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Hi everyone,
Because the players of Phoenix 2 do their best to make sure I don't need too much time for my turns, I had some time for hacking again, and thus I have released PCC2 1.99.23.
This version adds many small features and details that were still missing from PCC 1.x, including:
- an alliance editor
- the "Reset Location" function
- searching minefields/ion storms/Ufos brings you to their details window which has a mini-map
- the VCR allows you to go to the fighting unit's control screen
- thousands-separators and other visual improvements
The combat simulator as the largest component within PCC2 also learned a few new tricks:
- watch sample battle for minimum/maximum damage for a unit, etc.
- NuHost ability "squadron"
- abilities configurable for planets
- ship costs can include ship tech
As usual, this release fixes a few bugs.
Website: http://phost.de/~stefan/pcc2.html
Windows: http://phost.de/~stefan/cc2/PCC2-Installer-1.99.23.exe
Linux: http://phost.de/~stefan/cc2/pcc2_1.99.23_i386.deb
Source: http://phost.de/~stefan/cc2/pcc2-20150111.tar.gz
Have fun with it,
Stefan
Thanks!
Hi everyone,
Because the players of Phoenix 2 do their best to make sure I don't need too much time for my turns, I had some time for hacking again, and thus I have released PCC2 1.99.23.
This version adds many small features and details that were still missing from PCC 1.x, including:
- an alliance editor
- the "Reset Location" function
- searching minefields/ion storms/Ufos brings you to their details window which has a mini-map
- the VCR allows you to go to the fighting unit's control screen
- thousands-separators and other visual improvements
The combat simulator as the largest component within PCC2 also learned a few new tricks:
- watch sample battle for minimum/maximum damage for a unit, etc.
- NuHost ability "squadron"
- abilities configurable for planets
- ship costs can include ship tech
As usual, this release fixes a few bugs.
Website: http://phost.de/~stefan/pcc2.html
Windows: http://phost.de/~stefan/cc2/PCC2-Installer-1.99.23.exe
Linux: http://phost.de/~stefan/cc2/pcc2_1.99.23_i386.deb
Source: http://phost.de/~stefan/cc2/pcc2-20150111.tar.gzHave fun with it,
Stefan
[...]
- an alliance editor
- the "Reset Location" function
- searching minefields/ion storms/Ufos brings you to their details window which has a mini-map
- the VCR allows you to go to the fighting unit's control screen
- thousands-separators and other visual improvements
[...]
What's this "Reset Location" function?
What's this "Reset Location" function?
Something sometimes very helpful: Reset all things at a position to the state at the beginning of the turn. An undo function, basically.
Something sometimes very helpful: Reset all things at a position to the state at the beginning of the turn. An undo function, basically.
Hoooo - I see.
How can I use it or maybe where is it recorded? Concerning its very nature I'ld assume it's a console command with two parameters?
Alt-R
Alt-R
Huh?!
I just tried to build some torps and reset this, cause that caused some troubles previously since it was not possible withoug eradicating the whole turn. Well it worked kinda.
Trouble is ...
... this is from Pleiades 5 and thus should not be possible.
to streu
Erm I've got a pretty straight forward idea how this happened. But that's including some turn details I'ld rather not share here.
:secret: Better alter this image before I go and match the starchart
I would take some of this excess minerals off your hand, if you'd like to.
Mr X in Re: PCC 1.99.23:Alt-R
Huh?!
I just tried to build some torps and reset this, cause that caused some troubles previously since it was not possible withoug eradicating the whole turn. Well it worked kinda.
That's precisely the use-case this function is for.
The other is that if one program messed up the turn, PHost says "your turn is red because there appeared some minerals on planet #123", so you can go to planet #123, reset it, and re-do the turn at this place (instead of redoing the whole turn).
Trouble is ...
... this is from Pleiades 5 and thus should not be possible.
I'm not sure what the problem is?
Speak slowly, I'm 37
--Stefan
PS, documentation for the feature is here.
I thought he meant the improbable amount of minerals, but they are underground. I do not see the problem either.
(BuildTorps with negative parameter still doesn't work? )
I thought he meant the improbable amount of minerals, but they are underground. I do not see the problem either.
(BuildTorps with negative parameter still doesn't work? )
All of you who got 5 and a half million colonists in turn 5 hands up pls. *hands up*
I'ld keep them and just build the additional mines and factories, but I guess (hope) the host would refuse to take the turnfile.
Mr X in Re: PCC 1.99.23:I thought he meant the improbable amount of minerals, but they are underground. I do not see the problem either.
(BuildTorps with negative parameter still doesn't work? )
All of you who got 5 and a half million colonists in turn 5 hands up pls. *hands up*
Bug found, PCC2's "Reset" doubles colonists and torps ("+=" instead of "=").
Where's my brown paper bag...?
--Stefan
Bug found, PCC2's "Reset" doubles colonists and torps ("+=" instead of "=").
Where's my brown paper bag...?
--Stefan
Oh. I'll check the torps when I get back home. I thought if I got the money back the torps had to be deleted. Naturally. But double torps and the money back - I'ld rather keep that "reset location" function.
However - will there be a "hotfix" or will we have to wait until v24?
streu in Re: PCC 1.99.23:Bug found, PCC2's "Reset" doubles colonists and torps ("+=" instead of "=").
Where's my brown paper bag...?
Oh. I'll check the torps when I get back home. I thought if I got the money back the torps had to be deleted. Naturally. But double torps and the money back - I'ld rather keep that "reset location" function.
However - will there be a "hotfix" or will we have to wait until v24?
I will do a .24 this weekend, if that's ok (it also has one-and-a-half new features accumulated in the meantime).
The value needs to be changed to trigger the bug. If you build torps and immediately load them onto a ship, everything will be fine.
There is no workaround in PCC2; if you broke your turn file, you have to redo it, i.e. do what this function is intended to save you from. If you have PCC1, you can use that. If you're fluent with the shell command line, you can use PCC2's un-trn (identify the affected ship/planet, "un-trn -d "Planet*42|Base*42|Ship*23|Ship*17" player1.trn" to reset planet 42 and ships 23 and 17).
--Stefan
Just for fun: the host correctly refused to accept the corrupted turnfile. I guess you can see the result at some log file of yours.
Just for fun: the host correctly refused to accept the corrupted turnfile. I guess you can see the result at some log file of yours.
The only remaining trace is this line:
[2015-02-26 15:17:06] [trn] game 17, player 1, user (your ID), status 3, info www: func=host/active.cgi; addr="(your IP)"; ua="Mozilla/5.0 (Windows NT 6.1; WOW64; rv:30.0) Gecko/20100101 Firefox/30.0"
This is what I need to debug "the host didn't use my turnfile" reports. I don't keep turn checker output or bad/obsolete turnfiles.
The logfile also says you uploaded a good file a minute later
--Stefan