PCC2 Quick Documentation
This is a brief overview of all functions of PCC2 and PlayVCR, until we have a help function.
It is current as of PCC2 Beta 14.
For information about the script interpreter as implemented so far, see
PCC2 Interpreter Quick Documentation.
- Invocation
- PCC2 Screens
- PlayVCR Screens
Invocation
PCC2
Arguments can be options, a player number, or directories. Not
counting options, The following possibilities exist:
- pcc-v2
(no player number and directory): start with a
game chooser.
- pcc-v2 -dir GAMEDIR
start with a game chooser in the specified directory.
- pcc-v2 PLAYER GAMEDIR
(player number and one directory):
play PLAYER in GAMEDIR. Take ship list from GAMEDIR, and if
there is none, use defaults.
- pcc-v2 PLAYER GAMEDIR ROOTDIR
(player number and two directories): play PLAYER in GAMEDIR. Take ship list from
GAMEDIR, and if there is none, from ROOTDIR.
You do not have to unpack your RST before playing.
If you don't, PCC2 will read the RST directly, and produce a TRN directly.
If you do unpack your turn, PCC2 will behave like a classic VGA Planets™ client and just modify .dat files;
you will then have to run Maketurn separately.
To play registered, place a fizz.bin file created by your registered client in the game directory,
just like you do with PCC 1.x.
pcc-v2 accepts all the common options.
The PCC2 Installer for Windows will make a Start Menu shortcut
which will start PCC2 with a game selector, starting at your Winplan directory.
PlayVCR
There are four ways to invoke PlayVCR.
- playvcr FILE
(where FILE is a vcrX.dat file): start playing this file.
Optionally, you can append a directory name to take the ship list from (default: same as the one containing the file),
and a battle number to start playing that battle.
- playvcr -sim [DIRECTORY]
open battle simulator, using the ship list from the specified directory
(or the current directory, if no directory given)
- playvcr FILE.ccb
(where FILE.ccb is a .ccb file):
open battle simulator and load the specified simulation setup.
Optionally, you can append a directory name to take the ship list from (default: same as the one containing the file).
- playvcr [-dir [DIRECTORY]]
Start with file selection.
In addition to the options -sim and -dir, PlayVCR
accepts the common options.
Common Options
The following options are accepted by the graphical programs pcc-v2 and playvcr:
- -help: display help summary
- -charset CSET: select character set for game files.
CSET is the character set used by the host (and the other players).
PCC2 uses this to be able to display messages correctly.
The following character sets are supported:
- cp1250 (Eastern Europe Windows codepage)
- cp1251 (Cyrillic Windows codepage)
- cp1252 (Western Windows codepage)
- cp437 (Western DOS codepage, used by most DOS VGAP stuff)
- cp850 (Western Europe DOS codepage)
- cp852 (Eastern Europe DOS codepage, used by PHost for Polish messages)
- cp866 (Cyrillic DOS codepage, used by PHost for Russian messages)
- koi8-r (Cyrillic Unix)
- latin1 (Western; default)
- latin2 (Eastern Europe)
- pcc1 (PCC 1.x character set, mostly the same as cp437)
PCC2 used to require you to select an "internal" character set as well.
This is no longer needed, PCC2 now uses Unicode internally.
- -display DPY (X11): set display to use. Same as setting the DISPLAY environment variable
- -fullscreen: run fullscreen
- -windowed: run in a window
- -bpp=N: set color depth to 8/16/32 bits per pixels
- -hw: use hardware surface (may be faster, but may not work at all)
- -size=WI[xHE]: set window size
- -resource=NAME: add another resource file (cc.res)
- -nomousegrab: don't grab the mouse pointer and confine it to the PCC2 window on the starchart.
By default, PCC2 grabs the mouse to support "infinite" movement.
This does, however, prevent you from switching to another task while at the starchart.
Note that those options consist of multiple letters each, and each option must be separated from the previous one by a space
(unlike PCC 1.x where each option had just one letter, and stringing them together gave you all of them).
When you're running PCC2 from a graphical user interface (e.g. Windows), you can pass options
by putting them into the shortcut you're using to invoke PCC2. For example, edit the shortcut
the Installer placed in your Start menu by right-clicking it and choosing "Properties", and fill in the parameters.
Environment Variables
The following environment variables are evaluated by PCC2, or by the SDL library it is based upon:
- SDL_VIDEODRIVER: select a video driver. Possible choices are, depending upon your version of SDL:
x11 (Unix: X11),
dga (Unix: XFree DGA),
fbcon (Linux: framebuffer console),
svgalib (Unix: SVGAlib),
aalib (ASCII art, more for fun than actually useful),
windib (Win32: standard GDI),
directx (Win32 DirectX).
Normally, SDL auto-detects the best driver to use.
- SDL_AUDIODRIVER: select an audio driver. Possible choices are, depending upon your version of SDL:
alsa (Linux: ALSA),
dma (Unix: OSS DMA),
dsp (Unix: OSS standard),
esd (Linux: Enlightened sound daemon),
waveout (Win32: standard WaveOut),
dsound (Win32: DirectX).
Normally, SDL auto-detects the best driver to use.
- LC_ALL, LC_MESSAGES, LANG (Unix):
select language. PCC2 uses the first of those variables which is set.
It should contain a two-letter language code, optionally followed by additional information ignored by PCC2.
For example, de selects German language, like de_DE, de_AT, de_DE@utf-8, etc.
- HOME (Unix): your home directory.
PCC2's configuration directory, .pcc2, goes there.
That folder will contain the configuration file, pcc2.ini.
Previous versions of PCC2 placed that file directly in your home directory.
If it is already there, it will stay there.
However, new files will be created in the configuration directory.
To change environment variables permanently under Windows NT or higher,
right-click My Computer, choose Properties, choose
Advanced, choose Environment Variables, and add the
variable in the User Variables section.
Users of other environments put the variables into their startup or login scripts,
such as autoexec.bat or .profile.
PCC2 Screens
Game Selector
Select a directory on the left.
Available races will be shown on the right.
Change directory by double-clicking it or using the Change directory button,
open a game for playing by double-clicking the race or
using the Open game button.
- Tab: switch between fields;
- Left: switch to directory selector; if already there, go to parent directory
- Right: switch to player selector; if not possible, enter directory
- Enter: on player selector: load game; otherwise like Right
- U: unpack result files (only when the directory contains RSTs)
- M: make turn files (only when the directory contains unpacked game data)
- S: clean up game directory (delete files)
- ESC: exit
When a game contains game data, Enter and Right will not browse its subdirectories,
but switch to the game selector instead.
Normally, game directories do not contain other game directories.
Use the [Change into this directory] item at the bottom of the player list
to browse subdirectories.
Unpack
PCC2 displays a list of result files found.
Select those you want to unpack.
When you start from a game directory containing unpacked, the ones corresponding to the unpacked data will be highlighted by default.
- Up/Down: Move around
- 1..9, A, B: Toggle that race
- *: Mark/unmark all
- Enter: Unpack
- ESC: cancel
You can also use the command line utility c2unpack to unpack result files.
You do not have to unpack your result files to play with PCC2.
PCC2 can also play directly out of a result file.
It will then directly write a turn file, without intermediate .dat files.
However, unpacking still is useful if you're using programs other than PCC2.
Sweep
Sweep will delete player files.
Select those you want to delete.
When you start from a game directory containing turn conflicts, the older files will start selected.
- Arrows: Move around
- Space: Toggle
- 1..9, A, B: Toggle that race
- *: Mark/unmark all
- Enter: Sweep
- ESC: cancel
You can also use the command line utility c2sweep to clean game directories.
Race Screen
Unit selector
- Up, Down: browse through objects
- Ctrl-Up, Ctrl-Down: browse through marked objects
- Home, End: go to first/last object
- Ctrl-Home, Ctrl-End: go to first/last marked object
- .: mark/unmark current object
- Enter: select object
History Ship Selection
The dialog displays all ships of a certain kind in a list.
Choose one to get to the Ship History Screen.
- D: Choose display filter:
- All ships: all ships you've ever seen
- Ships near (X,Y): all ships near the given position (only available when you call this dialog from the starchart or a control screen)
- Foreign ships: all ships you do not own
- Team ships: all your ships and ships of your team-mates (only when teams configured)
- Enemy ships: all ships of enemy teams (only when teams configured)
- Own ships: all your ships
Control Screen
All control screens support similar keys.
- PgUp, PgDn: browse
- Ctrl-PgUp, Ctrl-PgDn: browse, accept only marked units
- .: mark/unmark unit
- F1: choose ship
- F2: choose planet
- F3, F8: choose base
- F4: go to starchart
- F6: Starship History
- Shift-F1, Shift-F2, Shift-F3, Shift-F4, Shift-F8: go to ship/planet/base/starchart location at this point
- Ctrl-F1, Ctrl-F2, Ctrl-F3, Ctrl-F4, Ctrl-F8: go to ship/planet/base/starchart location at other end of scanner
- X: go to unit at other end of scanner
- F5, Shift-F5: information about planet here
- Ctrl-F5: information about planet at other end of scanner
- F7: search object
- Ctrl-H: search objects at this location
- F9: edit this unit's comment
- Shift-F9: edit comment of planet here
- Ctrl-F9: edit comment of planet at other end of scanner
- L: list ships at other end of scanner
- Shift-L: list ships here
- Y: enable keyboard-move-scanner mode. Move scanner around with arrows, exit with ESC.
- Backspace: go to previous screen
- Alt-Backspace: show list of previous screens
- Ins: add unit to battle simulation
- Alt-C: show console
- Alt-K: keymap debugger
- Alt-.: open selection manager
- Alt-Left, Alt-Right: next/previous selection layer
Ship Screen
The following keys are supported in addition to Control Screen keys.
- N: change ship's name
- M: change ship's mission
- E: change ship's primary enemy
- A: change ship's waypoint. See Navigation Chart
- C: cargo transfer
- B: open menu listing starbase commands applicable to this ship.
- R: allow/forbid/drop remote control for this ship (PHost feature).
- G: give ship away (PHost feature).
- S: show ship specification sheet.
- Ctrl-J: review Jettison order
- Ctrl-S: review transfer-to-enemy-ship order
- Ctrl-P: review unload-to-planet order
- Ctrl-F: make ship's friendly code the same as the friendly code of the planet it's orbiting
- U: cargo transfer to planet
- F: change ship's friendly code
- W: change ship's warp speed. On the warp speed dialog, type a number to set that warp factor, or Y to enable the Hyperdrive on ships that have one
- Ctrl-W: change ship's waypoint to match the scanner
- Ctrl-Z: clear ship's waypoint
- Ctrl-I: go to ship whose Id is in this ship's mission's Intercept parameter (i.e. go to ship we're intercepting)
- Ctrl-T: go to ship whose Id is in this ship's mission's Tow parameter (i.e. go to ship we're towing)
- Tab: cycle through ships at this place. With Ctrl: marked ships only. With Shift: backward
The "R" button will only appear if your game supports the Remote Control functionality
(see pconfig.src).
It will have a red frame if this ship's remote control is forbidden,
a green frame if this is a remote-controlled ship (or you are applying for remote control),
and a yellow frame if this is a remote-controlled ship you're giving back to its owner.
The "G" button will only appear if your game supports the Give Ship functionality.
It will have a yellow frame when you have given an order to give the ship away.
Planet Screen
The following keys are supported in addition to Control Screen keys.
The "G" button will only appear if your game supports the Give Planet functionality.
It will have a yellow frame when you have given an order to give the planet away.
Base Screen
The following keys are supported in addition to Control Screen keys.
Ship History Screen
PCC2 records information about own and enemy ships, which can be displayed on this screen.
The screen shows the last known equipment and ammunition of the ship.
A list shows the last known positions and masses.
The following keys are supported in addition to Control Screen keys.
- C: For enemy ships, displays the last known cargo, and computes a few useful things from the ship's mass. For own ships, opens the cargo transfer.
- S: Show ship specification sheet.
- Tab: cycle through ships that were at this place. With Ctrl: marked ships only. With Shift: backward
Starchart
- Use the arrows to move around in steps of 10 (or prefix argument). Hold Shift to go a single light year, Ctrl to go 100.
- +, -: zoom
- Space: lock onto planet. With Ctrl, only marked units
- Enter: lock onto ship. With Ctrl, only marked units
- F1: go to ship screen (if locked at a ship)
- F2: go to planet screen (if locked at a planet)
- F3, F8: go to base screen (if locked at a planet with base)
- F4, ESC: exit starchart
- F5: planet information (if locked at a planet)
- F6: Starship History (if locked at a ship or near a ship's position)
- F7: search object
- Ctrl-H: search objects at this location
- F9: edit current unit's or marker's comment
- Shift-F9, Ctrl-F9: edit current planet's comment
- Alt-F9: edit current marker's comment
- PgUp, PgDn: browse through units of this type in Id order. With Ctrl, only marked units. With Shift, also include units we're not playing
- L: list ships at this point
- G: go to coordinate. PCC asks for a coordinate pair in the form 1111,2222. You can also enter just a sector number 123, to be brought to the center of that sector.
- M: minefield information
- S: show how many beams are needed to sweep this field
- U: Ufo information
- X: for wormholes, go to the other end if known
- K: toggle whether this Ufo shall be kept in the database
- C: change color of drawing near cursor
- V: move marker we're locked on. Finish moving with ESC
- P: draw
- D: distance mode
- Del: delete drawing near cursor. Confirm with Enter or Y, cancel with ESC or N.
Pick different drawing to delete using Del. Delete this line and all adjacent lines using A.
- Backspace: go to previous screen
- Alt-Backspace: show list of previous screens
- Alt-M: toggle display of minefields
- Alt-A: toggle display of ships as dots or triangles
- Alt-D: toggle display of unit labels
- Alt-L: edit unit label expressions. PCC2 accepts one expression for planets and one for ships; the result of those expression evaluated for each unit will be displayed below this unit when the Alt-D option is enabled.
- Alt-I: toggle display of ion storms
- Alt-V: toggle display of ship vectors
- Alt-T: toggle highlight of marked units
- Alt-S: toggle display of sector borders
- Alt-B: toggle display of map borders
- Alt-U: toggle display of Ufos
- Alt-P: toggle display of drawings
- Alt-W: toggle display of warp well boundaries
Object View
When you select an object (ship or planet) on the starchart, PCC2 will display two map overlays:
a list containing all objects at this place, and an overlay panel containing information about the current object.
While the info panel is displayed, most keys of the respective control screen are active.
For example, while locked at a ship, M changes the ship's mission instead of opening a minefield info view.
In addition, the following keys are accepted:
- Tab: cycle through units at this place. With Ctrl, only marked units. With Shift, go backwards.
- B: replace planet view by starbase view; if no starbase present, try to build one
- P: replace starbase view by planet view
- A: on planet view, build structures
- ESC: hide view
Starchart Symbols
- Starships are color-coded: Green for own,
gold for allied,
red for enemy units.
Ships are dots or tiny triangles (Alt-A to toggle) when in free space,
circles when in orbit of a planet.
When ships of different kind orbit a planet, the ring is
yellow.
- Planets have a blue ring when they're yours,
a gray one when they are owned by an enemy,
a bronze one when they are owned by an ally,
a gray dotted one when they are unowned,
and no ring at all when nothing is known.
- Planets that have bases have an additional "+"-style cross.
- Own minefields are green,
allied minefields are bronze,
enemy fields are gray.
Web fields are denser than normal ones.
- Explosions are a mix of yellow and red pixels.
- Sector borders (gray dotted lines) are drawn every 100 lightyears.
The sector number in the lower-left corner is the same as in PCC 1.x and
various paper starcharts, but is generally not known to users of other client programs.
Whether a player is ally or enemy is determined by the Teams setting.
Console
The console has two purposes.
It logs various system messages, such as PCC2's startup phase.
It also acts as the interface to the script interpreter.
You can enter expressions and one-line commands.
When you enter an expression, both the expression and its result will be logged on the console.
You can therefore use this as a calculator ("what is 17*4?"),
and to check PCC2 expressions (Distance(Ship(10), Ufo(20)), Ship(17).Name)
or commands (SetMission 4).
For details, refer to PCC2 Interpreter Quick Documentation.
Whenever PCC2 is idle, you can use the following keys:
- Enter: evaluate expression
- Up, Down: recall previous input and output into input line
- Ins: insert last result into input line
- Shift-Up, Shift-Down: scroll through previous output
- Shift-PgUp, Shift-PgDn: scroll through previous output
When PCC2 is executing a long-running script, it will not otherwise react on keypresses.
In this case, press Ctrl-Pause or, if your computer doesn't accept that,
Ctrl-C, to abort that script (PCC2 will ask for confirmation).
Keymap Debugger
The keymap debugger can be used to figure out what a key does.
It is useful if you want to develop scripts.
On the left, it displays the names of the currently active keymaps, which define what keys are active at this place
When you press a key, the action it triggers will be displayed on the right.
To close the keymap debugger, press Shift-ESC
(a lone ESC will also work if it isn't bound by the active keymap).
Selection Manager
PCC2 manages eight layers of selections, called "A" to "H".
At almost any place, you can switch selection layers using Alt-Left and Alt-Right,
and you can invoke the Selection Manager using Alt-..
You can use this, for example, to keep track of the planets you're working with on one layer,
and visualize search results on the others.
The following functions are available on the Selection Manager:
- D: clear one layer (unselect all objects). With Ctrl: clear all layers.
- I: invert one layer. With Ctrl: invert all layers.
- C: copy/compute the current layer from an expression, see below.
- S: save current selection layer. With Ctrl: save all layers.
- L: load one or all selection layers from a saved file.
- M: merge one or all selection. Like L, but adds to the previous selection instead of replacing it.
- Enter: select new current layer and close Selection Manager.
- ESC: close selection manager.
Selection Expressions
You can compute a selection layer's content from other layers' content.
For example, you can merge two layers using an expression such as A or B:
the result will be a selection that contains all objects that were in A or B.
In the simplest form, the selection expression contains just a layer name, such as D,
which just copies a layer.
The following contains possible selection expressions in order of increasing precedence.
a Or b | Logical Or: yields all objects that are in a or b. |
a + b | Same as a Or b. |
a Xor b | Logical Exclusive-or: yields all objects that are in a or b, but not in both. |
a - b | Logical Subtraction: yields all objects that are in a, but not in b. |
a And b | Logical And: yields all objects that are in a and in b. |
a * b | Same as a And b. |
Not a | Logical Negation: yields all objects that are not in a. |
-a | Same as Not a. |
(a) | Parentheses: yields a. |
P(a), PLANETS(a) | Yields all the planets contained in a. |
S(a), SHIPS(a) | Yields all the ships contained in a. |
CURRENT | Yields the current selection. |
A, B, ..., H | Yields the contents of the specified layer. |
P, PLANETS | Yields the list of all planets. |
S, SHIPS | Yields the list of all ships. |
0 | Yields an empty selection. |
1 | Yields the full selection containing all objects. |
Search
The Search dialog has four fields, switch between those using Tab
(the result field will not be accessible while it's empty).
- The Search Objects field selects which kind of objects you want to search.
Use arrows to select, Space to toggle.
- Starships
- Planets
- Starbases (starbases are normally searched when Planets is checked, so use this option alone when you want to search starbases only)
- Ufos (includes wormholes)
- Others (ion storms and minefields)
- The Search Type field selects the type of the search:
- Name/Id/Comment: searches for a substring of the object's name, or its Id.
Id numbers can be specified with an optional leading hash sign, as in #357.
Search is case-insensitive.
- Expression true: you enter a script expression
(see PCC2 Interpreter Quick Documentation).
The result contains all objects where the expression yields true (nonzero, nonempty).
- Expression false: like Expression true, but returns all objects where the expression yields false (zero, empty).
- Location: enter a coordinate pair (e.g. 1526,2039).
The search returns all object located at or covering that point.
- Enter your query into the input line and confirm with Enter.
- The result will be displayed in the list box.
You can select an object and press Enter to show its control screen or,
if that is not available, show it in the starchart.
- Alt-M: ("Mark...") Operate on the selection.
- Mark found objects
- Mark only found objects (this unmarks all other objects)
- Unmark found objects
- Alt-G: ("Global...") Open Global Actions operating on the result list
Read Messages
- Up, Down: browse
- Shift-Up, Shift-Down: browse, don't skip hidden messages
- Ctrl-PgUp, Ctrl-PgDn: go to first/last message
- S, F7, /: search for text
- N: continue search
- F: forward to another player
- R: reply to this message (with quoted text)
- G: go to object mentioned in this message
- X: go to map location mentioned in this message
- Enter: reply or go to object, whichever PCC2 considers most likely
- Tab: subject overview. Messages of similar content are collapsed to one line, for quicker navigation.
On the overview list, press K to hide/show a particular group.
Messages in a hidden group will be skipped by normal browsing.
- ESC: exit
Write Messages
Choose races to send message to, or U to send a universal message (to everyone).
You'll be placed in the message editor:
- Arrows move around.
- Enter: start new line
- Ctrl-Y: delete line
- Alt-T: change receiver of message
- F10: send message
Alternatively, press R in the receiver selection window to revise previously-sent messages.
Revise Messages
In addition to most message reading keys, this accepts the following keys:
- Enter or E: edit message
- T: change receiver of message
- Del: delete message
Scores
PCC2 records current and past scores in a file score.cc.
It records the standard score as well as all additional scores it receives from PHost through util.dat.
At the time of this writing, those are minefield limits and counts.
- Left, Right: choose between different views
- Ctrl-Up, Ctrl-Down (overview), Ctrl-Left, Ctrl-Right (charts): choose race to highlight
- D (overview): choose different display mode:
- Normal scoreboard
- Differences to previous turn (each turn vs. its predecessor)
- Differences to turn X (each turn vs. turn X)
- Percentages (relative strength compared to highlighted race, which is taken as 100%)
- Ratio of total (relative strength compared to all races together)
- Scores by player vs. Scores by team (like Y key)
- Y: toggle whether scores are displayed by player or team (=sum of players in a team)
- X: toggle whether scores are displayed as individual lines (default) or cumulative on the diagram views.
With cumulative display, the third curve does not contain player 3's score, but the sum of players 1, 2 and 3.
This makes it easier to see events like the ship limit or progress of planet colonisation.
This kind of diagram is sometimes known as stacked area chart.
- +, - (overview): browse through turns
- Ctrl-U (overview): unsorted
- Ctrl-S (overview): sort by score (default)
- Ctrl-P (overview): sort by planet count
- Ctrl-F (overview): sort by freighter count
- Ctrl-C (overview): sort by capital ship count
- Ctrl-B (overview): sort by base count
- Ctrl-X (overview): sort by build points
- Shortcuts for individual pages are assigned dynamically depending upon which pages are present.
Team scores are only available when any teams are configured.
Imperial Statistics
This screen displays various statistics about your empire.
Choose a report using the buttons on the right, or the Up and Down arrows.
Underlined words are clickable links, taking you directly to an object or a ready-made search query.
Use the mouse, or Tab and Enter, to follow a link.
Some reports can be customized using the # menu.
Teams
You can use teams to model formal and informal alliances.
When you put two races into the same team, they will by default behave friendly in the Battle Simulator.
Units of races in the same team as you will be shown in yellow instead of red:
use this to mark your allies.
- Arrows: move around
- Space: make current race (line) belong to current team (column)
- N: assign name to current team
Edit auxiliary commands
This menu displays all auxiliary commands (mainly for the PHost command processor).
You can add, modify and delete commands.
That PCC2 automatically extracts commands from messages.
The commands will not be visible on the normal outgoing message list.
- Arrows: move around
- Del: delete current command
- Ins: add a new command
- Space: modify the current command (see below)
Note that PCC2 knows about the interaction between commands.
When you add a new command that cancels a previous one, PCC2 will notice and replace the old command with the new one.
For example, adding allies drop 3 will replace a previous allies add 3 command,
and adding give ship 3 to 5 will replace a previous give ship 3 to 9.
The Space bar therefore simply gives you an input line containing the current command,
allowing you to edit it into a new one that possibly replaces the old one.
You can, however, also enter a completely new command which will be added to the list.
Likewise, Ins gives you a blank input line for a new command which will be added anew or replaces an old command.
PCC2 will also insert commands at sensible places (for example,
allies add always precedes allies config), you cannot reorder them.
Battle Simulator
- Ins: add new ship (asks for hull type, assigns default owner).
- Ctrl-Ins, *: replicate current ship.
- Del: remove this ship.
- Ctrl-Del: clear simulation setup.
- F1: show this ship on ship screen if possible
- Ctrl-Up, Ctrl-Down: move ship up/down (has no effect on simulation)
- U: update this ship's simulation data with information from game
- Ctrl-U: update all ship's simulation data with information from game
- W: write this ship's simulation data to game
- Ctrl-W: write all ship's simulation data to game
- A: edit aggressiveness (PE, Kill)
- T: edit hull type
- F: edit friendly code
- Shift-F: move to next ship, and give it a numeric fcode above the previous ship's code
- 1: edit primary weapon (beams)
- 2: edit secondary weapon (torpedoes, fighters)
- N: edit name
- I: edit Id number
- D: edit damage
- S: edit shield level
- M: edit mass (custom ships only)
- C: edit crew
- L: edit experience level (if active on your host)
- O: edit owner
- E: edit engine (for engine/shield bonus computation)
- V: toggle cloak status
- R: toggle random friendly codes. When enabled, the friendly code will be set to a random numeric value before the simulation. You can choose to randomize some digits only by assigning a friendly code containing "#".
- .: temporarily disable ship (remove from simulation without deleting it) or enable it again
- X: edit intercept target (for Intercept Attack battle order)
- B: edit abilities (hullfuncs). Abilities relevant to simulation are FullWeaponry, Commander, and PlanetImmunity. You can enable or disable each function, or let the simulator use the default (taken from the ship list, considering the ship's type, owner and experience level).
- P: edit planet
- # or \, or right mouse button: sort ship list.
- Ctrl-O: edit options
- Ctrl-C: fleet cost comparison
- Ctrl-R: read saved simulation from a file (.ccb)
- Ctrl-S: save simulation setup to file
Battle Simulator Planet Editor
- N, I: select planet Id
- O: edit owner
- F: edit friendly code
- D: edit defense post count
- P: edit population (and compute maximum defense post count from that)
- B: edit base beam tech
- G: edit base fighter count
- S: edit base defense count
- T: edit base torp tech
- W: edit base torpedoes. You can enter a count for each type;
just start typing or delete using Backspace.
Beam tech 0 means "no base" and disables all starbase-related fields.
You must enter a starbase beam tech first to make a base.
Battle Simulator Options
- E: edit engine/shield bonus (should correspond to Host setting)
- C: toggle Fed Crew Bonus (should correspond to Host setting)
- R: toggle random left/right side assignment. PHost does this, THost doesn't.
- L: choose balancing mode for THost left/right imbalance. Default implemented in THost is "360 kt", PHost doesn't need this and has "none"
- P: choose host/VCR version
- A: choose whether to honor alliances. When this setting is enabled (default), ships belonging to the same team do not attack each other.
- B: set to "one" to limit simulations to one fight per battle. Default is to simulate all
- S: toggle seed control. If enabled, a "series" (see Simulator Result) is guaranteed to simulate all possible results; if disabled, random battles are simulated. Only supported for one-fight THost battles.
- F: choose whether random friendly codes are applied when you start the simulation with Enter, or for each simulated battle.
Fleet Cost Comparison
This window displays the costs of each player's fleet.
Because not all costs are spent for just this one battle, you can use the options dialog to configure what to include.
You need at least one ship in the simulation to access this dialog.
The overview always includes the costs for building the actual ships and their weapons.
- Tab, Shift-Tab: cycle through players
- O: options:
- F: toggle whether fighters are counted as if built using the lfm friendly code (ShipFighterCost),
on a starbase (BaseFighterCost), or not at all
- T: toggle whether torpedo costs are included
- E: toggle whether engine costs are included
- P: toggle whether planet defense costs are included
- B: toggle whether costs for building a starbase, its defense, and its ammunition storage are included
- L: toggle whether starbase tech levels are included
Battle Simulator Result
The simulator result screen displays simulation results. The "Totals" tab
has results grouped by class and probability (e.g. "2 Feds surviving: 10x, 1 Borg surviving: 2x").
The "Details" tab has information about each unit.
- Space: run one simulation
- S: run one series. With seed control enabled, this will simulate all possible results exactly once. A second series will yield the same result as the first one. Otherwise, just simulates 110 random battles.
- R: repeat indefinitely, until canceled with a key
- Enter: watch sample
- E: close result screen and place cursor on current ship
VCR
Choose fight using arrows, press Enter to play it.
In addition, the following keys are available:
- Tab: display combat diagram. This can give you an overview over big fights. All units come in as color-coded lines at the left; destruction and owner change is displayed with appropriate symbols and color changes.
During playback, use the following keys:
- Right: play/pause
- Shift-Right, Shift-Left: move single frame
- Ctrl-Right, Ctrl-Left: move 20 frames
- Alt-Right, Alt-Left: go to end/beginning
Friendly Code
As a little help, PCC2 knows special friendly codes and offers
you them on a list. Note that the list also contains a friendly
code ???, which is not special to host. However, the
simulator treats it as an exception to the
"same fcode, no fight" rule, so you don't have to come up with
individual fcodes for completely made-up fights.
- Tab: switch between input and list
- Alt-R: pick a random friendly code that
has no special meaning
List Ships
This window displays information about an enemy or own ship.
It is used as visual scanner, and to select ships for various operations.
- Up/Down: browse through ships
- Ctrl-Up/Ctrl-Down: browse through marked ships
- .: mark/unmark current ship
- Enter: go to this ship in ship screen
- R: allow/forbid/request/drop remote control (PHost feature)
- S: toggle specification display (a window similar to regular specification display which automatically updates as you browse ships)
- L: toggle list view
When you have opened the list view using L,
you can use the right mouse button or # resp. \
to bring up a menu that allows you to sort the list.
The sort order will be saved, and also be used for other "ships at one place" lists,
including the order for the Tab key on the Ship Screen.
Ship Specification
This window displays information about a ship's hull.
It lists resources needed to build the ship, as well as its cargo capacity and special functions.
- ESC: close window
- W: show weapon effects against this ship
- F1: browse ship abilities
PCC2 uses the PHost 4 ship abilities internally.
Even when you're using a game not hosted by PHost 4, ships will have Tow when they can tow,
or Full Weaponry when they belong to the Feds.
Abilities available to all ships are considered racial abilities.
Those are not shown on the normal specification sheet, but listed on the ability list.
The ability list uses various icons to tell you about an ability's status:
- [U] is a universal ability, which every player has on every ship.
- [R] is a racial ability, which some players have on each of their ships.
- [G] is a general class ability, which every ship of this type has for every player.
- [C] is a class ability, every ship of this type has for some players.
- [S] is a ship ability, which this individual ship has, no matter who owns it.
In addition, a symbol tells you whether you have this ability:
- > you have it
- + you need more experience
- - your experience is too high (maybe you now have a better ability)
- (blank) this ability is only available to other players
Navigation Chart
- Use the arrows to move around in steps of 10. Hold Shift to go a single light year, Ctrl to go 100.
- Alt-R: move cursor by random amount +/- 5 in either direction
- +, -: zoom
- Space: lock onto planet
- Enter: lock onto ship
- F10: confirm
Cargo Transfer
After choosing the target (if applicable), the Cargo Transfer window displays the unit you started with on the left, and the target on the right.
- Up, Down: choose kind of cargo to transfer
- Left, Right: move 10 units. With prefix argument, move that many
- Shift-Left, Shift-Right: move 1 unit
- Ctrl-Left, Ctrl-Right: move 100 units
- Alt-Left, Alt-Right: move as much as possible. With prefix, move as many to make the left/right unit have exactly that many.
- U: if one unit is a planet, move all T/D/M/$/Sup/Colonists to that unit
- S: if one unit is a planet, toggle automatic supply sale. Supplies you move off one unit appear as megacredits on the other
Buildings
- Up, Down: choose type of building
- Left, Right, Tab: choose view. PCC2 offers three build screens. On each you can build a different selection of structures, and you see a different amount of useful information
- +: build one structure (with prefix: build that many)
- -: scrap one structure (with prefix: scrap that many). You can only scrap what you've built this turn.
- T: Taxes
- S: sell supplies
- A: auto build
- G: edit autobuild goals
Taxes
- Tab: switch between colonists and natives
- +, Right: increase taxes (with prefix: by that amount)
- -, Left: decrease taxes (with prefix: by that amount)
- Shift-Right: pick lowest tax rate that gives a higher income (useful on small outposts)
- Shift-Left: pick highest tax rate that gives a lower income
- Ctrl-Right: set tax rate 100%
- Ctrl-Left: set tax rate 0%
- Space: auto tax colonists and natives
- Shift+Space: auto tax only current area (colonists or natives)
- U: undo current area
- R: toggle whether the population prediction displays absolute values (default) or per-turn change.
- =, % (with prefix): set tax rate to specified value
The Auto Tax function implements "safe-taxing": it will aim at making the happiness 100% within 5..10 turns.
If several tax rates yield the same income, it will use the lowest of them for greater population growth.
This taxation algorithm is safe because it will not cause riots, not even if you lose a turn.
However, other taxation algorithms are known which can yield higher income in many situations (e.g. "growth-taxing").
Sell Supplies
The "Sell Supplies" dialog will ask you how many supplies you want to sell.
It will sell the supplies when you confirm with Enter.
You can also enter the number of supplies you want to keep and confirm with A.
Auto Build
For each planet, you can define a target count and speed for each structure type.
When ordered to perform automatic building, PCC2 will sort those values by speed, highest first.
It will then try to build as many structures as the speed says, stopping only when the goal has been reached or rules don't allow building more.
It will then proceed with the second structure, etc.
If all structures have been processed, the cycle starts again, until nothing more can be built.
As a special exception, PCC2 will make sure there's at least one factory, even if you ordered it to build mines first.
By default, goals are 1000 (meaning "infinite"), and speeds are 5 for mines, 10 for factories,
and 3 for defense posts.
This means that auto build will try to build 10 factories, then 5 mines, then 3 defense posts.
If you have lots of money, this means that PCC2 will build twice as many factories as mines.
If you have little money, this means PCC2 will first build up factories before starting with mines.
To disable auto build for one structure, set its goals and/or speeds to zero.
Building Ships
The ship building dialog has four tabs.
Choose the hull type on the first tab, further components on the other three tabs.
You can choose components you don't yet have the right tech for, PCC2 will then include the tech level
cost in the bill displayed below, and automatically upgrade tech as appropriate.
For beams and torpedoes, you can choose how many components to put into your ship using + and -.
- Enter: confirm build; modifies the build order to build this ship
- ESC: cancel, do not change the build order
- C: cancel current build order
- U: toggle whether parts from starbase storage will be used
- D: display detailed bill listing all components, their cost, and the remaining/missing resources on the planet
- Space: build or scrap individual components (for Super Refit)
Drawing
PCC2 can draw four kinds of items into the starchart:
- Polygons, sequences of lines
- Rectangles
- Circles
- Markers, little symbols
If you want to draw a marker, PCC2 will prompt you for shape and color, and draw that marker
into the starchart.
For the other types, you'll be dropped back in the starchart, and a new shape starting here will be begun.
- Regular starchart movement keys are accepted.
- +, - (circle): change radius in steps of 10. With prefix, that many. With Shift, in steps of 1.
- Y (circle): make radius 350 ly
- = (circle): with prefix: make it that large
- Alt (circle): hold Alt while moving the mouse to set the circle radius
- + (line): finish line and start next one
- Backspace: go back to starting point
- X (line, rectangle): swap start and end point
- ESC: finish
Distance Mode
Distance mode behaves a little different when you invoke it from a ship you play,
or from another context.
When you invoke it from a ship, PCC2 automatically computes that ship's fuel consumption
(as if you had typed F), and starts measuring at that ship's waypoint, not its position.
Also, ESC will return to the ship instead of leaving you where you are.
- Regular starchart movement keys are accepted.
- X: swap start and end point.
- F: when looking at a ship, compute much fuel this ship would need to cover the requested distance.
The ship doesn't have to currently be at the start or end point.
- W: when a ship has been selected using F, and that ship is at the origin
of the measurement, this sets its waypoint to the current position.
- Backspace: go back to starting point and exit distance meter.
- ESC, D: exit distance mode.
Global Actions
Global actions allow you to perform an action on many objects (ships, planets) at once.
On the left side, you can choose an action to perform.
Actions are grouped in a tree, use Space or click the "+" to unfold a tree node.
- Enter: Execute selected action. This will normally display a dialog asking you for parameters or confirmation.
- N: Toggle exclude numerical fcodes option. By default, this is enabled, so units with numerical friendly codes are excluded to leave your battle setups alone.
- S: Toggle exclude special fcodes option. By default, this is enabled, so units with special friendly codes are excluded to not disturb your special missions.
- R: Toggle search result option. When enabled, this function operates on the last search result. When disabled, Global Actions operate on all units.
- M: Toggle marked objects only option. When enabled, only marked objects will be processed.
- 1, 2: Toggle ships/planets. By default, this function operates on all units, but you can apply a global action to ships or planets only.
- F7: Search. This produces a new search result for R to work on.
- ESC: Exit
Description of the Actions
- Friendly Codes
- This item offers the ability to randomize affected friendly codes,
or to set to a particular value.
- Missions
- This item allows you to change starbase missions, starship missions, and starship primary enemies.
Note that not all starship missions are possible here.
- Building
- This item allows you to set auto-build goals on all planets, or perform auto-build. Note that goals can even be set on planets you don't own so you can pre-initialize them before actually colonizing them.
- Taxes
- This item has three "Optimize" choices, which will set optimum taxes (safetax) for Colonists, Natives, or both, respectively.
- Script Command
- Allows you to enter a single-line script command which will be executed for each object. This is similar to using a ForEach command (with an If for the filtering) on the console. It differs in that this creates a process for each unit.
Prefix Argument
At some places, PCC2 accepts a prefix argument which modifies the following keystroke.
Normally, this is used to set the amount you wish to build, move, etc.
To use a prefix argument, just start by typing a number.
A yellow popup will appear.
Keep typing, and confirm by pressing the key whose function you want to perform.
For example, to build 15 factories on the Buildings screen,
you'd type 15+.
- Backspace: correct typos
- *: multiply. Enter 3*3 for a prefix argument of 9
- /: divide. Enter 20/4 for a prefix argument of 5
- ESC: cancel prefix argument
Note that there is no addition or subtraction operator for the prefix argument.
Instead, simply use the respective function multiple times.
To build 10+15 factories, type 10+15+.
PlayVCR Screens
File Selector
Select a directory on the left. Available VCR files will be shown on
the right. Change directory using the Change directory
button (or Enter while cursor is on directory list).
Play VCRs using View VCRs
button (or Enter while cursor is on race list). Use
Tab to switch between fields.
- F2: sound configuration. Enable or disable sound and tune some knobs.
- F3: general configuration. Allows you to disable instant battle result if that spoils your fun.
- F4: simulator
- Alt-C: show console messages
VCR Selector
Choose fight using arrows, press Enter to play it.
Press F to get back to file selector.
Actual playback works identical to PCC2.
[ PCC2
| PCC 1.x
| My VGA Planets Page
]
Stefan Reuther
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Last modified: Sat Sep 17 16:59:15 CEST 2011