PCC2 Help

This is the PCC2 help in one big HTML file. This help is also available within the program, using Alt-H.

[Top]Invocation

[Top]Invoking PCC2

Arguments can be options, a player number, or directories. Not counting options, The following possibilities exist:

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.

[Top]Invoking PlayVCR

There are four ways to invoke PlayVCR.

In addition to the options -sim and -dir, PlayVCR accepts the common options.

[Top]Common Options

The following options are accepted by the graphical programs pcc-v2 and playvcr:

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.

[Top]Environment Variables

The following environment variables are evaluated by PCC2, or by the SDL library it is based upon:

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.

[Top]PCC2 Screens

[Top]Game Selection

Note: The Help key in most of PCC2 is Alt-H (or, where possible, H), not F1 like in many other current desktop programs. F1 will work in some screens, but not all.

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.

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.

[Top]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.

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.

[Top]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.

You can also use the command line utility c2sweep to clean game directories.

[Top]Race Screen

[Top]Settings

This dialog has two pages:

Options
most of PCC's options, grouped in a user-friendly way, with user-friendly editors. Most users use this part.
Configuration File
all options, in the form as they appear in pcc2.ini files. This part is for experienced users only.

[Top]Backup Settings

PCC2 can create backups of game files on various occasions.

It offers choice between three settings:

disabled
no backups will be made
enabled
the file will be created in a directory backups within the game directory
custom
you can enter a custom file name template

Internally, the "enabled" setting is just a default file name template. File name templates are file names that can contain the following placeholders:

%d
the game directory. If the template starts with this placeholder, it will be replaced by the complete directory name. If the placeholder appears in the middle of the template, it will be replaced by the final component of the directory name.
%p
the player number from 1..11.
%t
the turn number with three digits, 001..999
%%
a literal percent sign

If the name refers to a non-existing directory, the directory will be created.

Examples

Assuming you're playing player 7 in c:\games\first, and it's turn 42. This would yield the following expansions:

[Top]Unit selector

[Top]History Ship Selection

The dialog displays all ships of a certain kind in a list. Choose one to get to the Ship History Screen.

[Top]Control Screen

All control screens support similar keys.

[Top]Auto Task Screen

Auto Tasks are scripts. They usually contain simple commands taking multiple turns to execute, such as a ship's MoveTo command or a starbase's EnqueueShip command. The Auto Task Screen displays the current status and lets you edit the script.

The red triangle displays the current command; it is hollow when the command already started executing and solid when it hasn't.

When an auto task finishes (runs off its end), it is automatically removed.

The following keys are supported in addition to Control Screen keys.

[Top]Ship Screen

The following keys are supported in addition to Control Screen keys.

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.

The "F10" button will have a green frame if this ship is leader of a fleet, a red frame if it is a member.

[Top]Ship Task Screen

The following keys are supported in addition to Auto Task Screen keys.

Ship Task Commands

[Top]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.

[Top]Planet Task Screen

You can use the Auto Task Screen keys.

Planet Task Commands

[Top]Base Screen

The following keys are supported in addition to Control Screen keys.

[Top]Base Task Screen

The following keys are supported in addition to Auto Task Screen keys.

Base Task Commands

[Top]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.

[Top]Fleet Screen

Ships can be grouped into fleets. A fleet shares a common waypoint and speed. Fleets have a leader which defines the course.

The screen displays a list with all fleet members. Some operations pertain to the whole fleet, some to the currently-chosen member.

The following keys are supported in addition to Control Screen keys.

[Top]Starchart

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:

Starchart Symbols

Whether a player is ally or enemy is determined by the Teams setting.

[Top]Starchart Options

This dialog configures the starchart as well as all other starchart views displayed throughout the program. It consists of multiple pages.

On every page, there is a small menu with an S button. Use this to choose where the settings from this page are stored:

Display page

Configures what objects you want to see. For circular objects (ion storms, minefields, ufos), you can also configure whether you want them filled (green "F") or outlined (blue "X"). For the sector borders, there is an additional possibility "I" to restrict sector borders to the "inside" of a circular wrapped map. Drawing the sector borders outside the map is very expensive so it's possible to turn it off.

Regular starcharts, small-size starcharts and scanners can be configured differently. Click the checkbox to the right of the object name to set the value for all three configurations at once. Click the "+" to the left of the name to show separate options for the three configurations.

Geometry page

Configures your map shape and behaviour.

Normal (plane)
a normal map, with "infinite" unchartered space outside the star cluster. You can modify the Center and Size fields to adjust the position of the sector grid if your map has a nonstandard shape. The Center is the location of the center of the map (a coordinate pair, two values), the Size is the size (diameter), and can be one or two values.
Wrapped (rectangular, Sphere)
rectangular wrap. A ship exiting the map to the right enters it again on the left. This is a very popular setting these days; there are a handful add-ons implementing it and it is built into PHost. Center and Size define the size of the map, as for Normal. When you use PHost with wrap enabled, PCC2 will configure itself automatically.
Round wrap (circular, PWrap)
circular wrap. The map is not a rectangle, but a circle. Ships leaving the circle enter it again on the opposite edge. The Size here is a single value specifying the radius of the circle.

Note: For Normal and Wrapped, the Size is the side length of the rectangle. This differs from PCC 1.x where it was half of that.

Markers page

You can configure 10 markers you can quickly create from starcharts or scanners (default marker: Ctrl+M, markers 1 to 9: 1 M to 9 M).

Mouse page

This page configures what objects the cursor "locks on" when you press a mouse button, Space or Enter.

[Top]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 Documentation.

Whenever PCC2 is idle, you can use the following keys:

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).

[Top]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).

[Top]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:

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.

[Top]Search

The Search dialog has four fields, switch between those using Tab (the result field will not be accessible while it's empty).

  1. The Search Objects field selects which kind of objects you want to search. Use arrows to select, Space to toggle.
  2. The Search Type field selects the type of the search:
  3. Enter your query into the input line and confirm with Enter.
  4. 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.

[Top]Read Messages

[Top]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:

Alternatively, press R in the receiver selection window to revise previously-sent messages.

[Top]Revise Messages

In addition to most message reading keys, this accepts the following keys:

[Top]Notification Messages

Notification messages are generated by scripts. Especially Auto Tasks will generate such messages when there is a problem.

In addition to most message reading keys, this accepts the following keys:

[Top]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.

Shortcuts for individual pages are assigned dynamically depending upon which pages are present.

Team scores are only available when any teams are configured.

[Top]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.

[Top]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.

[Top]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.

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.

[Top]Battle Simulator

[Top]Battle Simulator Planet Editor

Beam tech 0 means "no base" and disables all starbase-related fields. You must enter a starbase beam tech first to make a base.

[Top]Battle Simulator Options

[Top]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.

[Top]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.

[Top]VCR

Choose fight using arrows, press Enter to play it. In addition, the following keys are available:

During playback, use the following keys:

[Top]Combat Information

This window displays information about combatants. When looking at a ship, it compares its arms with the permitted maximum for its type. The type is not always exactly known; in this case, PCC2 offers a list of possible types. When looking at a planet, PCC2 tries to find out whether it has a starbase, and how many defense posts it has.

[Top]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.

[Top]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.

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.

[Top]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.

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:

In addition, a symbol tells you whether you have this ability:

[Top]Navigation Chart

[Top]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.

[Top]Multi-Ship Cargo Transfer

This function allows you to transfer cargo between multiple units at once. You start by selecting a cargo type. PCC2 will then display a list of all units that can carry this cargo.

Cargo is transferred through a hold space, i.e. you can move cargo into the hold space and from there onto other units. In addition, one unit (usually, the planet) can be tagged as extension of the hold space: when you try to load cargo from hold space, but it is empty, it is taken from there; when you close this dialog but still have cargo in hold space, it is moved there.

[Top]Buildings

[Top]Taxes

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").

[Top]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.

[Top]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.

[Top]Building Ships

The ship building dialog allows you to set up a ship design. It is used in multiple places:

The 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 -.

Available keys vary depending on the exact use of the dialog.

[Top]Drawing

PCC2 can draw four kinds of items into the starchart:

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.

[Top]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.

[Top]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.

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.
Export
Export data into various data formats. Note that this can only export planets or ships, not both at the same time.
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.

[Top]Export

This dialog allows you to export data into various formats, both human-readable and machine-readable. Use this dialog to set the output format.

The objects to export are selected by the Global Action this is invoked from.

This feature is also available in the standalone c2export program.

[Top]Process Manager

The Process Manager allows you to manage active background scripts such as Auto Tasks. When you open this window, you will see all scripts in "Suspended" state, that is, they are not currently running but waiting for something to happen (the next turn, usually).

[Top]Help

[Top]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+.

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+.

[Top]PlayVCR Screens

[Top]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.

[Top]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.