_CITY_B=255 PIXEL_SEA_R=0 PIXEL_SEA_G=0 PIXEL_SEA_B=239 PIXEL_CLEAR_R=128 PIXEL_CLEAR_G=128 PIXEL_CLEAR_B=0 PIXEL_FOREST_R=7 PIXEL_FOREST_G=155 PIXEL_FOREST_B=0 PIXEL_MOUNT_R=195 PIXEL_MOUNT_G=195 PIXEL_MOUNT_B=195 PIXEL_RIVER_R=7 PIXEL_RIVER_G=167 PIXEL_RIVER_B=0 PIXEL_ROUGH_R=163 PIXEL_ROUGH_G=103 PIXEL_ROUGH_B=63 PIXEL_EDGE_R=0 PIXEL_EDGE_G=0 PIXEL_EDGE_B=0 # # CITIES # # This section contains the information regarding the # icon settings for cities based on production efficiency # #CITY_ICON_LVL_2 - production efficiency at or above which the second city icon on the terrain or unit sheet will be used #CITY_ICON_LVL_3 - production efficiency at or above which the third city icon on the terrain or unit sheet will be used #CITY_ICON_LVL_4 - production efficiency at or above which the fourth city icon on the terrain or unit sheet will be used #CITY_ICON_LVL_5 - production efficiency at or above which the fifth city icon on the terrain or unit sheet will be used #CITY_ICON_LVL_6 - production efficiency at or above which the sixth city icon on the terrain or unit sheet will be used #CITY_ICON_LVL_7 - production efficiency at or above which the seven city icon on the terrain or unit sheet will be used #CITY_ICON_LVL_8 - production efficiency at or above which the eigth city icon on the terrain or unit sheet will be used # (any city with a production efficiency above that stated in CITY_ICON_LVL8 will use the eighth city icon # on the terrain or unit sheet, any city with a production efficiency below CITY_ICON_LVL2 will use the # first city icon on the terrain or unit sheet) [CITIES] CITY_ICON_LVL_2=50 CITY_ICON_LVL_3=70 CITY_ICON_LVL_4=90 CITY_ICON_LVL_5=104 CITY_ICON_LVL_6=115 CITY_ICON_LVL_7=125 CITY_ICON_LVL_8=200 # # PLAYER1 - PLAYER6 # # These sections contain the information regarding the # parameters for each player position (1 through 6) # #PRIMARY_COLOR_RED -Red color value for player's primary color #PRIMARY_COLOR_GREEN -Green Color Value for players prinary color #PRIMARY_COLOR_BLUE -Blue Color Value for players primary color #SECONDARY_COLOR_RED -Red color value for player's secondary color #SECONDARY_COLOR_GREEN -Green Color Value for players secondary color #SECONDARY_COLOR_BLUE -Blue Color Value for players secondary color #UNIT_SET_FILE -player icon sheet file name #UNIT_SET_FILE_WIDTH -width in pixels of unit ocon sheet #UNIT_SET_FILE_HEIGHT -height in pixels of unit icon sheet #UNIT_ICON_SIZE -side length of a player icon on the sheet # [PLAYER1] PRIMARY_COLOR_RED=249 PRIMARY_COLOR_GREEN=182 PRIMARY_COLOR_BLUE=91 SECONDARY_COLOR_RED=159 SECONDARY_COLOR_GREEN=95 SECONDARY_COLOR_BLUE=6 UNIT_SET_FILE=bitmaps\ut\units_player_orangex32.bmp UNIT_SET_FILE_WIDTH=576 UNIT_SET_FILE_HEIGHT=128 UNIT_ICON_SIZE=32 ; a dark set ;[PLAYER2] ;PRIMARY_COLOR_RED=96 ;PRIMARY_COLOR_GREEN=96 ;PRIMARY_COLOR_BLUE=96 ;SECONDARY_COLOR_RED=48 ;SECONDARY_COLOR_GREEN=48 ;SECONDARY_COLOR_BLUE=48 ;UNIT_SET_FILE=bitmaps\ut\units_player_dark.bmp ;UNIT_SET_FILE_WIDTH=432 ;UNIT_SET_FILE_HEIGHT=96 ;UNIT_ICON_SIZE=24 ; a darker set ;[PLAYER2] ;PRIMARY_COLOR_RED=48 ;PRIMARY_COLOR_GREEN=48 ;PRIMARY_COLOR_BLUE=48 ;SECONDARY_COLOR_RED=96 ;SECONDARY_COLOR_GREEN=96 ;SECONDARY_COLOR_BLUE=96 ;UNIT_SET_FILE=bitmaps\ut\units_player_darker.bmp ;UNIT_SET_FILE_WIDTH=432 ;UNIT_SET_FILE_HEIGHT=96 ;UNIT_ICON_SIZE=24 ;This is the green set [PLAYER2] PRIMARY_COLOR_RED=0 PRIMARY_COLOR_GREEN=255 PRIMARY_COLOR_BLUE=0 SECONDARY_COLOR_RED=0 SECONDARY_COLOR_GREEN=128 SECONDARY_COLOR_BLUE=0 UNIT_SET_FILE=bitmaps\ut\units_player_2x32.bmp UNIT_SET_FILE_WIDTH=576 UNIT_SET_FILE_HEIGHT=128 UNIT_ICON_SIZE=32 [PLAYER3] PRIMARY_COLOR_RED=0 PRIMARY_COLOR_GREEN=255 PRIMARY_COLOR_BLUE=255 SECONDARY_COLOR_RED=0 SECONDARY_COLOR_GREEN=128 SECONDARY_COLOR_BLUE=128 UNIT_SET_FILE=bitmaps\ut\units_player_3x32.bmp UNIT_SET_FILE_WIDTH=576 UNIT_SET_FILE_HEIGHT=128 UNIT_ICON_SIZE=32 [PLAYER4] PRIMARY_COLOR_RED=255 PRIMARY_COLOR_GREEN=0 PRIMARY_COLOR_BLUE=255 SECONDARY_COLOR_RED=128 SECONDARY_COLOR_GREEN=0 SECONDARY_COLOR_BLUE=128 UNIT_SET_FILE=bitmaps\ut\units_player_4x32.bmp UNIT_SET_FILE_WIDTH=576 UNIT_SET_FILE_HEIGHT=128 UNIT_ICON_SIZE=32 [PLAYER5] PRIMARY_COLOR_RED=0 PRIMARY_COLOR_GREEN=0 PRIMARY_COLOR_BLUE=255 SECONDARY_COLOR_RED=0 SECONDARY_COLOR_GREEN=0 SECONDARY_COLOR_BLUE=128 UNIT_SET_FILE=bitmaps\ut\units_player_5x32.bmp UNIT_SET_FILE_WIDTH=576 UNIT_SET_FILE_HEIGHT=128 UNIT_ICON_SIZE=32 [PLAYER6] PRIMARY_COLOR_RED=255 PRIMARY_COLOR_GREEN=255 PRIMARY_COLOR_BLUE=0 SECONDARY_COLOR_RED=128 SECONDARY_COLOR_GREEN=128 SECONDARY_COLOR_BLUE=0 UNIT_SET_FILE=bitmaps\ut\units_player_6x32.bmp UNIT_SET_FILE_WIDTH=576 UNIT_SET_FILE_HEIGHT=128 UNIT_ICON_SIZE=32 ;this is he red set ;[PLAYER1] ;PRIMARY_COLOR_RED=255 ;PRIMARY_COLOR_GREEN=0 ;PRIMARY_COLOR_BLUE=0 ;SECONDARY_COLOR_RED=128 ;SECONDARY_COLOR_GREEN=0 ;SECONDARY_COLOR_BLUE=0 ;UNIT_SET_FILE=bitmaps\ut\units_player_1.bmp ;UNIT_SET_FILE_WIDTH=432 ;UNIT_SET_FILE_HEIGHT=96 ;UNIT_ICON_SIZE=24 # # WORLDBUILD # # This section contains the information regarding the # default settings for world building # #ALTITUDE_DEFAULT -Default Altitude Setting #WETNESS_DEFAULT -Default Wetness Setting #GREEN_DEFAULT -Default Green Setting (opposite roughness) #CITY_NUM_DEFAULT -Default Number of cities to be set #CITY_NUM_VAR_DEFAULT -Default Number of cities variance setting #CITY_PROD_EFF_DEFAULT -Default City Production Setting #CITY_PROD_EFF_VAR_DEFAULT -Default City Production Variance Setting #CITY_SPEC_DEFAULT -Default city Specialization Percentage setting #WORLDBUILD_DLL -Name of DLL being used as alternative for world building [WORLDBUILD] ALTITUDE_DEFAULT=0 WETNESS_DEFAULT=50 ROUGHNESS_DEFAULT=50 CITY_NUM_DEFAULT=200 CITY_NUM_VAR_DEFAULT=20 CITY_PROD_EFF_DEFAULT=125 CITY_PROD_EFF_VAR_DEFAULT=100 CITY_SPEC_DEFAULT=15 WORLDBUILD_DLL=WorldBuild.dll # # SOUND # # This section contains the information regarding the # sound files used during the game # #LOAD_SOUNDS_IN_MEM -if YES, sound files are loaded into memory # # FOR ALL SOUNDS a value of "NULL" specifies no sound to be loaded or used for that sound. # #BELL_SOUND - Cowbell sound #LAND_MOVE - land movement sound #AIR_MOVE - air movement sound #SHIP_MOVE - ship momvment sound #EXPLOSION_0 - explosion #0 sound #EXPLOSION_1 - explosion #1 sound #EXPLOSION_2 - explosion #2 sound #EXPLOSION_3 - explosion #3 sound #EXPLOSION_4 - explosion #4 sound #EXPLOSION_5 - explosion #5 sound #CI_AR_FIRE - city and armor battle sounds #INF_FIRE - infantry battle sound #FIG_FIRE - fighter battle sound #BMB_FIRE - bomber battle sound #NAV_FIRE - ship battle sound #SUB_FIRE - sub battle sound #WARN_SOUND - warning noise #INTRO_SONG - introduction song #LOSS_SONG - resign\loser song #WIN_SONG - victory song #PROMPT_1 - player prompt 1 song #PROMPT_2 - player prompt 2 song #PROMPT_3 - player prompt 3 song #PROMPT_4 - player prompt 4 song #PROMPT_5 - player prompt 5 song #PROMPT_6 - player prompt 6 song #LAND_ORDERS - land ordrs alert song #AIR_ORDERS - air orders alert song #SEA_ORDERS - sea orders aler song #CHAT - sound for incoming chat messgaes #IP_ALERT - sound to alert player to take control of a game # [SOUND] LOAD_SOUNDS_IN_MEM=YES BELL_SOUND=music\s_bell.wav LAND_MOVE=music\s_army.wav AIR_MOVE=music\s_plane.wav SHIP_MOVE=music\s_ship.wav EXPLOSION_0=music\s_explo0.wav EXPLOSION_1=music\s_explo1.wav EXPLOSION_2=music\s_explo2.wav EXPLOSION_3=music\s_explo3.wav EXPLOSION_4=music\s_explo4.wav EXPLOSION_5=music\s_explo5.wav CI_AR_FIRE=music\s_lufire1.wav INF_FIRE=music\s_lufire2.wav FIG_FIRE=music\s_aufire1.wav BMB_FIRE=music\s_aufire2.wav NAV_FIRE=music\s_sufire1.wav SUB_FIRE=music\s_sufire2.wav WARN_SOUND=music\s_warn.wav INTRO_SONG=music\intro.wav LOSS_SONG=music\resign.wav WIN_SONG=music\victory.wav PROMPT_1=music\prompt1.wav PROMPT_2=music\prompt2.wav PROMPT_3=music\prompt3.wav PROMPT_4=music\prompt4.wav PROMPT_5=music\prompt5.wav PROMPT_6=music\prompt6.wav LAND_ORDERS=music\score_land_ord.wav AIR_ORDERS=music\score_air_ord.wav SEA_ORDERS=music\score_sea_ord.wav CHAT=music\morse.wav IP_ALERT=music\morse.wav # # NETWORK # # This section contains the information regarding the # default network settings used during the game # #REMOTE_SLAVE_PORT -default port that appears when choosing a remote slave port #IP_POSITION_(*)_PORT -default port that appears when choosing a port for that IP position #IP_POSITION_(*)_ADDRESS -default ip address that appears when choosing an ip address for that IP position #TIMEOUT_TOLERANCE_SEC -time in seconds before you are alerted a remote opponent is not responding (do not set this too low) # [NETWORK] REMOTE_SLAVE_PORT=45000 IP_POSITION_1_PORT=45000 IP_POSITION_2_PORT=45001 IP_POSITION_3_PORT=45002 IP_POSITION_4_PORT=45003 IP_POSITION_5_PORT=45004 IP_POSITION_1_ADDRESS=127.0.0.1 IP_POSITION_2_ADDRESS=127.0.0.1 IP_POSITION_3_ADDRESS=127.0.0.1 IP_POSITION_4_ADDRESS=127.0.0.1 IP_POSITION_5_ADDRESS=127.0.0.1 TIMEOUT_TOLERANCE_SEC=10 # #END OF PARAMETERS - Have a nice day #
© 2018 Killer Bee Software
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