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 7.
- 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 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.
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 EXT[:INT]: character set recoding.
EXT is the character set used by the host.
INT is the character set used by PCC2, and must correspond with the used fonts. It defaults to latin1.
The following character sets are supported:
- cp1250 (Eastern Europe Windows codepage)
- cp1251 (Cyrillic Windows codepage)
- cp1252 (Western Windows codepage)
- cp437 (Western DOS codepage, default for most VGAP stuff)
- cp850 (Western Europe DOS codepage)
- cp852 (Eastern Europe DOS codepage)
- cp866 (Cyrillic DOS codepage)
- koi8-r (Cyrillic Unix)
- latin1 (Western)
- latin2 (Eastern Europe)
- pcc1 (PCC 1.x character set, mostly the same as cp437)
- -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 file, pcc2.ini, goes there.
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 using the Change directory
button (or Enter while cursor is on directory list),
play game using Open game
button (or Enter while cursor is on race list). Use
Tab to switch between fields.
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
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
- 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
- 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
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
- U: cargo transfer to planet
- F: change ship's friendly code
- W: change ship's warp speed
- Ctrl-W: change ship's waypoint to match the scanner
- 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 Ship 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.
Starchart
- Use the arrows to move around in steps of 10. 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)
- 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
- Tab: cycle through units at this place. With Ctrl, only marked units. With Shift, go backwards.
- 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
- M: minefield information
- U: Ufo information
- C: change color of drawing near cursor
- V: move marker we're locked on. Finish moving with ESC
- P: draw
- D: distance meter
- 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-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
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.
Read Messages
- Up, Down: browse
- Shift-Up, Shift-Down: browse, don't skip hidden messages
- S: search for text
- N: continue search
- F: forward to another player
- 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
- F10: send 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.
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.
- 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
- Ctrl-O: edit options
- 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.
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.
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
- 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
- = (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
- 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 Shift, in steps of 1.
- Y (circle): make radius 350 ly
- + (line): finish line and start next one
- Backspace: go back to starting point
- X (line, rectangle): swap start and end point
- ESC: finish
Distance Meter
- Regular starchart movement keys are accepted.
- X: swap start and end point
- Backspace: go back to starting point and exit distance meter
- ESC, D: finish
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 wanted 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
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
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: Sun Jan 10 22:30:07 CET 2010