PCC2 Help
This is the PCC2 help in one big HTML file.
This help is also available within the program, using Alt-H.
[Top]PCC2 Help Table of Content
[Top]Invoking PCC2
PCC2 is a graphical application.
If you have used the PCC2 Installer, it will have set up an icon for you.
Otherwise, you will have to start it manually.
Just starting it (double-click the program) will work, but by passing additional parameters,
you can customize startup.
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
and honors some environment variables.
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
PlayVCR is a graphical application.
If you have used the PCC2 Installer, it will have set up an icon for you.
Otherwise, you will have to start it manually.
Just starting it (double-click the program) will work, but by passing additional parameters,
you can customize startup.
Not counting options, The following possibilities exist:
-
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
and honors some environment variables.
[Top]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.
[Top]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.
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.
-
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)
-
F5: Plugin Manager
-
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.
PCC2 displays a list of result files found.
Select those you want to unpack.
When you start from a game directory containing unpacked data,
the results corresponding to the unpacked data will be highlighted by default.
When the game directory also contains turn files, PCC2 will offer to unpack the turn files as well
to revert to the state before the last Maketurn (instead of the beginning of the turn).
-
Up,Down: Move around
-
1..9, A, B: Toggle that race
-
*: Mark/unmark all
-
T: Unpack attachments
-
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.
Reference
- Keys:
- U from Game Selection
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.
Reference
- Keys:
- S from Game Selection
Plugins provide additional functionality or artwork for PCC2.
This screen displays all installed plugins and allows you to add or remove some.
-
Arrows: Move around
-
Ins: Add (install) a new plugin
-
Del: Remove (uninstall) a plugin
-
ESC: Close window
Plugin Installation (Ins)
A plugin typically consists of one or more files, plus an accompanying plugin description
in the form of a *.c2p file.
All these files can be compressed to a single *.c2z (or *.zip) file.
When you want to install a plugin, PCC2 will ask you for the *.c2p or *.c2z file.
If you just have a *.res or *.q file you want loaded,
you can also directly install that.
After you choose a file, PCC2 will check preconditions and ask you for confirmation before installing the plugin.
Installing copies the plugin into your user profile directory;
the original data is not needed anymore after installation.
Plugin Uninstallation (Del)
When you select a plugin for uninstallation, PCC2 will check preconditions
and ask you for confirmation before uninstalling the plugin.
Notes
After you uninstall a plugin, some remains of it may remain still active until you exit PCC2.
That's why PCC2 will remind you to restart after a plugin has been removed or updated.
There also is a command-line utility c2plugin you can use to manage plugins.
When you have installed PCC2 for Windows using the installer,
launching a *.c2z or *.c2p file (by double-clicking in Explorer,
or from a web browser) will directly install the plugin.
Reference
- Keys:
- F5 from PCC2 Game Selection or PlayVCR file selection
[Top]Receive Result Attachments
Host can send you additional files with your result file package.
This includes Race name updates included with standard Winplan-style RST files,
and configuration files included with PHost's util.dat files.
Whenever PCC2 detects that your result package contains an attachment, it offers you to receive them.
-
Space: Toggle reception of the selected file
-
Enter: Proceed with receiving the files
-
ESC: Cancel, receiving no files
If you choose not to receive a file, PCC2 will not prompt you again this turn;
to receive the file anyway, use T on the Unpack screen.
PCC2 will not offer you files that you already have with the same content.
PCC2 will by default refuse to receive files that it considers dangerous (e.g. *.exe files).
Reference
- Keys:
- T from Unpack screen, or automatically when loading a game or unpacking..
[Top]Race Screen
Reference
- Keys:
- ESC from most screens
- Keymap:
- RaceScreen
- Script context:
- global context
This dialog has three pages:
- Game Settings
- game options. These options are configured in the host
and take effect the next turn.
This includes the option to set a result file password or rename your race,
if allowed.
- Options
- most of PCC's options, grouped in a user-friendly way, with user-friendly editors.
Most users use this part.
- Configuration File
- all of PCC's options, in the form as they appear in pcc2.ini files.
This part is for experienced users only.
-
Enter: edit the currently-selected option
-
S: choose where the settings is stored:
-
Space: on the Options page: open a subtree
-
ESC: Close this dialog
Reference
- Keys:
- Ctrl-O on race screen
[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:
-
%d\backups\turn%p.%t (default)
→ c:\games\first\backups\turn7.042
-
c:\backups\%d\turn%p.%t
→ c:\backups\first\turn7.042
Reference
- Keys:
- backup options on settings dialog
[Top]Unit selector
Use this window to select a unit.
Usually this is used to enter a control screen.
-
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
Reference
- Keys:
- F1, F2, F3 or F10 almost everywhere
- Related command:
- UI.ChooseObject
- See also:
-
Ship Screen,
Planet Screen,
Starbase Screen,
Fleet Screen
[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.
-
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)
- Ships exactly at (X,Y): all ships exactly at the given position (same restriction as "Ships near")
- 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
Reference
- Keys:
- F6 almost everywhere
- Related command:
- UI.ChooseObject
- See also:
-
Ship History Screen
[Top]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
-
Ctrl-N: List ships that will be here next turn
-
Shift-M: Show subspace messages from this unit
-
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-Q: Open Process Manager
-
Alt-K: Keymap debugger
-
Alt-.: Open Selection manager
-
Alt-Left, Alt-Right: Next/previous selection layer
-
Alt-R: Reset current location (undo)
-
Enter: Toggle between regular control screen and auto task screen
You can use Ctrl-Alt+letter to toggle starchart options,
e.g. Ctrl-Alt-M to toggle display of minefields.
See Starchart, section "Option Toggles" for details.
Visual Elements
- The top line on the left contains the name of the unit. If is followed by a flag icon if there are messages from the unit that can be read using Shift-M.
- The second line contains brief information about the kind of this unit (e.g. the ship type).
- The following block has function buttons for the major areas (F1 etc.), and an image of the unit in the center.
- The image has a yellow frame if the unit is selected (.).
- The "Auto" button has a green frame if the unit has an auto task, and a yellow frame if some other script is running on it.
- A map of the unit's surroundings appears on the right.
You can click into it, or activate keyboard-move-scanner mode using Y; a yellow frame indicates that keyboard-move-scanner is active.
The scanner result (name of the unit you're pointing at) is shown below the map).
Reference
- Keys:
- F1, F2, F3 or F10 almost everywhere,
or follow a link in Imperial Statistics
or Search
- Related command:
- UI.GotoScreen
- Keymap:
- ControlScreen
(extended by actual control screen's keymap)
- Script context:
- respective unit
- See also:
-
Ship Screen,
Planet Screen,
Starbase Screen,
Fleet Screen
[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.
While you edit the task, it is stopped.
It will run when you leave the auto task screen or switch to another object.
When an auto task finishes (runs off its end), it is automatically removed.
Auto tasks can produce messages (using the Notify command
or by running into a problem).
Such messages are shown in the Notification dialog when you start PCC2.
The message currently holding up this task is also shown on the auto task screen.
When you fix the problem, you can confirm the message directly from here using M.
The following keys are supported in addition to Control Screen keys.
-
Ins: Insert a command before the current line
-
Space: Edit current command
-
Del: Delete current command
-
Ctrl-Del: Delete all commands
-
%, K: Disable/enable a command temporarily (comment it out)
-
Ctrl-N: Set next command to execute
-
1..4: Depending on actual screen, insert commands
-
M: Confirm Notification Message produced by this task (cause task to continue)
-
Ctrl-S: Save task as text file
-
Ctrl-R: Load task from text file (insert commands at cursor)
-
Enter: Go to control screen
Reference
- Keys:
- Enter from
ship, planet, or
starbase screen
- Related command:
- UI.GotoScreen
- Keymap:
- AutoTaskScreen
- Script context:
- respective unit
[Top]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
-
D: Multi-ship 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.
-
Q: Explain ship predictions. Tells you what missions and orders were considered for computing the fuel usage.
-
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
-
Ctrl-N: List ships that will be at the same position as this ship next turn. Also places the scanner at the predicted new position.
-
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)
-
Alt-I: Search ships that have our Id as Intercept parameter (i.e. find ships intercepting us)
-
Ctrl-T: Go to ship whose Id is in this ship's mission's Tow parameter (i.e. go to ship we're towing)
-
Alt-T: Search ships that have our Id as Tow parameter (i.e. find ships towing us)
-
Ctrl-M: Go to ship we are chunneling to
-
Alt-M: Search ships that are chunneling to us
-
Tab: Cycle through ships at this place. With Ctrl: marked ships only. With Shift: backward
-
F10: Fleet menu: (only applicable items will be displayed)
- Fleet screen
- Go to Fleet Screen
- Start new fleet
- Make this ship the leader of a new fleet
- Join a fleet
- Make this ship member of an existing fleet
- Leave fleet
- Remove this ship from its fleet
- Go to fleet leader
- Go to the fleet leader's ship screen
- Add all to fleet
- If this ship isn't yet member of a fleet, make it leader of a new one. Then add all other ships at this place to the fleet.
-
Shift-F10: Same as "Join a fleet" or "Go to fleet screen", whichever is applicable.
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.
Reference
- Keys:
- F1 from almost everywhere
- Related command:
- UI.GotoScreen
- Keymap:
- ShipScreen
- Script context:
- Ship()
[Top]Ship Missions
This dialog allows choosing a mission for a starship.
Scroll around using the arrow keys, or use the key displayed next to the mission name,
and confirm using Enter; ESC cancels.
When using this dialog from a ship or ship task screen,
this dialog will only show missions that the ship can actually perform.
For example, a freighter cannot lay mines.
Likewise, when used through the Global Actions,
some missions will not be shown.
As an override, you can always select the "Extended Mission" entry at the end of the list,
to enter any mission as numerical values ("M.I.T. interface").
Missions are grouped by category.
Categories are displayed atop the mission list.
You can select a category for filterung using ←/→,
by clicking the category, or by using Alt plus the category's first letter.
Reference
- Keys:
- M from Ship Screen,
"Mission" menu on Ship Task Screen,
Global Actions;
[Top]Ship Task Screen
The following keys are supported in addition to Auto Task Screen keys.
-
A: Create MoveTo command using the Navigation Chart
-
Ctrl-W: Create MoveTo command for the scanner target (same as double-click into scanner chart).
-
C, U: Cargo transfer
-
G: Go to starchart showing the place the ship will be after the current command.
-
W: Change ship's warp speed.
-
O: Options that affect prediction and display:
- Predict to cursor/to end (also use E to toggle).
- Show turn distances (also use D to toggle).
Ship Task Commands
- Movement Commands
-
MoveTo: set waypoint and move ship there.
-
MoveTowards: set waypoint and move for one turn (this may stop in mid-space!).
-
SetSpeed: set warp speed
-
SetWaypoint: set waypoint, but do not move yet (ship will move during later WaitOneTurn commands, maybe.
- Cargo Commands: CargoUnload, CargoUpload.
PCC2 will ask for a cargo type and create a command which transfers everything of that type.
You can edit the command using Space to fit your needs.
- Mission Commands: SetEnemy, SetFCode, SetMission: self-explanatory.
- Miscellaneous Commands:
-
Notify: generate a message and wait until you confirm it; use this to send reminders into the future (like "have reached waypoint, refuel me")
-
SetComment: change ship comment
-
SetName: change ship name
-
WaitOneTurn: wait one turn, performing whatever orders that were given before
-
Restart: restart auto task from the beginning
Reference
- Keys:
- Enter from ship screen
- Related command:
- UI.GotoScreen
- Keymap:
- AutoTaskScreen
- Script context:
- Ship()
[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.
Reference
- Keys:
- F2 from almost everywhere
- Related command:
- UI.GotoScreen
- Keymap:
- PlanetScreen
- Script context:
- Planet()
[Top]Planet Task Screen
You can use the Auto Task Screen keys.
Planet Task Commands
- Order Commands:
-
SetFCode: self-explanatory.
- Cargo Commands: CargoUnloadAllShips: unload Tritanium, Molybdenum, Duranium, colonists, supplies, and cash from all ships in orbit of this planet.
You can edit the command using Space to fit your needs.
- Miscellaneous Commands:
-
Notify: generate a message and wait until you confirm it; use this to send reminders into the future (like "have reached waypoint, refuel me")
-
SetComment: change planet comment
-
WaitOneTurn: wait one turn, performing whatever orders that were given before
-
Restart: restart auto task from the beginning
Reference
- Keys:
- Enter from planet screen
- Related command:
- UI.GotoScreen
- Keymap:
- AutoTaskScreen
- Script context:
- Planet()
[Top]Base Screen
The following keys are supported in addition to Control Screen keys.
The current ship build order will be shown on the control screen,
along with the queue position ("Q:") if known.
Reference
- Keys:
- F3 from almost everywhere
- Related command:
- UI.GotoScreen
- Keymap:
- BaseScreen
- Script context:
- Planet()
[Top]Base Task Screen
The following keys are supported in addition to Auto Task Screen keys.
-
E: Edit current EnqueueShip or BuildShip command
Base Task Commands
- Order Commands:
-
EnqueueShip: choose a ship design on the Ship Build screen. The ship will be built when resources are available and the base's previous build order (if any) has completed.
-
SetMission, SetFCode: self-explanatory.
- Cargo Commands: CargoUnloadAllShips: unload Tritanium, Molybdenum, Duranium, colonists, supplies, and cash from all ships in orbit of this planet.
You can edit the command using Space to fit your needs.
- Miscellaneous Commands:
-
Notify: generate a message and wait until you confirm it; use this to send reminders into the future (like "have reached waypoint, refuel me")
-
SetComment: change ship comment
-
WaitOneTurn: wait one turn, performing whatever orders that were given before
-
Restart: restart auto task from the beginning
Reference
- Keys:
- Enter from base screen
- Related command:
- UI.GotoScreen
- Keymap:
- AutoTaskScreen
- Script context:
- Planet()
[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.
-
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
Reference
- Keys:
- F6 from almost everywhere
- Related command:
- UI.GotoScreen
- Keymap:
- HistoryScreen
- Script context:
- Ship()
[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.
-
A: Change fleet's waypoint. See Navigation Chart
-
B: Make the selected ship the leader of the fleet
-
C: Cargo transfer
-
D: Multi-ship cargo transfer
-
F: Change friendly code of current ship
-
G: Give ship away (PHost feature). Note that the ship cannot be member of the fleet when owned by someone else.
-
J: Join another fleet. All ships of this fleet will become members of the other fleet.
-
N: Change name of current fleet. The name is optional.
-
P: Split fleet. This will make two new fleets, one containing all the marked ships (use .), one containing the unmarked ones.
-
S: Show specification sheet.
-
T: Tow another fleet member.
-
U: Unload ship to planet
-
W: Change fleet's warp speed. On the warp speed dialog, type a number to set that warp factor.
-
Ins: Add ship to battle simulation
-
Ctrl-Ins: Add all ships to battle simulation
-
Del: Remove ship from fleet
-
Ctrl-Del: Remove all ships from the fleet (dissolve it)
-
Ctrl-W: Change fleet's waypoint to match the scanner
-
Ctrl-Z: Clear fleet's waypoint
Reference
- Keys:
- F10 from almost everywhere
- Related command:
- UI.GotoScreen
- Keymap:
- FleetScreen
- Script context:
- Ship() (for current member)
[Top]Planet Environment Scan
This screen display information about the environment (minerals, population, etc.)
of your own planets, unowned or enemy planets you visit, or you have previously seen.
Depending on the exact situation, you'll see different information,
often merged from different scans (e.g. minerals from history and current population).
-
C: Ground combat simulator.
For own planets, displays an overview of how many clans an enemy would have to send to conquer the planet.
For enemy planets, you can enter a number of clans,
and PCC2 will compute the range of possible outcomes.
Details
The text on the left side can be scrolled if it's too long.
- "won't die if less than": you can exceed the maximum population, but the overpopulation
will not die up to this limit.
- "pillage/RGA max. turns": when you're continuously attacking the planet,
the population will be gone after this many turns.
- "base tax rate": how much money you can collect from the natives at a tax rate
that produces no change in happiness (Safe Tax method).
The number of colonists is show in addition if it differs from the number of megacredits.
- "max tax rate": how much money you can collect from the natives with a happiness change
of -30. You can normally collect even more, but then negative effects (no growth, riots) will kick in.
Reference
- Keys:
- F5/Shift-F5/Ctrl-F5 from almost everywhere
- Related command:
- UI.PlanetInfo
-
Arrows: 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
-
Ctrl-N: List ships that will be here next turn
-
G: Go to coordinate or sector.
-
digit M, Ctrl-M: Create canned marker. Ctrl-M creates a default marker, 1 M through 9 M create markers 1-9.
-
M: Minefield information
-
U: Ufo information
-
I: Ion storm information
-
C: Change color of drawing near cursor
-
V: Move marker we're locked on. Finish moving with ESC
-
P: Draw
-
T: Change drawing tag
-
D: Distance mode
-
R: Range mode. Mark all objects within a rectangular area. Finish with ESC, cancel with Backspace.
-
Ctrl-R: Toggle or configure display of visibility ranges.
-
X: When looking at a wormhole, goes to its other end. On circular wrapped map, switch between this point and its "outside" image.
-
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-O: Starchart options
-
Alt-F: Filter drawings
-
Alt-L: Edit unit label expressions
Option Toggles
-
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
-
Alt-N: Toggle display of message flags. A flag is displayed if there is a message for a unit. Press Shift-N to read the messages.
-
Alt-Y: Toggle whether minefields are shown after decay
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
(also see Go to X/Y or sector).
Whether a player is ally or enemy is determined by the Teams setting.
Reference
- Keys:
- F4 from almost everywhere
- Related command:
- UI.GotoChart,
Chart.SetView
- Keymap:
-
Starchart (normal),
ShipLock,
PlanetLock,
BaseLock),
UnknownPlanetLock (when locked at appropriate object)
- Script context:
- corresponding to locked object
[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:
-
User configuration file: your general pcc2.ini file
in your profile directory,
valid for all games.
-
Game configuration file: pcc2.ini file in the game directory,
valid for this game only.
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).
-
Space: Pick shape and color for this marker.
-
N: Enter a name for this marker. This name is just a reminder for you and has no other effect.
Mouse page
This page configures what objects the cursor "locks on" when you press a mouse button,
Space or Enter, as well as what happens when you use the mouse wheel.
Reference
- Keys:
- Alt-O from starchart
- See also:
- Settings dialog
[Top]Visibility Ranges
PCC can display visibility ranges in the starcharts.
Objects that are visible are displayed normally; everything outside the range receives a blue shade.
-
R: Choose origin of scan.
"Own units/ships/planets" will display ranges around your units.
"Marked units" will display ranges around marked ships and planets.
-
T: When enabled, draws ranges around your team member's units as well.
This option is ignored for the "Marked" origin.
-
Down: Choose from predefined ranges according to host configuration:
- Sensor range: range of sensor sweep mission (SensorRange)
- Visibility range: distance at which ships in free space are visible (ScanRange)
- Minefields visible: distance at which minefield are visible to Mine Sweep (MineScanRange)
- Dark sense: range of the Dark Sense mission (DarkSenseRange)
Reference
- Keys:
- Ctrl-R from starchart
[Top]Unit Labels
PCC2 can label planets and ships in the starcharts.
Labels are defined by expressions which are evaluated for each ship/planet.
Using the starchart options or, in the starchart, the Alt-D shortcut,
you can configure in which starchart views the labels are displayed.
-
Tab: Switch between fields
-
Down: Select from predefined or last-used expressions
Reference
- Keys:
- Alt-L from starchart
- See also:
- Settings dialog
This dialog asks for a coordinate pair in the form "1111,2222".
Alternatively, you can enter a sector number such as "123", to be brought to the center of that sector.
A sector is a 100×100 area of space.
The sector number is displayed in the lower-left corner of the starchart.
Sector numbers appear on various paper starcharts and are a quick way to refer to an area.
Unfortunately, they are generally not known to users of programs other than PCC/PCC2.
In case of a wrapped map, requesting a location outside the existing map area
brings you to an alias of that location
(i.e. 900,700 is outside the map, so you'll be brought to 2900,2700).
Reference
- Keys:
- G from starchart
[Top]Minefield Information
This window shows information about a minefield.
When not invoked from a minefield, displays the nearest one.
-
Up, Down: Browse through minefields
-
Tab: Browse through minefields with same center
-
S: Show how many beams are needed to sweep this field
-
P: Go to planet controlling this minefield
-
Del: Remove minefield from starchart.
This will just remove the minefield from the map,
it will not sweep the field. The field will re-appear when it is scanned again.
-
Enter: Show minefield in starchart
Reference
- Keys:
- M from starchart
[Top]Ufo Information
This window shows information about an Ufo.
When not invoked from an Ufo, displays the nearest one.
Ufos are objects created by add-on programs that operate according to add-on rules.
You cannot directly interact with Ufos through this screen.
However, you can configure an Ufo to be kept in PCC2's starchart database.
-
Up, Down: Browse through Ufos
-
Tab: Browse through Ufos with same center
-
X: For wormholes, go to the other end if known
-
K: Toggle whether this Ufo shall be kept in the database
-
Enter: Show Ufo in starchart
Reference
- Keys:
- U from starchart
[Top]Ion Storm Information
This window shows information about an ion storm.
When not invoked from an ion storm, displays the nearest one.
Reference
- Keys:
- I from starchart
[Top]Ion Storm Forecast
This window displays a forecast about the future movement of an ion storm.
You can move around the scanner beam using the usual keys;
+ and - will change the zoom factor,
Tab recenters the map.
ESC closes the window.
The forecast considers the following properties of ion storms, consistent with Host 3.22.003 and PHost 4:
- Storms don't change their direction by more than 10° per turn;
- Storms smaller than 200 ly move at Warp 6, larger ones move at Warp 2 to 4;
- Storms with more than 250 MeV move at warp 8, regardless of what the above rule says.
The forecast does not consider growth of the storm, pancaking, and ion storm joining.
Reference
- Keys:
- F from ion storm information
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.
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
-
Tab: Attempt to complete current word (as property name of current object)
-
Alt-V: List user-defined properties of the current object, and their values
-
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).
Reference
- Keys:
- Alt-C from almost everywhere
- Related command:
- UI.PopupConsole
- Script context:
- same as invoking screen
[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).
Reference
- Keys:
- Alt-K from almost everywhere
- See also:
- Keymaps in script manual
[Top]Selection Manager
You can mark and objects using . to keep track of objects you still need to work with.
This is called the selection.
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.
-
F7: List objects on current layer. Activates the layer and shows it in the Search dialog.
-
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.
- Lowest priority:
- 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.
- Medium priority:
- a And b
- Logical And: yields all objects that are in a and in b.
- a * b
- Same as a And b.
- Highest priority (unary operators):
- 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.
Reference
- Keys:
- Alt-. from almost everywhere
- Related command:
- UI.SelectionManager,
SelectionExec
The Search function can locate objects according to a variety of queries.
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 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.
- The Only my units field allows you to quickly reduce search results to your own units.
- 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.
-
Enter: On input line, search. On result list, show result unit's control screen, or show unit on starchart.
If the dialog has been called from Global Actions, just confirm the result and return.
-
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
-
Alt-O: Toggle "Only my units"
-
Alt-.: Open selection manager
-
Alt-Left, Alt-Right: Next/previous selection layer
-
F1, F6: When a ship is focused in the result list, go to its control screen/history screen
-
F2, F3: When a planet is focused in the result list, go to its control screen/starbase screen
-
F4, Shift-Enter: On result list, show object in starchart.
-
F7: Put focus onto search query input field
Reference
- Keys:
- F7 from almost everywhere
- Related command:
- UI.Search
[Top]Read Messages
This dialog displays your incoming messages.
You receive messages from other players, your units that report events, or the host.
Messages are not saved between turns, so there is no need (and no possibility) to delete them after you read them.
-
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
If the message contains a map location (coordinate),
you can also click it to go there.
Filtering Messages
You often do not want to read all messages.
Especially scans (minefields, planets, ion storms) will be processed by PCC
and drawn into the starchart, so you do not need to see them.
PCC includes a client-side message filter.
Use K on the subject overview (Tab) to hide or show a group.
A group is defined as a set of messages having a common header.
If you are using PHost, you can also activate a host-side message filter
on the settings screen.
I recommend the client-side filter, though.
Reference
- Keys:
- M from race screen;
Shift-M on control screen for just a unit's messages,
Alt-U from race screen for util.dat (machine-readable messages).
[Top]Write Messages
You can send messages to other players.
These messages will be sent when the host runs, and receivers can read them next turn.
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.
Reference
- Keys:
- W from race screen
[Top]Revise Messages
In addition to most message reading keys, this accepts the following keys:
-
Enter, E: Edit message
-
T: Change receiver of message
-
Del: Delete message
Reference
- Keys:
- R from message dialog
[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:
-
C: Confirm message. The auto task or script which generated the message will continue executing when you close this window.
Note that if the message was caused by an error, it will immediately re-appear unless you have fixed the error.
If the message was generated by a Notify command, it will be gone in your next PCC2 session.
Reference
- Keys:
- Alt-N from race screen
- See also:
- Notify and
AddNotify script commands
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) Choose race to highlight
-
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
-
R: (overview) Toggle differences-to-previous-turn mode
-
%: (overview) Toggle percentages mode
-
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.
Reference
- Keys:
- S from race screen
[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.
-
Totals shows total unit count, minerals, populations and production.
-
Minerals shows your top Neutronium, Tritanium, Duranium, and Molybdenum planets.
-
Planets shows planets grouped by native race and climate.
-
Colony shows your top colonies according to population, supplies, and cash.
-
Starbases shows your starbases according to various attributes, and ships being built on them.
-
Starships and Capital show your ships (or just capital ships) according to
their type and other attributes.
-
Starchart shows information about your starchart and scanned units.
-
Weapons gives a statistic about weapons on your ships.
Reference
- Keys:
- I from race screen
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.
PCC2 supports optional automatic synchronisation of teams.
Whenever you offer an alliance to someone, they will be put into your team.
If there is someone in your team whom you do not offer an alliance, they will be dropped from the team.
This way, you normally have to deal with your alliances only, and can let the teams manage themselves.
If you do not like this feature, turn it off using A.
-
Arrows: Move around
-
Space: Make current race (line) belong to current team (column)
-
N: Assign name to current team
-
A: Toggle auto-sync option
Reference
- Keys:
- T from race screen
This dialog allows you to configure alliances.
It is only available if your host version supports alliances.
The left side lists all other players together with a quick status:
- red: no alliance
- yellow: partial alliance (they have offered but you didn't, or the other way around)
- green: alliance established
- bright red: you have declared them an enemy
On the right, the selected player's alliance status is broken down.
The actual selection depends on the host version.
You can edit alliances here.
Possible settings include "not offered" (blank checkbox), "offered" (blue X), and "conditional offer" (green C).
A conditional offer can only by used by the partner if they offer the same level to you.
Depending on your host version, the following levels could be available with different settings:
-
Alliance offer (PHost): You have offered them an alliance (but not necessarily any privileges).
-
Standard alliance (THost): You have offered them an alliance. You will not attack them.
-
Ship alliance (PHost): You allow them ship-related privileges.
-
Planet alliance (PHost): You allow them planet-related privileges.
-
Minefield alliance (PHost): You allow them free flight through your minefields.
-
Combat alliance (PHost): You will not attack them.
-
Vision alliance (PHost, THost): They will see everything you see.
The following keys are active in this dialog:
-
Arrows, Tab: Move around
-
Space: Toggle current alliance or alliance level
Reference
- Keys:
- A from race screen
[Top]Edit auxiliary commands
This menu displays all auxiliary commands (mainly for the PHost command processor).
This feature is for people who know what they are doing.
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.
Reference
- Keys:
- Alt-E from race screen
[Top]Reset Location
This function allows you to reset all units at a particular location to the status they had at the beginning of the turn.
Most things can simply be reverted manually (e.g. just re-enter the mission the ship had at the beginning of the turn),
but sometimes this is quite tedious.
This function can also be used when the turn file has been messed up due to a bug in a program.
Because units can interact, you must reset all units at a location in a group.
It is not possible to reset a single ship, maybe: if that ship has transferred cargo somewhere,
the receiver of that cargo must be reset as well.
PCC2 divides properties into two groups; you can reset them independant of each other:
-
C: Cargo, structures, builds. Resets everything that has to do with cargo, i.e. build orders,
planetary structures (which are built from money and supplies), built starship components or weapons,
and ship build orders.
-
M: Missions, orders, names. Resets missions, friendly codes, names, tax rates, waypoints, etc.
These do not interact with other units.
Other keys:
-
L: List affected units.
-
Enter: Confirm
-
ESC: Cancel
Reference
- Keys:
- Alt-R on control screens
[Top]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).
-
P: Edit planet
-
K: Edit ship ratings for FLAK simulation
-
# or \: (or right mouse button) Sort ship list.
-
Ctrl-O: Edit options
-
Ctrl-A: Edit alliance relations
-
Ctrl-C: Fleet cost comparison
-
Ctrl-R: Read saved simulation from a file (.ccb)
-
Ctrl-S: Save simulation setup to file
Reference
- Keys:
- B from race screen
[Top]Battle Simulator Planet Editor
-
N, I: Select planet Id
-
O: Edit owner
-
F: Edit friendly code
-
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 "#".
-
D: Edit defense post count
-
P: Edit population (and compute maximum defense post count from that)
-
A: Edit abilities
-
L: Edit experience level (if active on your host)
-
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.
Reference
- Keys:
- P from battle simulator
[Top]Battle Simulator Options
-
M: Choose mode (host/VCR version). Other options are updated accordingly.
-
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"
-
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.
Reference
- Keys:
- Ctrl-O from battle simulator
[Top]Battle Simulator Ship/Planet Abilities
You can define special abilities for each ship or planet.
By default, these abilities are taken from the ship list and configuration.
You can force a ship to have or not have an ability, independant of what ship list and configuration say.
Note that not all abilities are supported for all simulator modes.
All abilities are supported for ships; a subset is supported for planets.
-
Planet Immunity: the ship is not attacked by aggressive planets.
Supported for all modes (but works a little different in FLAK mode).
-
Full Weaponry: the ship does not lose weapons when damaged.
Supported for all modes.
-
Commander: the ship boosts other ships' experience level.
Supported for PHost4 and FLAK simulations (the others have no experience).
-
3× Beam Kill: beams do triple damage against crew.
Supported for all modes but FLAK.
-
2× Beam/Torp Charge: beams or torpedoes recharge twice as fast.
Supported for all modes but FLAK.
-
Elusive: Torpedoes have only a 10% chance to hit this ship instead of the default 65%.
Supported for Host and NuHost simulation.
-
Squadron: The ship actually is a fighter squadron, where each beam represents a fighter.
Its crew cannot be killed, and if it is destroyed, one fighter dies (one beam is lost) and the ship continues the fight.
Supported for all modes but FLAK.
-
Shield Generator: The ship provides additional shields to other ships of the same owner.
As long as a Shield Generator is present, ships get +25% shield and 50% Engine/Shield bonus,
for up to two Shield Generators per fight.
Supported for all modes but FLAK.
-
Cloaked Fighter Bays: When cloaked, the ship can provide its fighter bays and fighters in other carriers' fights.
Supported for all modes but FLAK.
Note that when this ability is used, the "Minimum Fighters Aboard" statistic is no longer useful.
Reference
- Keys:
- B from battle simulator
[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.
Reference
- Keys:
- Ctrl-C from battle simulator
[Top]Fleet Cost Comparison Options
This dialog allows you to fine-tune the options for the fleet cost comparison.
-
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.
Note that engine costs for custom ships are not included because we don't know how many engines these ships have.
-
P: Toggle whether planet defense costs are included.
-
B: Toggle whether costs for building a starbase, its defense,
its fighters, and, if T is enabled and starbases actually use torpedoes in combat, its torpedoes are included.
-
L: Toggle whether starbase tech levels (beams, and torpedoes if appropriate) are included.
-
S: Toggle whether tech levels used for building ships are included.
You can include tech levels once per ship (as if each ship was built on a different base specifically equipped to build this ship),
or once per player (as if all ships were built on the same base; tech levels are billed to the first ship needing them).
-
Y: Toggle whether costs are grouped by player or by team.
Reference
- Keys:
- O from fleet cost comparison
[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.
-
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
Clicking on a number on the "Details" tab will let you watch a sample battle that yields the minimum or maximum result for that value, respectively.
Reference
- Keys:
- Enter from battle simulator
Choose a 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.
-
T: Toggle team colors. By default, lines are colored by owner. With this option enabled, they are colored by teams.
-
S: Combat score summary. Shows how much experience and build points each race got this turn, and how many tons they sunk.
-
L, R: Display information about one side of the fight.
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
For FLAK, see FLAK Playback.
Reference
- Keys:
- V from race screen,
Enter from simulator result
[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.
-
Tab: Switch to other side
-
S: Show ship specification sheet for current ship.
-
Ins: Add this unit to the battle simulation. This uses the unit's state after the fight, and is not possible when the unit was destroyed.
-
Shift-Ins: Add this unit to the battle simulation, using the unit's state before the fight.
Reference
- Keys:
- L and R from VCR selection
[Top]FLAK Playback
This is the FLAK player.
FLAK has three display modes:
- Isometric 3-D. Shows the battle at a 45 degree angle with no perspective;
- Perspective 3-D. Shows the battle from a freely-moving camera with proper perspective;
- Flat view. Shows the a flat view onto the battle from the top.
Since FLAK is just two-dimensional internally, this is what the combat engine actually does.
Most of the screen is covered by the playback arena.
On the right, you see a list of all participating fleets;
Space expands a fleet into a list of units.
Each ship/fleet is shown as a circle; if proper images are available, FLAK can also use ship images.
Fighters are small blue circles.
Torpedoes are red crosses.
During playback, use the following keys:
-
Right: Start/pause playback;
-
Up, Down: Scroll in ship list
-
Ctrl-Left: Rewind 20 seconds;
-
Ctrl-Right: Fast-forward 20 seconds;
-
Alt-Left: Rewind to beginning;
-
Alt-Right: Fast-forward to end;
-
Shift-B: Rewind one second;
-
Shift-F: Forward one second;
-
Tab: Toggle display modes;
-
3: Toggle perspective 3-D mode;
-
1, 2: Show status of currently-selected ship on left/right info panel;
-
F: (perspective mode) Camera follows current fleet;
-
C: (perspective mode) Toggle automatic camera;
-
Shift-Arrow: (perspective, flat) Move camera;
-
A: (perspective, flat) Zoom in;
-
Z, Y: (perspective, flat) Zoom out;
Reference
- Keys:
- Enter from VCR selection for FLAK fight
[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.
-
Tab: Switch between input and list
-
Alt-R: Pick a random friendly code that
has no special meaning
Reference
- Keys:
- F from control screens
and battle simulator
This window displays information about enemy or own ships.
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
-
C: Cargo transfer for own ships; last known cargo for foreign ships
-
Ctrl-C: Show cargo summary for all your ships on the list
-
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
-
Shift-M: Show subspace messages from this ship
-
Ins: Add this ship to the battle simulation.
-
Ctrl-Ins: Add all ships to the battle simulation.
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.
Current vs. Prediction
By default, this window displays ships at a particular location;
the cargo summary will display current cargo.
When this window is invoked with Ctrl-N, it predicts future positions of your ships.
From a planet, it will display ships that will be at this planet.
From a ship, it will display ships that will be at the same location as that ship next turn.
Unlike regular fuel consumption computation, this prediction resolves intercepts.
Cargo summary will show predicted cargo.
Reference
- Keys:
- L from control screens
and starchart (current ships),
Ctrl-N from control screens
and starchart (predicted positions)
- Related command:
-
UI.ListShips,
UI.ListShipPrediction
[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.
-
ESC: Close window
-
W: Show weapon effects against this ship
-
F1: Browse ship abilities
Ship abilities
Ships can have special abilities, such as Cloak or Gravitonic.
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 you can show with F1.
Ability Icons
On the Specification Sheet and on the Ship Build Screen,
ship abilities are normally shown as a set of icons.
The color of the icon shows the status of the ability.
- Colored icon: you have the ability.
- Red icon: you have the ability, but it is damaged and can currently not be used.
- Gray icon: you cannot use the ability.
A green marker indicates that you will be able to use the ability at a higher experience level.
A red marker indicates that only other players can use the ability.
If you prefer the abilities to be shown as text, use the
Settings Menu, Preferences > User Interface > Ship ability icons.
Ability List
Use F1 from the specification sheet to pop up the detailed ability list.
This 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; shown in red if it is damaged
-
+ 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
Reference
- Keys:
- S from ship screen,
ship list,
ship build screen, or
VCR details screen.
[Top]Navigation Chart
-
Arrows: 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
-
Z: Enter zoom level manually;
-
Space: Lock onto planet
-
Enter: Lock onto ship
-
Tab: Recenter map at current position
-
Backspace: Undo last Tab
-
C: (only on capable ships) toggle Chunnel mode. When enabled, only possible Chunnel targets can be selected, and PCC2 will set up a chunnel when you confirm this dialog.
-
L: List ships
-
digit M, Ctrl-M: Create canned marker. Ctrl-M creates a default marker, 1 M through 9 M create markers 1-9.
-
F5: Planet information
-
F10: Confirm
You can use Alt+letter to toggle starchart options,
e.g. Alt-M to toggle display of minefields.
See Starchart, section "Option Toggles" for details.
Reference
- Keys:
- A from ship screen
or fleet screen
[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.
-
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
Reference
- Keys:
- C and U from control screens
and visual scan
[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.
-
Left, +: Move 10 kt from hold space to this unit. With prefix argument, move that many. With Shift, move 1. With Ctrl, move 100. With Alt, move everything.
-
Right, -: Move 10 kt from this unit to hold space. Modifiers like for + can be used.
-
Space, .: Tag current unit as extension to hold space, or untag it.
-
U: Unload all units (except for tagged unit) to hold space.
-
#: Menu. This menu's items distribute cargo from hold space to all units (except for the tagged unit) according to different rules.
You can also call these functions by hitting their letter directly, without going through the menu.
-
E: Distribute cargo evenly. Every unit receives the same amount.
-
F: Distribute free space evenly. Fill up all units until all have the same amount of free space.
-
P: Distribute proportionally. Give each unit cargo proportionally to their capacity.
Note that neither of these functions will remove cargo from a
unit.
-
A, Ins: Create temporary storage. You can use this to temporarily store cargo, which simplifies some maneuvers. The temporary storage must be empty before the cargo transfer can be confirmed. Up to 5 temporary storages can be created.
Reference
- Keys:
- D from ship screen
You can build mines, factories, and defense posts on your planets.
-
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
Reference
- Keys:
- B from planet screen
You can ask taxes from your natives and colonists.
-
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, Backspace: Undo current area
-
R: Toggle whether the population prediction displays absolute values (default), absolute or relative (percentage) per-turn change.
With Shift, toggles between absolute and relative change only.
-
W: Change number of hissers or terraformers for prediction ("how would growth change if I had a heater here?")
-
=, %: (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").
Reference
- Keys:
- T from planet screen
[Top]Sell Supplies
You can sell supplies to get money.
This is rarely needed in PCC because PCC automatically sells supplies when needed.
When supplies are sold, they are gone (aside from undo later this turn); you cannot buy supplies from money.
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.
Reference
- Keys:
- S from planet screen
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.
Reference
- Keys:
- G from build screen
[Top]Building Ships
You can build ships on your starbases.
You set up the ship design using the ship build dialog.
The ship will be built during the next host run and available next turn
(or later, when the ship limit is reached and the build queue is active).
The ship build dialog is also used for the related functions,
- Ship Cost Calculator to compute costs for any fictional ship
- Editing "EnqueueShip" commands for auto tasks
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.
-
Enter: Confirm build; modifies the build order to build this ship. If you do not have enough resources to build this ship, offers to put the build order onto the starbase auto task.
-
ESC: Return to previous screen, do not change the build order
-
C: Cancel current build order
-
U: Toggle whether parts from starbase storage will be used
-
I: Toggle whether tech upgrades are included in the cost computation
-
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)
Reference
- Keys:
- B or S from build screen,
E from ship auto task screen
[Top]Manage Build Queue
This window displays all your current ship build orders and allows you to assign build priorities ("PBx" friendly codes).
For each build order, it displays:
- Type of ship being built, and name of the starbase building the ship
- Friendly code. Highlighted in red if there are multiple orders with the same PBx friendly code.
- Position of the build order in the build queue, if known (1=first)
- Number of build points consumed by this build order, if known/applicable.
For example, "3 / 21" means you have 21 build points and this ship consumes 3.
The next line might be "5 / 18", saying that you have 18 points remaining, consuming 5.
The number consumed is shown in red if you do not have enough points.
The list is shown in approximate order the ships will be built, first ships first (highest priority, PB1).
Scroll around using the arrows, or use the following keys:
-
+, Shift-Up: Increase this build order's priority (build earlier)
-
-, Shift-Down: Decrease this build order's priority (build later)
-
1..9: Set friendly code of starbase to PBx
-
0: (zero) Remove PBx friendly code
-
S: Show summary of build orders by type and kind (see below)
-
G: Go to starbase screen for current starbase
(will ask whether to apply or discard changes)
-
Enter: Confirm and apply all changes
-
ESC: Cancel and discard all changes
Notes
Build queue rules differ between host versions.
The order shown is not necessarily exact.
In particular, new build orders will be collected starting from an unknown/random starbase,
so if you give two new orders, we cannot predict which will be built first.
This dialog shows the PBx friendly codes first (PB1, then PB2, etc.),
reflecting that those build orders will be processed first if you are awarded a priority build.
Whether you are awarded a priority build or perform a regular build instead is decided by host
(e.g. too few build points, fewer than 450 ships in game in HOST).
PCC2 assumes you can have one order in the PB1 slot, one in the PB2 slot, and so on,
and highlights duplicate codes as an error.
This matches the PHost rule.
In HOST, you can have multiple builds with the same code, but rules regarding this are complex
and vary between versions, so it's better to stick to the simple rule.
For PHost, this dialog also shows clone orders.
In HOST, cloning uses entirely different rules than regular builds and are not shown here.
Planned Builds
On the ship build screen, you can try to build a ship even if you do not have sufficient resources.
In that case, PCC2 will create an auto-task containing an EnqueueShip command.
Such tasks will be shown as "Plan <ship>" on this list, with a Clock icon, and cannot be prioritized.
Summary
The S key ("Summary...") brings up a dialog showing a summary of type and kind of ship build orders:
- How many ships of type X are you building?
- How many ships are being built, cloned, or planned?
This dialog does not allow any manipulation of the build orders.
However, you can use the M ("Mark...") button to mark or unmark the respective starbases,
to process them further later on.
Reference
- Keys:
- Q from starbase screen
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
-
W: (circle) With prefix: make it X² ly large (distance covered with warp factor)
-
G: (circle) With prefix: make it 2×X² ly large (distance covered with gravitonic engine)
-
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
Reference
- Keys:
- P from starchart
[Top]Drawing Tags
Each drawing can have a tag.
You can use tags to group drawings thematically,
e.g. different tags for borders, freighter routes, and enemy sightings.
By default, all drawings are displayed, but you can filter display to show just one tag.
A tag can be a number or string (technically: an atom).
Setting Drawing Tags
You can choose the tag for a new drawing using T on the Drawing dialog.
You can change a drawing's tag using T on the starchart.
Both dialogs will let you enter a new tag, or choose an existing one from a list.
When changing an existing line's tag, you can use Alt-A
to change the tag of all adjacent lines as well.
Filtering Drawings
You can filter tags using Alt-F on the starchart.
The dialog will let you select an existing tag and then display just that.
Press Alt-F again to turn off the filter.
Reference
- Keys:
- T from starchart
and Drawing dialog;
Alt-F from starchart
[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.
-
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.
Reference
- Keys:
- D from starchart
[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.
-
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.
-
L: Toggle lock override. By default, this function tries to avoid, for example, changing waypoints of a ship that operates on an auto-waypoint, but you can force it to process those, too (although this may confuse the Auto Task).
-
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.
- 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.
Reference
- Keys:
- G from race screen
or search
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.
-
Ins: Add a field.
-
Del: Remove a field.
-
Space: Edit current field.
-
Ctrl-Up/Down: Move a field up or down.
-
Left/Right, +/-: Change field width.
The field width is used for text output formats.
By default, PCC2 chooses a width, but you can override it by specifying one.
These keys change the width by 10 or the prefix argument,
hold Shift to change by 1, hold Ctrl to change by 100.
Positive values (shown as "→NN") align the value to the right, which is typically used for numbers;
negative values (shown as "NN←") align the value to the left, which is typically used for text.
-
*: Toggle field alignment (left/right).
-
F: Change output file type.
-
C: Change output file character set.
-
Ctrl+S: Save settings into a file.
-
Ctrl+R: Read settings from a file.
-
Enter: Ask for output file name and do the export.
This feature is also available in the standalone c2export program.
Format of a Settings File
Settings are stored in text files.
By convention, these files have the extension ".ccx".
Settings files consist of lines of the form "name=value", much like pconfig.src.
Empty lines and lines starting with "#" are ignored.
-
Fields=NAME@WIDTH: add a field. This line can occur multiple times to add multiple fields.
The "@WIDTH" part is optional.
You can also add multiple fields in one assignment by separating them with commas, as in "Fields=Name,Id".
-
Charset=NAME: select character set (optional).
-
Format=FORMAT: select ouput file type (optional).
Reference
- Keys:
- this function is accessible via global actions to export ships/planets.
It is also available using E on the
List Ship cargo summary,
Fleet Cost comparison,
and Ship Building detailed bill.
[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).
-
T: Mark this script for termination. With Ctrl, mark all scripts for termination.
-
R: Mark this script for running. With Ctrl, mark all scripts for running.
-
S: Mark this script to suspend. Use this to undo an accidental T or R. With Ctrl, mark all scripts to suspend.
-
X: Execute all terminate/run requests.
-
P: Change process priority. Use this to control the order in which scripts run. Lower numerical values means the script runs earlier.
-
G: Go to the unit from which this script was started.
-
N: If the process has a notification, show it.
-
L: If this process holds locks, list them. With Ctrl, list all locks in the system.
-
ESC: Close this window. This will also execute all terminate/run requests.
Reference
- Keys:
- Alt-Q almost everywhere
-
Up, Down: Scroll
-
PgUp, PgDn: Scroll
-
Tab: Cycle through hyperlinks. With Shift, cycle backwards.
-
Enter: Follow links
-
B, Backspace: Back to previous position (undo follow links)
-
G: Go to page. Pages are identified by a name in PCC2 (not a number, like in PCC 1.x).
-
T: Go to Table of Content.
PCC2 comes with pre-installed help files regarding usage of PCC2 and the scripting language.
Plugins can provide additional help to extend or replace the help texts.
If the help text you're reading is not the one provided by PCC2, or it is built from multiple pages,
you will see the source of each text in a small, right-aligned note below the text.
Reference
- Keys:
- Alt-H or H almost everywhere
[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+.
-
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+.
[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.
-
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
-
F5: Plugin Manager
-
Alt-C: Show console messages
[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.
[Top]Configuration
[Top]Configuration Introduction
PCC2 has multiple mechanisms to configure it according to your needs.
Most of these mechanisms are available on the regular user interface.
Where are the configuration files?
In Windows, PCC2 creates a directory PCC2 in your profile directory
(C:\Documents and Settings\User\Application Data or
C:\Users\User\AppData\Roaming).
In Unix, PCC2 creates a directory .pcc2 in your home directory.
All configuration files will be created in this directory.
What configuration files are there?
-
pcc2.ini: the main configuration file.
This file has some special properties described on its help page.
-
expr.ini: user-defined search/label expressions.
-
lru.ini: last search/label expressions.
This file is automatically updated by PCC2 and has the same format as expr.ini.
-
plugins/: this folder contains plugins.
Legacy configuration
-
cc-res.cfg: this file is located in the resource directory of your PCC2 directory
and can be used to configure resources (images).
This is used by the installer.
Normally, you should install an artwork plugin instead.
- PCC2 comes with a standard ship list which is stored in C:\Programs\PCC2\specs or /usr/share/planets.
In addition to standard files like hullspec.dat, this directory also contains a few PCC-specific files ending in .cc.
These can be overridden on a per-game basis by placing an identically-named file in your game directory,
in the same way non-standard ship lists can be used.
It is not recommended to ever modify the files in PCC2's ship list directory.
In addition, you can create a file ending with .usr in your game directory.
That file will behave as if it were appended to the respective .cc file.
This is the main configuration file.
pcc2.ini will be created in your profile directory.
Previous versions of PCC2 placed this 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.
In addition, PCC2 supports per-game configuration.
A pcc2.ini file can also exist in a game directory;
settings from that file override those in the main configuration file.
Dialogs like the settings dialog will offer you choice
whether a setting is stored in the main ("User") or game configuration file.
Reference
- See also:
- Configuration Introduction
This file allows you to configure expressions for the search function and unit labels.
Those expressions will then be available for easy selection using a drop-down menu.
PCC2 comes with predefined expressions in a file expr.cc that is located in PCC2's main specification directory.
It is not recommended to edit expr.cc; instead, create expr.ini. Both files have the same syntax.
A new section starts with a section name in brackets:
-
[Find]: search expressions
-
[ShipLabels]: ship labels
-
[PlanetLabels]: planet labels
Within each section, each expression is defined with a line like this:
Name of Expression [p] Expression+here
- Name that is shown in drop-down lists.
- Two spaces as separator.
- For search expressions, the object type in parentheses: [p]=planets, [s]=ships, [b]=bases.
Combinations like [sp]=ships and planets are allowed.
- Finally, the actual expression.
Reference
- See also:
- Configuration Introduction
This file is located in the resource directory of your PCC2 directory
(C:\Programs\PCC2\resource in Windows, /usr/local/share/planets in Unix).
Typically, it does not exist and you must create it as a text file.
This file can be used to configure resources (images).
Each line contains one link to a resource package.
Empty lines and lines starting with ";" are ignored.
-
res:file.res
file.res is the name of a PCC 1.x resource file which is used to provide ship, base, planet, and fighter images.
-
wp:dir
dir points at a Winplan "bmp" directory which provides ship images.
-
wpvcr:file.dll
file.dll is the name of a Winplan "wpvcr.dll" file which provides ship images for the VCR.
-
dir:dir
dir points at a PCC2 resource directory.
A line that does not match any of these formats is treated as the name of a PCC 1.x resource file (as in PCC 1.x).
Reference
- See also:
- Configuration Introduction