Total War: EMPIRE - Definitive Edition

Total War: EMPIRE - Definitive Edition

View Stats:
FatalFinn Oct 8, 2021 @ 5:38am
Any way to make this game run in full screen 1440p?
Would love to play this again with darthmod but for some reason even the vanilla game won't let me play in 1440p, resulting black bars on both edges of the screen. Is this game only layable in 1080p?
< >
Showing 1-5 of 5 comments
pgeerkens Oct 8, 2021 @ 5:59am 
I play the game just fine on 2560 x 1080 resolution in full screen mode, with no black bars. Check some of my screenshots to see.
Last edited by pgeerkens; Oct 8, 2021 @ 6:00am
FatalFinn Oct 8, 2021 @ 6:33am 
Originally posted by pgeerkens:
I play the game just fine on 2560 x 1080 resolution in full screen mode, with no black bars. Check some of my screenshots to see.
Yes but I'd like to play in 2560 x 1440
Last edited by FatalFinn; Oct 9, 2021 @ 9:51am
HazardHawk Oct 8, 2021 @ 10:09pm 
C:\Users\(Your windows name goes here)\AppData\Roaming\The Creative Assembly\Empire\scripts

Windows 10, click view in top bar, tick show hidden files and then look it up
Windows 11 click view drop down, mouse over show at the bottom of the list, select show hidden files. In that folder open preferences.empire_script.txt with notepad, and set the resolution manually, save play.
FatalFinn Oct 9, 2021 @ 9:59am 
Originally posted by HazardHawk:
C:\Users\(Your windows name goes here)\AppData\Roaming\The Creative Assembly\Empire\scripts

Windows 10, click view in top bar, tick show hidden files and then look it up
Windows 11 click view drop down, mouse over show at the bottom of the list, select show hidden files. In that folder open preferences.empire_script.txt with notepad, and set the resolution manually, save play.
Hi, I tried this and I managed to get the credits rolling properly in 1440p now but once I get to main menu it'll still show the game in "windowed" mode.

Would it be possible for you to paste your script file text here until gfx_vsync row so I could check if there's something wrong? Reinstalled the game 3 times now so not sure what would be the cause of this.

EDIT: Yeah it's working now. The main menu won't be in "full screen" but once I started a campaign it worked fine.
Last edited by FatalFinn; Oct 9, 2021 @ 10:01am
HazardHawk Oct 9, 2021 @ 11:39am 
This will max settings...

write_preferences_at_exit true; # write_preferences_at_exit <bool>, Write preferences at exit #
app_multirun false; # app_multirun <bool>, Allow multiple instances of the application #
x_res 2560; # x_res <int32>, Fixed window width #
y_res 1440; # y_res <int32>, Fixed window height #
x_pos 0; # x_pos <int32>, Window position #
y_pos 0; # y_pos <int32>, Window position #
vfs_log_level 0; # vfs_log_level <int32>, 0 - off, 1 - mod-user, 2 - dev #
unit_test false; # unit_test <bool>, unit test (for daily build) #
campaign_unit_multiplier 0.5; # campaign_unit_multiplier <float>, Set default unit multiplier for campaign #
gfx_first_run false; # gfx_first_run <bool>, First time application run #
gfx_video_memory -589934592; # gfx_video_memory <int>, Override available video memory (bytes) #
gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen or not #
gfx_vsync true; # gfx_vsync <bool>, vertical synchronization #
gfx_hdr true; # gfx_hdr <bool>, Use high dynamic range rendering pipeline #
gfx_low_quality_shaders false; # gfx_low_quality_shaders <bool>, Use SM2 pixel shader code with SM3 vertex shaders and instancing. #
gfx_shadermodel 1; # gfx_shadermodel <int>, Set shader model, 0-2.0, 1-3.0 #
gfx_aa 2; # gfx_aa <int>, Set antialiasing, 0-no, 3-8x #
gfx_texture_filtering 4; # gfx_texture_filtering <int>, Set texture filtering, 0-bilinear, 5- anisotropic 16x #
gfx_texture_quality 3; # gfx_texture_quality <int>, Set the quality of textures. 0 - lowest, 3 - ultra #
gfx_volumetric_effect true; # gfx_volumemtric_effect <bool>, volumetric fog on sea battle #
gfx_ssao true; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer #
gfx_distortion true; # gfx_distortion <bool>, Enable Distortion Effect buffer #
gfx_depth_of_field true; # gfx_depth_of_field <bool>, Enable Depth of Field effects #
gfx_hardware_shadows true; # gfx_hardware_shadows <bool>, Enable hardware shadow mapping #
gfx_sky_quality 3; # gfx_sky_quality <int>, Set the quality of sky. 0 - lowest, 3 - ultra #
gfx_unit_quality 3; # gfx_unit_quality <int>, Set the quality of units. 0 - lowest, 3 - ultra #
gfx_ship_quality 3; # gfx_ship_quality <int>, Set the quality of ships. 0 - lowest, 3 - ultra #
gfx_building_quality 3; # gfx_building_quality <int>, Set the quality of buildings. 0 - lowest, 3 - ultra #
gfx_water_quality 3; # gfx_water_quality <int>, Set the quality of water. 0 - lowest, 3 - ultra #
gfx_unit_scale 0; # gfx_unit_scale <int>, Set unit scale. 0 - lowest, 3 - ultra #
gfx_shadow_quality 4; # gfx_shadow_quality <int>, Set unit scale. 0 - off, 4 - ultra #
gfx_tree_quality 3; # gfx_tree_quality <int>, Set unit scale. 0 - off, 4 - ultra #
gfx_grass_quality 4; # gfx_grass_quality <int>, Set unit scale. 0 - off, 4 - ultra #
gfx_terrain_quality 0; # gfx_terrain_quality <int>, Set unit scale. 0 - low, 1 - high #
gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #
gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness #
gfx_hardware_shadows true; # gfx_hardware_shadows <bool>, Enable hardware shadow mapping #
gfx_disable_terrain_ao_gpu false; # gfx_disable_terrain_ao_gpu <bool>, Disable terrain ambient occlusion term. Supported only on ShaderModel 3.0 #
gfx_screenshot_folder ./screenshots; # gfx_screenshot_folder <folder>, Folder to where save screenshots relative to Empire directory #
gfx_fixed_env_map ; # gfx_fixed_env_map <filename>, cubemap for fixed env.map #
camera_move_speed 100; # camera_move_speed <float>, Set camera movement speed #
camera_turn_speed 5; # camera_turn_speed <float>, Set camera turn speed #
default_camera_type 1; # default_battle_camera <card32>, default battle camera: 0-totalwar 1-rts 2-debug #
enable_sound true; # enable_sound <bool>, enables all audio content (default = true). If disabled none of the database or sound pack files are loaded. #
fix_res true; # fix_res <bool>, Forbid window resizing #
fix_window_pos true; # fix_window_pos <bool>, Forbid window repositioning #
mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity <card32>, mouse wheel sensitivity: <0-100> default value = 50 #
invert_cam_x_axis false; # invert_camera_x_axis <bool>, invert camera tilting up/down #
invert_cam_y_axis false; # invert_camera_y_axis <bool>, invert camera panning left/right #
local_player_name ; # local_player_name <name>, Name used to identify the local player on network and local battles #
minimised_ui false; # minimised_ui <true|false>, show minimised ui #
ui_order_button_mode 0; # ui_order_button_mode <0|1|2>, Only applicable with minimised ui. 0 = always, 1 = slide on, 2 = never #
show_selection_markers true; # show_selection_markers <true|false>, Show the selection markers under the units #
show_path_markers true; # show_path_markers <true|false>, Show paths in naval battles #
show_target_zones true; # show_target_zones <true|false>, Show firing arcs etc #
ui_order_button_mode 0; # ui_order_button_mode <0|1|2>, Only applicable with minimised ui. 0 = always, 1 = slide on, 2 = never #
ui_card_mode 0; # ui_card_mode <0|1|2>, Only applicable with minimised ui. 0 = always, 1 = slide on, 2 = never #
ui_radar_mode 0; # ui_radar_mode <0|1|2>, Only applicable with minimised ui. 0 = always, 1 = slide on, 2 = never #
ui_land_unit_ids 0; # ui_land_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 = never #
ui_naval_unit_ids 0; # ui_naval_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 = never #
ui_mouse_scroll true; # ui_mouse_scroll <true|false>, Allow/disallow scrolling of the map by putting the cursor at the edge of the screen #
battle_time_limit 60; # battle_time_limit <int>, Sets the time (in minutes) for each battle. -1 for unlimited #
battle_difficulty 0; # battle_difficulty <int>, Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
autoresolve_difficulty 0; # autoresolve_difficulty <int>, Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
campaign_difficulty 0; # campaign_difficulty <int>, Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
battle_advice_level 0; # battle_advice_level <int>, Sets advice level in the battle game #
campaign_advice_level 0; # campaign_advice_level <int>, Sets advice level in the campaign game #
campaign_time_limit -1; # campaign_time_limit <int>, Sets the time (in minutes) for each round of the campaign. -1 for unlimited #
show_cpu_moves true; # show_cpu_moves <true|false>, Show/hide the movement of the ai pieces on the campaign map #
automanage_regions false; # automanage_regions <true|false>, Let the AI manage taxes etc in players regions #
limitless_ammo true; # show_cpu_moves <true|false>, Enable/disable Infinite ammo on battlefields #
occupiable_building_markers true; # show_occupiable_building_markers <true|false>, Enable/disable occupiable building markers on battlefields #
multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Run the battle model on a separate thread #
subtitles false; # subtitles <true|false>, Display subtitles during movies #
sound_master_volume 73; # sound_master_volume <int>, master sound volume 0-100 #
sound_music_volume 70; # sound_music_volume <int>, music sound volume 0-100 #
sound_speech_volume 100; # sound_speech_volume <int>, speech sound volume 0-100 #
sound_sfx_volume 100; # sound_sfx_volume <int>, sfx sound volume 0-100 #
sound_master_enabled true; # sound_master_enabled <true|false>, master sound enabled #
sound_music_enabled false; # sound_music_enabled <true|false>, music sound enabled #
sound_speech_enabled true; # sound_speech_enabled <true|false>, speech sound enabled #
sound_sfx_enabled true; # sound_sfx_enabled <true|false>, sfx sound volume enabled #
sound_provider 7; # sound_provider <int>, sound provider index (0-?) #
sound_file_caching false; # sound_file_caching <bool>, Sounds are preloaded at start of battle and campaign. increase performance. Default = true #
sound_variations 2; # sound_variations <int>, Number of sound variations (0 == 2 or less, 1 = half variations, 2 = all variations. Fewer variations means fewer sounds but faster performance. #
audio_memory_size_in_megabytes 300; # audio_memory_size_in_megabytes <int>, Audio memory size in megabytes. Default = (100MB). More memory means faster performance. #
sound_channels 256; # sound_channels <int>, Number of sound channels. Fewer channels means fewer sounds but faster performance. #
voice_chat_enable false; # voice_chat_enable <bool>, Enables VOIP functionality in Steam. (default = true) #
voice_chat_microphone_gain 100; # voice_chat_microphone_gain <int>, voice_chat_microphone_gain (0-100). #
voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost <bool>, Boost microphone gain. #
voice_chat_volume 100; # voice_chat_volume <int>, Voice chat volume (0-100). #
voice_chat_quality 2; # voice_chat_quality <int>, Voice chat quality (0-2, 0 = low, 1 = medium, 2 = high). #
voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_key_pressed <bool>, voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). #
bink_use_thread true; # bink_use_thread <bool>, tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) #
number_of_threads 24; # number_of_threads <int>, Set the number of threads <= 0 - automatic, >0 = explicit number #

An easy comparison tool is use Winmerge (google it and it is free) to load one file in one side and the other file in the other. Differences will be highlighted. If yours is in s different order than this one, reorder yours or simply paste this one into yours and then adjust for what you want.
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Oct 8, 2021 @ 5:38am
Posts: 5