4 -autostart=... load a map instead of showing main menu (see below)
5 -editor launch the Atlas scenario editor
6 -mod=NAME start the game using NAME mod
7 -quickstart load faster (disables audio and some system info logging)
10 -autostart="TYPEDIR/MAPNAME" enables autostart and sets MAPNAME; TYPEDIR is skirmishes, scenarios, or random
11 -autostart-biome=BIOME sets BIOME for a random map
12 -autostart-seed=SEED sets randomization seed value (default 0, use -1 for random)
13 -autostart-ai=PLAYER:AI sets the AI for PLAYER (e.g. 2:petra)
14 -autostart-aidiff=PLAYER:DIFF sets the DIFFiculty of PLAYER's AI (default 3, 0: sandbox, 5: very hard)
15 -autostart-aiseed=AISEED sets the seed used for the AI random generator (default 0, use -1 for random)
16 -autostart-player=NUMBER sets the playerID in non-networked games (default 1, use -1 for observer)
17 -autostart-civ=PLAYER:CIV sets PLAYER's civilisation to CIV (skirmish and random maps only). Use random for a random civ.
18 -autostart-team=PLAYER:TEAM sets the team for PLAYER (e.g. 2:2).
19 -autostart-ceasefire=NUM sets a ceasefire duration NUM (default 0 minutes)
20 -autostart-nonvisual disable any graphics and sounds
21 -autostart-victory=SCRIPTNAME sets the victory conditions with SCRIPTNAME located in simulation/data/settings/victory_conditions/ (default conquest). When the first given SCRIPTNAME is "endless", no victory conditions will apply.
22 -autostart-wonderduration=NUM sets the victory duration NUM for wonder victory condition (default 10 minutes)
23 -autostart-relicduration=NUM sets the victory duration NUM for relic victory condition (default 10 minutes)
24 -autostart-reliccount=NUM sets the number of relics for relic victory condition (default 2 relics)
25 -autostart-disable-replay disable saving of replays
27 -autostart-playername=NAME sets local player NAME (default 'anonymous')
28 -autostart-host sets multiplayer host mode
29 -autostart-host-players=NUMBER sets NUMBER of human players for multiplayer game (default 2)
30 -autostart-client=IP sets multiplayer client to join host at given IP address
32 -autostart-size=TILES sets random map size in TILES (default 192)
33 -autostart-players=NUMBER sets NUMBER of players on random map (default 2)
36 1) "Bob" will host a 2 player game on the Arcadia map:
37 -autostart="scenarios/arcadia" -autostart-host -autostart-host-players=2 -autostart-playername="Bob"
38 "Alice" joins the match as player 2:
39 -autostart-client=127.0.0.1 -autostart-playername="Alice"
40 The players use the developer overlay to control players.
41 2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot:
42 -autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra
43 3) Observe the PetraBot on a triggerscript map:
44 -autostart="random/jebel_barkal" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=1:petra -autostart-ai=2:petra -autostart-player=-1
47 -rl-interface Run the RL interface (see source/tools/rlclient)
50 -conf=KEY:VALUE set a config value
51 -nosound disable audio
52 -shadows enable shadows
53 -vsync enable VSync, i.e. lock FPS to monitor refresh rate
54 -xres=N set screen X resolution to 'N'
55 -yres=N set screen Y resolution to 'N'
58 PATHS install mods located at PATHS. For instance: "./pyrogenesis mod1.pyromod mod2.zip"
60 Advanced / diagnostic:
61 -version print the version of the engine and exit
62 -dumpSchema creates a file entity.rng in the working directory, containing
63 complete entity XML schema, used by various analysis tools
66 -profile=NAME (disabled)
67 -replay=PATH non-visual replay of a previous game, used for analysis purposes
68 PATH is system path to commands.txt containing simulation log
69 -replay-visual=PATH visual replay of a previous game, used for analysis purposes
70 PATH is system path to commands.txt containing simulation log
71 -writableRoot store runtime game data in root data directory
72 (only use if you have write permissions on that directory)
73 -ooslog dumps simulation state in binary and ASCII representations each turn,
74 files created in sim_log within the game's log folder. NOTE: game will
75 run much slower with this option!
76 -serializationtest checks simulation state each turn for serialization errors; on test
77 failure, error is displayed and logs created in oos_log within the
78 game's log folder. NOTE: game will run much slower with this option!
79 -rejointest=N simulates a rejoin and checks simulation state each turn for serialization
80 errors; this is similar to a serialization test but much faster and
81 less complete. It should be enough for debugging most rejoin OOSes.
82 -unique-logs adds unix timestamp and process id to the filename of mainlog.html, interestinglog.html
83 and oos_dump.txt to prevent these files from becoming overwritten by another pyrogenesis process.
84 -hashtest-full=X whether to enable computation of full hashes in replaymode (default true). Can be disabled to improve performance.
85 -hashtest-quick=X whether to enable computation of quick hashes in replaymode (default false). Can be enabled for debugging purposes.
88 -archivebuild=PATH system PATH of the base directory containing mod data to be archived/precached
89 specify all mods it depends on with -mod=NAME
90 -archivebuild-output=PATH system PATH to output of the resulting .zip archive (use with archivebuild)
91 -archivebuild-compress enable deflate compression in the .zip
92 (no zip compression by default since it hurts compression of release packages)