Properties

 

 Beam Weapon Systems

Beam$Beam.ShortBeam
1"Las""Laser"
2"XRa""X-Ray Laser"
3"Pla""Plasma Bolt"
4"Bla""Blaster"
5"Pos""Positron Beam"
6"Dis""Disruptor"
7"HBl""Heavy Blaster"
8"Pha""Phaser"
9"HDi""Heavy Disruptor"
10"HPh""Heavy Phaser"

The names can differ in alternative ship lists.

 

 Temperatures and Climate

TempTemp$ range
"arctic"0 .. 14
"cold"15 .. 39
"warm"40 .. 64
"tropical"65 .. 84
"desert"85 .. 100
 

 Colors

Markers can have one of 30 colors (`NewMarker' etc.). This lists the color names and, in parentheses, the closest X11 color name.

ColorAppearance
0black (marker is invisible)
1dark gray ("Gray38")
2light gray ("Gray76")
3light green ("PaleGreen3")
4red
5dark green ("PaleGreen4")
6blue-gray ("SlateBlue3")
7light blue-gray ("MediumPurple3")
8dark blue-gray ("Gray42")
9yellow
10white
11dark blue ("Blue4")
12dark green ("Green4")
13dark turquoise ("LightSeaGreen")
14dark red ("Red4")
15dark magenta ("Magenta4")
16dark gold ("Gold3")
17dark brown ("Orange4")
18dark rose ("PaleVioletRed3")
19dark orange ("DarkOrange1")
20dark violet ("HotPink4")
21light blue ("RoyalBlue2")
22light green ("SeaGreen2")
23light turquoise ("Turquoise")
24light red ("Tomato")
25light magenta ("MediumOrchid1")
26light gold ("Khaki2")
27light brown ("DarkOrange3")
28light rose ("LightCoral")
29light orange ("DarkGoldenrod1")
30light violet ("MediumOrchid2")

When PCC runs in 16 colors, only colors 0..10 are available. If you assign a color outside this range, the marker is displayed in white. The color is, however, stored correctly and the marker is shown in the intended color when PCC switches to 256 color mode.

 

 Native Governments

Natives.Gov$Natives.Gov
0"none"
1"Anarchy"
2"Pre-Tribal"
3"Early-Tribal"
4"Tribal"
5"Feudal"
6"Monarchy"
7"Representative"
8"Participatory"
9"Unity"
 

 Happiness

xxx.Happyxxx.Happy$ range
"happy"90 .. 100
"calm"70 .. 89
"unhappy"50 .. 69
"very angry"40 .. 49
"rioting"20 .. 39
"fighting"-300 .. 20
 

 Happiness Change

xxx.Changexxx.Change$
"They HATE you!"less than -5
"They are angry at you"-5 .. -1
"They are undecided about you"0
"They like your leadership"1 .. 4
"They LOVE you"5 or more
 

 Special Ship Hull Capabilities

The property `Hull.Special' / `Hull(x).Special' contains a string made up of the following letters, which encode the special properties of the hull:

"A"Alchemy
"B"Bioscanner
"C"Cloaking Device
"G"Gravitonic Accelerators
"H"Hyperdrive

To check whether a ship has a special property, use the "Instr()" function:

  Instr(Hull.Special, "C")

returns true (non-zero) if the ship can cloak.

 

 Hull Functions

The following values are valid parameters to the `HasFunction' property of starships. You can use either the name or the number.

NumberNameInfo
0"Alchemy"Alchemy
1"Refinery"Refinery
2"AdvancedRefinery"Advanced Refinery (no supplies used)
3"HeatsTo50"Terraforming device
4"CoolsTo50"Terraforming device
5"HeatsTo100"Terraforming device
6"Hyperdrive"Hyperdrive
7"Gravitonic"Gravitonic Accelerators
8"ScansAllWormholes"Wormhole scanner
9"Gambling"Gambling
10"AntiCloak"Anti-Cloak
11"ImperialAssault"Imperial Assault
12"Chunneling"Chunnel
13"Ramscoop"Ramscoop
14"FullBioscan"Advanced bioscanner
15"AdvancedCloak"Advanced cloaking (no fuel usage)
16"Cloak"Cloaking
17"Bioscan"Bioscanner
18"GloryDeviceLowDamage"Advanced glory device
19"GloryDeviceHighDamage"Basic glory device
20"Unclonable"Ship cannot be cloned
21"CloneOnce"Ship can be cloned once
22"Ungiveable"Ship cannot be traded
23"GiveOnce"Ship can be traded once
24"Level2Tow"Stronger tractor beam
25"Tow"Tractor beam
26"ChunnelSelf"Lesser chunnel device
27"ChunnelOthers"Lesser chunnel device
28"ChunnelTarget"Lesser chunnel device
29"PlanetImmunity"Immune to attacking planets
30"OreCondenser"Terraforming device
31"Boarding"Ship can board other ships
32"AntiCloakImmunity"Immune to Anti-Cloak
33"Academy"Crew education center
34"Repairs"Can repair other ships in space
35"FullWeaponry"Weapons functional even if damaged
36"HardenedEngines"Engines functional even if damaged
37"Commander"Helps other ships in combat
38"IonShield"Immune to ion storms
39"HardenedCloak"Cloaks even if damaged
40"AdvancedAntiCloak"Anti-Cloak, even immune ships
 

 Industry Levels

The industry level gives an approximation of how much industry a planet has (mines plus factories). When exploring, you get the industry level but not the exact structure count.

PCC uses the PHost industry levels. Note that the original Host may use a different table, so it may report a planet with a different level than PCC.

Industry$IndustryMines + Factories
0"Minimal"0 to 29
1"Light"30 to 59
2"Moderate"60 to 89
3"Substantial"90 to 119
4"Heavy"120 to 149
5"Heavy"more than 150

"Heavy" appears twice due to a glitch in PHost's UTILx.DAT file format. That glitch is fixed in the most recent PHost versions, and only the value 4 meaning "more than 120" is used.

 

 Native Races

Natives.Race$Natives.Race
0"none"
1"Humanoid"
2"Bovinoid"
3"Reptilian"
4"Avian"
5"Amorphous"
6"Insectoid"
7"Amphibian"
8"Ghipsoldal"
9"Siliconoid"
 

 Starbase Missions

Mission$Mission
0"none"
1"Refuel Ships"
2"Maximize Defense"
3"Load Torpedoes onto ships"
4"Unload incoming ships"
5"Repair Base"
6"Force surrender"
 

 Torpedo Weapon Systems

Torp$Torp.ShortTorp
1"Mk1""Mark 1 Photon"
2"Pro""Proton Torpedo"
3"Mk2""Mark 2 Photon"
4"Gam""Gamma Bomb"
5"Mk3""Mark 3 Photon"
6"Mk4""Mark 4 Photon"
7"Mk5""Mark 5 Photon"
8"Mk6""Mark 6 Photon"
9"Mk7""Mark 7 Photon"
10"Mk8""Mark 8 Photon"

The names can differ in alternative ship lists.

If a ship has fighters instead of torpedoes, the `Aux' variable yields "Fighters", the `Aux.Short' variable "Ftr".


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Stefan Reuther <Streu@gmx.de>