artemis ini


The artemis.ini file can be found in the installation directory (C:\Program Files (x86)\Artemis by default). It can be modified to customize various aspects of the game. Holding down CTRL+SHIFT and the J key at any time during setup or gameplay will cause the artemis.ini file to be reloaded.

 

All customization options are of the form:

option name = value

 

Options may appear in a different order in the file than the order given here. Blank lines are ignored, and any lines starting with a semicolon (;) are ignored as comments. Each option should appear only once.  

 

Additionally, most customization options fall into one of two categories; server or client options. Server options will effect the server and any clients that connect to that server, where applicable. Client options will ONLY effect that client and other clients may set that option to a different value. Global options and Sound Effect options will only effect the machine (client or server) that they are set on.

 

Customization Options

 

Global Customization Options (both client and server)

 

Purpose Option Added in version Description

Acceptable  

Values

Default

resolution

gameWindowMode

2.7

Selects the game window mode. Setting this option along with the next two will bypass the startup resolution dialog. In windowed mode, height and width can be anything. Fullscreen they must be valid resolution values.

1 = Full Scrn

2 = Window

3 = FSWin 

None

  gameWindowWidth 2.7 Selects the game window width. 800 - 1920 None
  gameWindowHeight 2.7 Selects the game window height. 600 - 1080 None
           
connection networkPort   Listening port that Artemis connects on TCP port # 2010
           
camera cameraPitch   Amount of downward tilt on the follow camera 0 to -0.5 -0.25
  cameraDistance   Distance from the follow camera to the player ship 50 - 600 300
           
debug useDebugConsoleWindow 2.7.3 Removed in 2.7.4, it displayed a console window with debug messages useful for helping playtesters to track down errors

0 = no

1 = yes

NO

 

Server Customization Options

 

 

Purpose Option Added in version Description

Acceptable   

Values

Default
connection forceAddress 2.0?   While technically not needed on the server, it can be used for port forwarding, and is needed for automatic connection to work properly.

IP Address

or URL

None
  ServerNetworkName 2.7.5 Once a server is running, all clients on the same network will display a "Connect to <name>" button. This allows that name to be set. If not set, the name defaults to the username of the account running that server. Any name None
           

gameplay

jumpTimeCoeff

 

Coefficient of how much time a jump takes

0.01 - 100.0

1.0

 

stationEnergy

 

Amount the station gives you when you dock

500 - 2000

1000

 

playerShieldRechargeRate

 

How fast player ship's shields recharge

0.02 - 2.0

0.4

 

enemyShieldRechargeRate

 

How fast enemy ship's shields recharge

0.02 - 2.0

0.2

 

playerSensorRange

 

How far away can a player detect an enemy

5000-100000

50000

 

stationSensorRange

 

How far away can a station detect an enemy

5000-100000

50000

  playerBeamDelay   Delay between individual beams firing, so all beams don't fire at once 0.0 - 1.0 0.3
  overloadThreshold   Energy at which ship begins to heat up 1000 - 6000 4000
  overloadHeat   Amount of heat for overloadThreshold 0.0 - 5.0 1.0

 

beamDamageCap

2.3 

Max base damage for enemy beams (multiplied by difficulty)

Note that there is no enemy that does more than 3 damage * diff.

3-10

7

  friendlyBeamDamageCap 2.3 Max base damage for friendly ai ship beams (multiplied by difficulty) 3-10 3
           

player energy use

energyUseCoeff

 

Adjustment to overall energy use

0.2 - 3.0

1.0

 

energyCoeffBeams

 

Base energy use for Beams

1.0 - 10.0

3.0

 

energyCoeffTubes

 

Base energy use for Torpedoes

1.0 - 10.0

1.0

 

energyCoeffTactical

 

Base energy use for Sensors

1.0 - 10.0

1.0

 

energyCoeffManeuver

 

Base energy use for Maneuver

1.0 - 10.0

2.0

 

energyCoeffImpulse

 

Base energy use for Impulse

1.0 - 10.0

4.0

 

energyCoeffWarp      

 

Base energy use for Warp or Jump

1.0 - 10.0

6.0

 

energyCoeffFrontShlds

 

Base energy use for Front Shields

1.0 - 10.0

5.0

  energyCoeffRearShlds    Base energy use for Rear Shields 1.0 - 10.0 5.0 

 

energyCoeffJump

 

Energy cost per unit of jump - see below

0.01 - 100.0

0.9*

 

 

 

 

 

 

homing torps

torpEnergyValue

2.3 

Energy you get for sacrificing a homing torp

1 or more

100

 

torpEnergyCostValue

2.3 

Energy you pay for creating a homing torp

1 or more

150

 

lowStartStationTorpHom

2.7 

Lowest number of torps at each station at start

0 or more

10

 

highStartStationTorpHom

2.7 

Highest number of torps at each station at start

0 or more

30

  damageTorpHom back 2.7.2
Damage done to shield or hull 0 or more 20

 

speedTorpHom

back 2.7.2

Speed of torp (in same units as ships)

0.01 - 30

3

  turnTorpHom 2.7.2 Turn rate of torp (in same units as ships) 0.001 - 1.0 0.02

 

minutesToProduceTorpHOm

back 2.7.2

Time it takes a station to produce (minutes)

1 - 30

3

           
nuke torps lowStartStationTorpNuk 2.7   Lowest number of nukes at each station at start 0 or more 0

 

highStartStationTorpNuk

2.7  

Highest number of nukes at each station at start

0 or more

2

 

damageTorpNuk

back 2.7.2

Damage done to shield or hull (per 1/100 second)

0 or more

1.6

 

speedTorpNuk

back 2.7.2

Speed of nukes (in same units as ships)

0.01 - 30

3

  turnTorpNuk 2.7.2 Turn rate of nukes (in same units as ships) 0.001 - 1.0 0.02
  minutesToProduceTorpNuk back 2.7.2 Time it takes a station to produce (minutes) 1 - 30 10

 

 

 

 

 

 

mine torps

lowStartStationTorpMin

2.7  

Lowest number of mines at each station at start

0 or more

10

 

highStartStationTorpMin

2.7  

Highest number of mines at each station at start

0 or more

30

 

damageTorpMin

back 2.7.2

Damage done to shield or hull (per 1/100 second)

0 or more

1.6

 

speedTorpMin

back 2.7.2

Speed of mine (in same units as ships)

0.01 - 30

3

  turnTorpMin 2.7.2 Turn rate of mine (in same units as ships) 0.001 - 1.0 0.02
  minutesToProduceTorpMin back 2.7.2 Time it takes a station to produce (minutes) 1 - 30 4

 

 

 

 

 

 

emp torps

lowStartStationTorpEmp

2.7  

Lowest number of EMPs at each station at start

0 or more

0

 

highStartStationTorpEmp

2.7  

Highest number of EMPs at each station at start

0 or more

20

 

damageTorpEmp

back 2.7.2

Damage done to shield or hull (has no effect on damage)

0 or more

0

 

speedTorpEmp

back 2.7.2

Speed of EMP (in same units as ships)

0.01 - 30

3

  turnTorpEmp 2.7.2 Turn rate of EMP (in same units as ships) 0.001 - 1.0 0.02
  minutesToProduceTorpEmp back 2.7.2 Time it takes a station to produce (minutes) 1 - 30 5
           
pshock torps lowStartStationTorpShk 2.7  Lowest number of PShocks at each station at start 0 or more 0
  highStartStationTorpShk 2.7  Highest number of PShocks at each station at start 0 or more 2
  damageTorpShk back 2.7.2 Damage done to shield or hull (Actual damage is 1/5 of this value)
0 or more 1
  speedTorpShk back 2.7.2 Speed of PShock (in same units as ships) 0.01 - 30 3
  turnTorpShk 2.7.2 Turn rate of PShock (in same units as ships) 0.001 - 1.0 0.02
  minutesToProduceTorpShk back 2.7.2 Time it takes a station to produce (minutes) 1 - 30 10
           
beacons lowStartStationTorpBoy 2.7 Lowest number of Beacons at each station at start 0 or more 0
  highStartStationTorpBoy 2.7 Highest number of Beacons at each station at start 0 or more 4

 

damageTorpBea

2.7.2

Damage done to shield or hull (has no effect on damage)

0 or more

0

 

speedTorpBea

2.7.2

Speed of Beacon (in same units as ships)

0.01 - 30

3

  turnTorpBea 2.7.2 Turn rate of Beacon (in same units as ships) 0.001 - 1.0 0.02
  minutesToProduceTorpBea 2.7.2 Time it takes a station to produce (minutes) 1 - 30 1
           
probes lowStartStationTorpPro 2.7 Lowest number of Probes at each station at start 0 or more 0
  highStartStationTorpPro 2.7 Highest number of Probes at each station at start 0 or more 4

 

damageTorpPro

2.7.2

Damage done to shield or hull (has no effect on damage)

0 or more

0

 

speedTorpPro

2.7.2

Speed of Probe (in same units as ships)

0.01 - 30

3

  turnTorpPro 2.7.2 Turn rate of Probe (in same units as ships) 0.001 - 1.0 0.02
  minutesToProduceTorpPro 2.7.2 Time it takes a station to produce (minutes) 1 - 30 1
           
tags lowStartStationTorpTag 2.7 Lowest number of Tags at each station at start 0 or more 0
  highStartStationTorpTag 2.7 Highest number of Tags at each station at start 0 or more 4

 

damageTorpTag

2.7.2

Damage done to shield or hull (has no effect on damage)

0 or more

0

 

speedTorpTag

2.7.2

Speed of Tag (in same units as ships)

0.01 - 30

3

  turnTorpTag 2.7.2 Turn rate of Tag (in same units as ships) 0.001 - 1.0 0.02
  minutesToProduceTorpTag 2.7.2 Time it takes a station to produce (minutes) 1 - 30 5
           
drones droneSpeed 2.7.2 Speed of a Torgoth (or Skaraan) drone 0.01 - 30 2.7
  droneDamageTorgoth 2.7.2 Damage caused by a Torgoth drone. Internally, this value is multiplied by the port power of the drone_port damage property.

around 1.0

1.3
  droneDamageSkaraan 2.7.2 Damage caused by a Skaraan drone. 0 or more 40
  droneDamageSegmentCount 2.7.2 Against player ships, this is the number of times the drone will cause internal damage. 1-10 4

As of Artemis 2.5, the energyCoeffJump option appears to be about 1/50 of its value in Artemis 2.4. This means that the value must be set to 45.0 to have the same energy cost for Jump Drive as earlier versions. You may wish to consider editing artemis.ini to correct this value, while waiting for it to be corrected in a future release. By way of comparison, a 50 km Jump that used to cost 450 energy now costs only 8.

 

The ability to set the damage and build rate for torpedo types was removed in 2.7, and returned in 2.7.2. The ability to edit Skaraan drone damage was also added, and although Torgoth drone damage was always editable in vesselData.xml, a modifier was added to raise drone damage overall. Drone speed can also now be edited, although it is still not possible to edit Skaraan drone range.

 

Note that unlike torpedoes, which only last for about 18 seconds, drone range only refers to how close an enemy must be to fire a drone, not how far that drone can travel to hit your ship. Drones do not appear to have a maximum time limit and can continue to follow your ship indefinitely if you use Warp or Jump to escape them.

 

Client Configuration Options

 

Purpose Option Added in version Description

Acceptable

Values

Default
connection forceAddress  

Presets server address for Client Selection screen.

As of 2.7, can be used with clientSide to connect automatically.

IP Address

or URL

None
           
interface useJoystick   Normally enabled, disable if joystick causes problems 1 = yes YES
  touchscreen   Changes the mouse pointer to a small point 1 = yes NO
  showVisTab   Allows VIS tab to be hidden on slower computers 1 = yes YES
  showScrnPopups   Allows those annoying popup messages to be hidden   1 = yes YES
  helmShipEditing 2.7 Allows ship customization button to be hidden from Helm 1 = yes YES
  allowOptionButton 2.7 Allows OPTN button to be hidden, preventing change to consoles 1 = yes YES
  allowVolumeControls 2.7 Allows volume sliders to be hidden 1 = yes YES
           

console selection

clientSide

 

Forces client mode, and selects the specified ship.

1 - 8

None

(working as of

clientMainScreen

 

Forces this client to connect to MainScreen

1 = yes

NO

Artemis 2.7)

clientHelm

 

Forces this client to connect to Helm

1 = yes

NO

 

clientWeapon

 

Forces this client to connect to Weapons

1 = yes

NO

 

clientEngineer

 

Forces this client to connect to Engineering

1 = yes

NO

 

clientScience

 

Forces this client to connect to Science

1 = yes

NO

  clientComms   Forces this client to connect to Comms 1 = yes NO
  clientFighter 2.7 Forces this client to connect to the Fighter console 1 = yes NO
  clientData 2.7 Forces this client to connect to the Data screen 1 = yes NO
  clientObserver   Forces this client to connect to Observer 1 = yes NO
  clientCaptMap 2.7 Forces this client to connect to the Captain's Map 1 = yes NO
  operatorLogoImage 2.7  Sets a custom logo for LBE or events on the client screen PNG filename None
  operatorLogoImageX 2.7 Specifies width of the custom logo, in pixels 100 - 800 None
  operatorLogoImageY 2.7 Specifies height of the custom logo, in pixels 100 - 600 None

 

Sound FX Options

 

Purpose Option Added in version Description Default

game sounds

cueShieldsDown

2.0? 

Played when shields are lowered

dat/shieldsDown.wav

 

cueShieldsDownVol 

 

Sets the volume of the sound effect relative to other sounds

1.0 

 

cueSheildsUp

 

Played when shields are raised

dat/shieldsUp.wav

 

cueShieldsUpVol

 

 

1.0

 

cueAIShipExplode

 

Played when an AIShip dies within 3000m

dat/enemy-explode.wav

 

cueAIShipExplodeVol

 

 

1.0

 

cueRedAlert

 

Played when Comms toggles Red Alert

dat/alarm4.wav

 

cueRedAlertVol

 

 

0.1

  cueInternalDamageAlarm   Played when an internal node takes damage dat/alarm2.wav
  cueInternalDamageAlarmVol     1.0
  cueHullHit   Played when the ship is hit and shields are down dat/hullHit.wav

 

cueHullHitVol 

 

 

1.0 

 

cueShieldHit

 

Played when the ship is hit and shields are up and protecting the ship

dat/shieldHit.wav

 

cueShieldHitVol

 

 

1.0

 

cuePlayerBeam

 

Played when the player ship fires a beam

dat/weapon0.wav

 

cuePlayerBeamVol

 

 

1.0

 

cuePlayerTorpedo

 

Played when the player ship fires a torpedo 

dat/weapon1.wav

 

cuePlayerTorpedoVol

 

 

1.0

 

cueStationDock 

 

Played when the player ship docks with a station 

dat/tractor.wav

 

cueStationDockVol

 

 

1.0

  cueEngineLoop  

Played when the ship engages Warp. This is a looping sound.

Two copies are played, and the second is pitched to match speed.

dat/engine2.wav

 

cueEngineLoopVol

 

 

0.7

 

cueWarpFail 

 

Despite the name, this is played when Jump fails, not Warp

dat/WarpFail.wav 

 

cueWarpFailVol

 

 

0.6

 

cueWarpTravel

 

Despite the name, this is played when the ship successfully Jumps

dat/WarpTravel.wav

 

cueWarpTravelVol

 

 

0.6

 

cueJumpWarmup

 

Played when Jump drive starts and begins "spinning up"

dat/jumpWarmup.wav

  cueJumpWarmupVol     0.6

 

cueOverheat

 

Played by Engineering when systems begin to overheat

dat/overheat-warning.wav

 

cueOverheatVol

 

 

0.99

 

fighterBeamShot

2.3 

Played when a fighter fires a beam

dat/fighter-zap.wav

 

fighterBeamShotVol

2.3 

 

0.99

 

 

 

 

 

ui sounds  cueUI00   All following sounds are UI beeps played when buttons are pressed dat/testIUSound0.wav

 

cueUI00Vol

 

Specific used for these sounds may be added later

0.4

 

cueUI01

 

 

dat/testIUSound1.wav

 

cueUI01Vol

 

 

0.4

 

cueUI02

 

 

dat/testIUSound2.wav

 

cueUI02Vol

 

 

0.4

  cueUI03     dat/testIUSound3.wav

 

cueUI03Vol

 

 

0.4

 

cueUI04

 

 

dat/testIUSound4.wav

 

cueUI04Vol

 

 

0.4

 

cueUI05

 

 

dat/testIUSound5.wav

 

cueUI05Vol

 

 

0.4

  cueUI06     dat/testIUSound6.wav
  cueUI06Vol      0.4 
  cueUI07     dat/testIUSound7.wav
  cueUI07Vol     0.4
  cueUI08     dat/testIUSound8.wav
  cueUI08Vol     0.4
  continues to cueUI26...