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Launcher issues

If you are having issues to launch the game please follow these solutions:

1) Run the game as administrator:

To do so:

  • Right click on your steam desktop icon
  • Select properties
  • click on the compatibility tab
  • select in the privilege Level options "Run this program as an administrator"
  • Click on apply
  • Close the properties window and close steam completely
  • reopen steam and launch the game

2) Check your preference.script file

If you are missing your preference script even though you did play the game previously at some point and the game won't launch please copy paste the below preference script text into a basic text file (notepad) and save this text file into the following folder with the Unicode incoding: scripts in the Rome2 folder.

To find it:

  • Go to Start->Search and type run
  • New window will pop up and type in: %appdata%
  • this will open the appdata folder
  • Go to folder: Roaming
  • Go to folder: The Creative Assembly
  • Go to folder: Rome2
  • Go to folder: scripts


To save your file with the Unicode encoding please do as follow:

  • Save your file using the "save as" option
  • at the bottom you will find an Encoding drop down menu
  • click on it and select "Unicode" instead of "ANSI"
  • name the file preference.script
  • Click save

Here is the preference text to copy/paste: (This pref.script is for ROME II only)

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 1024; # x_res <int32>, Fixed window width #

y_res 768; # 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) #

gfx_first_run false; # gfx_first_run <bool>, First time application run #

gfx_video_memory 0; # gfx_video_memory <int>, Override available video memory (bytes) #

gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen or not #

gfx_vsync false; # gfx_vsync <bool>, vertical synchronization #

explicit_thread_affinity true; # explicit_thread_affinity, Enable thread affinity #

enable_steam_update_thread true; # enable_steam_update_thread, Enable Steam Update Thread #

gfx_hdr 0; # gfx_hdr <int>, Set high dynamic range rendering quality #

gfx_shadermodel 0; # gfx_shadermodel <int>, Set shader model, 0-SM3, 1-SM4, 2=SM4.1, 3=SM5 #

gfx_aa 0; # gfx_aa <int>, Set antialiasing, 0-no, 1 = MLAA #

gfx_texture_filtering 0; # gfx_texture_filtering <int>, Set texture filtering, 0-trilinear, 4- anisotropic 16x #

gfx_texture_quality 0; # gfx_texture_quality <int>, Set the quality of textures. 0 - lowest, 3 - ultra #

gfx_enable_directx11 true; # gfx_enable_directx11 <bool>, Enable DirectX 11 rendering #

gfx_ssao false; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer #

gfx_distortion false; # gfx_distortion <bool>, Enable Distortion Effect buffer #

gfx_depth_of_field 0; # gfx_depth_of_field <int>, Set depth of field quality 0 - off, 2 - high #

gfx_unlimited_video_memory false; # gfx_unlimited_video_memory <bool>, Enable unlimited video memory allocation #

gfx_tesselation false; # gfx_tesselation <bool>, Enable tesselation #

gfx_alpha_blend 0; # gfx_alpha_blend <int>, Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #

gfx_gpu_select 0; # gfx_gpu <int>, Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ... #

gfx_direct_resource_access false; # gfx_direct_resource_access <bool>, Enable Direct Resource Access #

gfx_sky_quality 0; # gfx_sky_quality <int>, Set the quality of sky. 0 - low, 5 - extreme #

gfx_unit_quality 0; # gfx_unit_quality <int>, Set the quality of units. 0 - low, 5 - extreme #

gfx_building_quality 0; # gfx_building_quality <int>, Set the quality of buildings. 0 - low, 5 - extreme #

gfx_water_quality 0; # gfx_water_quality <int>, Set the quality of water. 0 - low, 5 - extreme #

gfx_shadow_quality 0; # gfx_shadow_quality <int>, Set shadow quality. 0 - off, 5 - extreme #

gfx_tree_quality 0; # gfx_tree_quality <int>, Set tree quality. 0 - low, 5 - extreme #

gfx_grass_quality 0; # gfx_grass_quality <int>, Set grass quality. 0 - low, 5 - extreme #

gfx_terrain_quality 0; # gfx_terrain_quality <int>, Set terrain quality. 0 - low, 5 - extreme #

gfx_unit_size 0; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra #

gfx_fleet_size 0; # gfx_fleet_size <int>, Set fleet size. 0 - small, 2 - large #

gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #

gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness #

gfx_screenshot_folder "./screenshots"; # gfx_screenshot_folder <folder>, Folder to where save screenshots relative to Empire directory #

gfx_gpu """"; # gfx_gpu <path>, The GPU description #

gfx_effects_quality 0; # gfx_effects_quality <int>, Set effects quality. 0 - low, 5 - extreme #

gfx_vignette false; # gfx_vignette <true|false>, Enable vignette #

gfx_blood_effects false; # gfx_blood_effects <bool>, Enable Blood effects #

batter_meter true; # battery meter <bool>, Show battery status #

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 #

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 #

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 #

show_projectile_trails false; # show_projectile_trails <true|false>, Show projectile trails... #

ui_show_help_markers true; # ui_show_help_markers <true|false>, Show/hide the markers that indicate various things such as disembark zones and bastions #

ui_telestration_always_on false; # ui_telestration_always_on <true|false>, Enables telestration for single player (for if want to draw for replays, or videos, etc) #

unitcard_numbers_visible false; # unitcard_numbers_visible <true|false>, Shows unit numbers on unit cards #

ui_porthole_mode false; # ui_porthole_mode <bool>, Determines if porthole panel shown or minimised #

ui_card_mode true; # ui_card_mode <bool>, Determines if card panel shown or minimised #

ui_radar_mode false; # ui_radar_mode <bool>, Determines if radar panel shown or minimised #

ui_radar_scale 1; # ui_radar_scale <float>, Scale of battle radar #

ui_unit_tooltip_expand_mode 2; # ui_unit_tooltip_expand_mode <0|1|2>, 0 = never expand, 1 = delayed expand, 2 = always expand #

ui_porthole_default_page 1; # ui_porthole_default_page <0|1>, 0 = model page, 1 = stats page #

roomlist_window_pos_x 154; # roomlist_window_pos_x <int32>, roomlist windows position on screen #

roomlist_window_pos_y 354; # roomlist_window_pos_y <int32>, roomlist windows position on screen #

chat_window_pos_x -1; # chat_window_pos_x <int32>, chat windows position on screen #

chat_window_pos_y -1; # chat_window_pos_y <int32>, chat windows position on screen #

chat_window_width_scale -1; # chat_window_width_scale <float>, chat windows dimensions on screen #

chat_window_height_scale -1; # chat_window_height_scale <float>, chat windows dimensions on screen #

browser_window_pos_x -1; # browser_window_pos_x <int32>, browser windows position on screen #

browser_window_pos_y -1; # browser_window_pos_y <int32>, browser windows position on screen #

browser_window_width_scale -1; # browser_window_width_scale <float>, browser windows dimensions on screen #

browser_window_height_scale -1; # browser_window_height_scale <float>, browser windows dimensions on screen #

ui_land_unit_ids 0; # ui_land_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 = never #

ui_unit_id_scale 0.8; # ui_unit_id_scale <float>, Sets scale of unit banners #

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_realism_mode false; # allow_battle_realism_mode <bool>, Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera #

ui_onscreen_kb false; # ui_onscreen_kb <true|false>, Enable on-screen keyboard for touch #

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 2; # battle_advice_level <int>, Sets advice level in the battle game #

campaign_advice_level 2; # campaign_advice_level <int>, Sets advice level in the campaign game #

advisor_mode 2; # advisor_mode <int>, Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both #

adc_enabled true; # adc_enabled <bool>, Determines if aide de camp is enabled #

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_level 1; # show_cpu_moves_level <int>, Sets level of viewing ai movement on the campaign map. 0 - only interactions with player pieces are shown; 1 - limited additional ai movement shown (enemy pieces, movement in your regions, movement in sea regions you have any control over); 2 - all visible movement shown #

automanage_regions false; # automanage_regions <true|false>, Let the AI manage taxes etc in players regions #

multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Run the battle model on a separate thread #

battle_camera_shake_enabled true; # battle_camera_shake_enabled <true|false>, Enable battle camera shake effects #

subtitles true; # subtitles <true|false>, Display subtitles during movies #

sound_setting_version 1; # sound_setting_state <int>, Version of current audio settings to handle reseting some default values between updates #

sound_master_volume 100; # sound_master_volume <int>, master sound volume 0-100 #

sound_music_volume 100; # sound_music_volume <int>, music sound volume 0-100 #

sound_advisor_volume 100; # sound_advisor_volume <int>, advisor sound volume 0-100 #

sound_vo_volume 100; # sound_vo_volume <int>, vo sound volume 0-100 #

sound_sfx_volume 100; # sound_sfx_volume <int>, sfx sound volume 0-100 #

sound_previous_master_volume 100; # sound_master_previous_volume <int>, Last modified sound value #

sound_previous_music_volume 100; # sound_music_previous_volume <int>, Last modified sound value #

sound_previous_advisor_volume 100; # sound_previous_advisor_volume <int>, Last modified sound value #

sound_previous_vo_volume 100; # sound_previous_vo_volume <int>, Last modified sound value #

sound_previous_sfx_volume 100; # sound_master_previous_volume <int>, Last modified sound value #

sound_master_enabled true; # sound_master_enabled <true|false>, master sound enabled #

sound_music_enabled true; # sound_music_enabled <true|false>, music sound enabled #

sound_advisor_enabled true; # sound_advisor_enabled <true|false>, advisor sound enabled #

sound_vo_enabled true; # sound_vo_enabled <true|false>, vo sound enabled #

sound_sfx_enabled true; # sound_sfx_enabled <true|false>, sfx sound volume enabled #

audio_speaker_configuration 0; # audio_speaker_configuration <int>, 0 = default, 1 = 2.0 Speakers, 2 = 2.0 Headphones, 3 = 5.1 #

audio_quality 0; # audio_quality <int>, 0 = high(default), 1 = low #

audio_mute_in_background true; # audio_mute_in_background <true|false>, Mute game audio when not in focus #

audio_sink_type 0; # audio_sink_type <int>, 0 = detect, 1 = XAudio2, 2 = DirectSound #

voice_chat_enable true; # 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_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 0; # number_of_threads <int>, Set the number of threads <= 0 - automatic, >0 = explicit number #

number_of_threads_for_campaign_pathfinder_cache -32; # number_of_threads_for_campaign_pathfinder_cache <int>, Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads < 0 - automatic up to the specified number, >=0 = explicit number #

campaign_camera_edge_scroll_delay 0.2; # campaign_camera_edge_scroll_delay <float>, Set the number of seconds of delay between the mouse cursor entering the edge-scroll zone on the campaign map the camera starting movement. #

campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_shown_for_selected_force <bool>, Always displays the zone of control for the selected force, not just when the mouse is over it. #

battle_left_click_drag_move_delay 0; # battle_left_click_drag_move_delay <float>, Number of seconds have to have mouse clicked down still on unit before initiates a left click drag action (as some people who use drag select a lot prefer to have a delay, but the delay makes the move less responsive obviously) #

autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud <bool>, Save a copy of autosaves to the cloud #

twitch_remember_account true; # twitch_remember_account <bool>, Determines whether game should remember twitch account #

twitch_user_name ""; # twitch_user_name <user name>, Twitch account user name that is remembered #

twitch_user_password_encrypted ""; # twitch_user_password_encrypted <user name>, Twitch account password that is remembered and encrypted #

twitch_stream_title "Total War: Rome 2"; # twitch_stream_title <stream title>, Title of stream show on website for viewers #

twitch_server_name ""; # twitch_server_name <server name>, Name of ingest server to use for twitch. If non will use default as dictated by twitch #

twitch_game_volume 1; # twitch_game_volume <float>, Volume of system to be sent through twitch stream (0-1) #

twitch_mic_volume 1; # twitch_mic_volume <float>, Volume of microphone to be sent through twitch stream (0-1) #

twitch_fps 30; # twitch_fps <int>, Twitch frames-per-second for broadcast (10-60) #

twitch_bitrate 1500; # twitch_bitrate <int>, Twitch streaming bit rate, max kbps (230 - 3500) #

 

3) Other Solutions:

If all these fail could you please follow the FAQ “game won’t launch a list of solutions”, as this has more troubleshooting steps that should help you out.

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