Killer Bee Software










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Empire Deluxe
-Combined Edition


-Enhanced Edition
-Latest EDEE Patch(4.012)
-EDEE Extras

-Internet Edition
-EDIE Extras
-Latest EDIE Patch(3.516)

Perfect General
-The Perfect General
-WWII Battle Set
-PGIE Extras
-Features List
-Latest PGIE Patch(2.10)


Bee Business
- What is Killer Bee Software?
- Contacting The Nest


Old Scenario Pages
- 1990's Empire Deluxe
- 1990's The Perfect General
- Dungeon Keeper Two Page


Linkage
- Empire Deluxe Reddit
- Steam Forum
- Itch Forum
- Yahoo Group
- EDEE Mod Group
- Salient Games
- ED German Forum
- Walter Bright's Classic Empire


- PGIE Yahoo Group


Empire Deluxe Internet Edition Beta Screens
- External Configuration
(aka The INI File)

The INI (Windows Initialization) file will enable users to configure certain aspects
of the game, mostly in regards to presentation. Below is the current INI file being delivered
with for the Beta version of Empire Deluxe Internet Edition.


#		
#		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