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Galactic Empire Control Panel v2

Copyright ©2018-2019 by Dave Walton
All Rights Reserved

----===[ * ]===----

Programming by Dave Walton

Documentation by Dave Walton and Steven Wells

What is GECP and who needs it? In short, it is a front-end for Galactic Empire that aids the avid player with navigation and combat. It simply is a must for anyone that takes Galactic Empire seriously.

"Picture this. I'm cruising around warp 6 towards my unsuspecting target. As I approach, I drop to impulse and the shields automatically raise. My scanners update constantly to show my target's course. Seconds later, I scan as my ship automatically sends a volley of missiles, re-shields and re-cloaks all in one fluid motion. Next!"
— Commander Shadow of The Scarlet Brotherhood (Keith Johnson)

Please bear in mind though that the many features of GECP are there to enhance a player's existing skills. They are not intended to replace the human player with a robot. Do not overly rely on GECP; it is only as good as the player using it. GECP is not a bot. It will not fight for you. But it will make it much easier for you to fight, and win.

TABLE OF CONTENTS:

GALACTIC EMPIRE VERSIONS SUPPORTED:

This version of GECP was written for and tested extensively on the various 3.xx versions of Galactic Empire for The Major BBS. Specifically, it has been tested with versions 3.0a through 3.2e. Since any Sysop who is running Galactic Empire has the ability to make certain modifications to the game, GECP may have problems with a particular installation of the game, even if it is running one of the tested versions. Attempts have been made to accommodate some known variations; however, no guarantees are stated or implied.

Please note that there was a change in the Shield command in Galactic Empire V3.0c. Since GECP v2 uses the new version of that command, your shields may behave erratically in earlier versions of Galactic Empire. If you are playing versions 3.0a or 3.0b of Galactic Empire, encourage your Sysop to upgrade to a newer version, since those versions were just for testing anyway. Also, the Cloak command changed in Galactic Empire V3.2d. Since GECP v2 uses the new command format, your cloaking devices on earlier versions of Galactic Empire may be affected as well.

DISCLAIMER:

The author assumes no liability for damages resulting from the use or misuse of this software, even if the damage results from defects in this software, and makes no representations concerning the merchantability of this software or its suitability for any specific purpose. It is provided "as is" without express or implied warranty of any kind.

INSTALLATION AND USE:

Installation

GECP v2 requires Java 8, and should run on any platform which has Java 8 or newer. Other than installing Java 8 if necessary, there is no installation required. Just download the GECP jar file and save it somewhere convenient on your computer. Then, depending on how Java is set up, GECP can be run by double-clicking the .jar file, or from the command line.

Running

To run GECP from the command line, use this command:

java -jar GECPv2.0.0.jar

To connect to a BBS, use the telnet command.

To disconnect, you can log off the BBS, or use the disconnect command to hang up.

To exit GECP, simply type ALT-X then Y.

Setup

GECP

Galactic Empire has a number of variables that may be changed by the Sysop from game to game to keep it interesting. In order to account for this, GECP has settings that may need to be changed from their defaults so that it will function properly for a given BBS. These settings must be altered while GECP is connected to that BBS, and may be accessed by pressing ALT-K then P. In addition, GECP has a few global settings which may be accessed the same way, whether or not GECP is connected to a BBS. For more information about possible settings, please refer to the COMMAND REFERENCE section of this document.

MajorBBS

It is important that you keep your screen width setting on the BBS at 80 columns. This is because MajorBBS has a word wrap feature that is based on your setting for screen width. If you change that setting, messages sent to you will be wrapped differently, causing GECP to have difficulty in properly interpreting the information. Needless to say, this could cost you your ship.

Also, you should set the MajorBBS "Pause output" setting to CONTINUOUS to prevent the BBS from regularly interrupting you with Continue? prompts.

Galactic Empire

GECP supports the new SCANFULL ON and SCANNAMES ON settings in Galactic Empire V3.x. However, FILTER should be set to OFF, because when ON, it prevents Galactic Empire from sending some message which GECP requires for proper function. To make sure filter is off, type this command while in Galactic Empire:

set filter off

CONTROL PANEL LAYOUT:

Following is an ASCII mock-up of the main GECP screen. It is NOT identical to the real screen as it is shortened and does not show any data. It is merely provided to familiarize you with the names of the areas that will be referenced in this manual.

+-------------------------------------------------------------------------+----+
|                              |                                          |    |
|                              |                                          | I  |
|                              |                                          | n  |
|                              |                                          | d  |
|                              |                                          | i  |
|                              |                                          | c  |
|         Scan Window          |      Enemy Ship Information Window       | a  |
|                              |                                          | t  |
|                              |                                          | o  |
|                              |                                          | r  |
|                              |                                          | s  |
|                              |                                          |    |
+-------------------------------------------------------------------------+----+
|                                                                              |
|                                  Dashboard                                   |
|                                                                              |
+------------------------------------------------------------------------------+

                                Hailing Window                                  

--------------------------------------------------------------------------------



                                Terminal Window                                 



+----------------------------- Ship Type and Name -----------------------------+
| > Command Entry Window                                                       |
+------------------------------ Commander's Name ------------------------------+

COMMAND REFERENCE:

Hotkeys

Most of these hotkeys are single-keystroke commands (ALT-<key> or CTRL-<key>). But a few will cause a list of options to be displayed above the command entry line, and require a second keystroke to select an option. Additionally, the ones which do that also often require data input after an option is selected.

ESC Multi-purpose abort. Clears command entry window, aborts multi-keystroke commands and cancels data entry after multi-keystroke commands.
ALT-A Set autopilot. Requires second keystroke plus new setting(s).
B Lock bearing to target ship. Enter relative bearing. Autopilot will adjust ship's heading to keep the current target ship at this relative bearing.
E Explore surrounding sectors. Enter exploration radius. Autopilot will plot a course that spirals outward from the current sector and then returns to the starting sector and stops. (See also the explore command.)
H Set desired heading. Enter heading. Autopilot will reset ship's course to this heading.
K Skip next waypoint. If the current autopilot route has any waypoints before the final destination, the next waypoint is discarded.
P Fly to planet or wormhole. Enter destination (sector X, sector Y, planet number). "C" for current sector, "Z" for Neutral Zone. Autopilot will calculate the shortest route to the destination, fly there, and orbit the planet or enter the wormhole. (See also the route command.)
S Fly to sector. Enter destination (sector X, sector Y). "Z" for Neutral Zone. Autopilot will calculate the shortest route to the destination, fly there, and stop. (See also the route command.)
W Set desired speed. Enter speed. Autopilot will maintain ship at this speed. Unlike the other autopilot commands, this one does not cancel any other active autopilot. It only changes your desired speed.
X Cancel current autopilot.
Z Pause or unpause current autopilot. While autopilot is paused, you can fly manually to divert from your course. When unpaused, the autopilot takes over again to continue the planned course.
ALT-B Repeat last command typed. If the command ends with "^M", it is sent immmediately as an instant macro. Otherwise, the command is placed in the command entry window. The easiest way to add "^M" to a command is to hit SHIFT-ENTER.
ALT-C Toggle cloaking, if available on your ship. When cloaking is engaged, the "Clk" indicator is lit up. If the cloaking device has a charging period, the indicator will light as soon as it starts charging.
ALT-D Launch decoys. Deploys three decoys. If your ship is cloaked, it will drop out of cloak, launch the decoys, then re-cloak.
ALT-E --- Reserved for future use ---
ALT-F Load a new flux pod, if you have one.
ALT-G Get file. Requires second keystroke to start download. You must have instructed the BBS to start a download before using this command.
S Start listening for download. Listens for an XModem or YModem download. If detected, GECP downloads the file(s) and checks for Galactic Empire Starmap files. If a Starmap is detected, GECP will offer to import it into the map for the current BBS.
ALT-H Arm hyperphasers. Automatically scans selected target ship, fires, then disarms. Should the target not be visible on scanners when armed, hyperphasers will continue to seek a lock. Hyperphasers will fire at the target ship the next time it is scanned. Type ALT-H again to disarm hyperphasers without firing. When hyperphasers are armed, the "Hyp" indicator is lit up.
To prevent damage to your ship, this command is disabled in the Neutral Zone (sector 0 0).
ALT-I Toggle desired speed between impulse 0 and impulse 99.
ALT-J Drop off a jammer, if you have one. If your ship is cloaked, it will drop out of cloak, launch the jammer, then re-cloak.
To prevent damage to your ship, this command is disabled in the Neutral Zone (sector 0 0).
ALT-K Update GECP configuration. Requires second keystroke plus new setting(s).
D Set delay to use when dropping mines. (1…50 centocks)
H Set maximum number of wormhole hops to use when calculating best route. Higher number of hops allowed will cause routes to take longer to plan, and more hops means more wormhole damage to your ship from the whole trip. (0…9)
L Toggle saving incoming text to a log file (gecp.log).
S Set spread for phasers. (0…5)
T Set target ship for fire control lock. Entering a space for the target letter will clear the Fire Control Lock. (A…Z, or Spc)
M Set up macros. Here you can edit the macros used for various F-key combinations. After you choose this option, you can press the F-key combination you want to view or update the macro for, or press ESCAPE to quit editing. Multiple modifier keys are supported. If you type "^M" in your macro, it will be replaced with a carriage return when the macro is used. Macros which end with "^M" will be sent immediately, otherwise the macro will be added to the end of the command entry box when used.
P Set preferences. Used to update a variety of other less-frequently-accessed GECP settings and BBS-specific settings.
The following is a list of the settings available, and an explanation of each one. The current value will be displayed square brackets and will be kept by simply hitting ENTER.
  • BBS-specific options. These options are only available after connecting to a BBS, and can be different between BBS's.
    Galaxy radius (10-32000): [32000]
    The galaxy has sector coordinates ranging from -radius to radius-1. Among other things, GECP uses this value to warn you before you hit the edge of the galaxy and for route calculation if the galaxy wraps. If in doubt about the size, use 32000, to avoid problems with the map.
    Galaxy wraps around at edges? [N]
    When you reach the galaxy border, do you bounce off it, or wrap around to the far side of the galaxy?
    Erase all map data for BBS? [N]
    Use this if you need to erase all the map data for the current BBS, either due to a game reset or bad data. If you choose Y, you will be prompted for confirmation before data is deleted.
  • Global GECP options. These options are always available.
    Number of closest ships to scan with Alt-U: (1-26) [##]
    When you hit Alt-U, GECP will scan this many ships, starting with ship A.
    Default delay for mines: (1-50) [##]
    This is the value for the mine delay (Alt-K,D) that GECP uses when it starts up.
    Flux loading for missiles: (1-50000) [#####]
    This is the energy load used when firing missiles (Alt-M).
    Max number of wormhole hops when routing: (0-9) [#]
    This is the value for the max hops (Alt-K,H) that GECP uses when it starts up.
    Wormhole weight when routing: (0+) [5]
    This is the number of sectors you would rather just fly than slow down and take the time to enter a wormhole. It is used to control how eager GECP is to route through wormholes. The higher this number is, the less GECP will use wormholes.
    Provide usage data? [N]
    When this is turned on, GECP will occasionally send us some general info about where it is used. That info includes the BBS GE is being played on, the version of GE being played, and your player name. This sharing is entirely voluntary, is only once in a while (not every time GECP is used), and is disabled by default. If you don't mind helping out, turning this on will give us a better view of where GE is available and how much it is played. Thanks for your help!
ALT-L Scan current target ship. (See Alt-K,T)
ALT-M Arm missiles. Automatically scans selected target ship and, if it locks, loads a fresh flux pod and fires three missiles with the loading specified in Preferences (Alt-K,P) at your hapless enemy, then disarms and raises shields. Should the target not be visible on scanners when armed, missiles will continue to seek a lock. Missiles will attempt to fire at the target ship the next time it is scanned. (This is to try to deal with a cloaked enemy.) Type ALT-M again to disarm missiles without firing. If cloak is currently engaged and a lock occurs, the cloaking is lowered, missiles fired as above, and shields and cloak restored. When missiles are armed, the "Mis" indicator is lit up.
To prevent damage to your ship, this command is disabled in the Neutral Zone (sector 0 0).
CAUTION: This command automatically uses one flux pod each time it finds a target, whether or not you are able to fire missiles. Make sure that your victim is within range!
ALT-N Drop a mine, using the preset delay time (Alt-K,D). The default value for the delay is set in Preferences (Alt-K,P). If cloaking is currently engaged, the cloak is lowered, a mine dropped as above, and the cloak restored.
To prevent damage to your ship, this command is disabled in the Neutral Zone (sector 0 0).
ALT-O Orbit nearest planet if any are in orbit range, and toggle auto-orbit setting. When Auto-orbit is on, the "Orb" indicator is lit up.
NOTE: Auto-orbit will ALWAYS attempt to engage when approaching the escape horizon, regardless of the setting. However, it may not engage in time to save you. DO NOT depend upon it if you value your ships.
ALT-P Arm phasers. Automatically scans selected target ship, fires with selected phaser spread (Alt-K,S), then disarms and raises shields. Should target ship not be visible on scanners when armed, phasers will continue to seek a lock. Phasers will fire at the target ship the next time it is scanned. Type ALT-P again to disarm phasers without firing. If cloak is currently engaged and a lock occurs, the cloak is lowered, phasers fired as above, and shields and cloak restored. When phasers are armed, the "Pha" indicator is lit up.
To prevent damage to your ship, this command is disabled in the Neutral Zone (sector 0 0).
ALT-Q --- Reserved for future use ---
ALT-R Generate ship report. Requires second keystroke.
A Accounting report.
I Inventory report.
N Navigational report.
S Systems report.
ALT-S Toggle shields. Shields are automatically raised when leaving warp space to guarantee fastest possible protection. When shields are raised, the "Shld" indicator is lit up.
ALT-T Fire torpedoes. Automatically fires three torpedoes at selected target ship, then raises shields. If cloaking is currently engaged, the cloak is lowered, torpedoes fired as above, and shields and cloak restored.
To prevent damage to your ship, this command is disabled in the Neutral Zone (sector 0 0).
ALT-U Scan the nearest ships to you. The number of ships scanned is set in Preferences (Alt-K,P). Actually, that's not quite what this really does. Since GE 3.x only assigns ship letters when you do a SCAN RANGE command (based on their distance from you), this command shows you the ships that were closest to you at the time of your last SCAN RANGE. Things might have changed since then. Also, any ship that has come into range since that last SCAN RANGE will not have any letter assigned to it and thus won't show up with this command.
ALT-V View help screen for GECP. While viewing the help screen, you can use the left and right arrow keys to change to the previous and next pages. Press any other key to return to game.
ALT-W Toggles desired speed between warp 1 and warp 0.
ALT-X Exit GECP. Requests if you really wish to quit. Pressing "Y" exits, any other key returns to the game.
ALT-Y Communications. Clears command entry window and asks which channel you wish to send a message on (A, B, or C). Simply begin typing message to send on default channel of A. Incoming hails will appear in the hailing window, to keep them from being lost among other incoming data.
ALT-Z Drop off a zipper, if you have one. If your ship is cloaked, it will drop out of cloak, launch the zipper, then re-cloak.
ALT-1…9 Set scanner to scan range 1…9. Scanner automatically updates at regular intervals.
ALT-0 Set scanner to sector scan. Scanner automatically updates at regular intervals.
ALT-- Set scanner to long range scan. Scanner automatically updates at regular intervals.
ALT-= Open or close the map window. In the map window, you can use the mouse wheel to zoom in or out, or CTRL-- and CTRL-+ or CTRL-=.
F1…F12 Trigger the associated macro. Use with any combination of modifer keys, Ctrl, Alt, Shift, etc. Usable modifier combination vary by operating system. Macros are defined with Alt-K,M.
ENTER Sends the command in the command entry window. The last command sent will be remembered and can be repeated with ALT-B.
SHIFT-ENTER Carriage return. Adds a "^M" to contents of command entry window to automatically send a carriage return. Useful when combined with ALT-B to create instant macros.
ALT-ENTER Normally, pressing ENTER sends the command in the command entry window, followed by a carriage return. ALT-ENTER sends the command without the following carriage return. This can be useful when the BBS is expecting a single keystroke.
TAB Append 4 spaces to the command entry window.
SHIFT-TAB Remove 4 trailing spaces from the command entry window (if there are 4 spaces to back up).
CTRL-A…Z Scan the specified ship (A…Z). When the controls are locked (not in GE), this sends actual control characters to the BBS. This is useful when the BBS expects control characters for an action. For example, typing CTRL-D to download the selected file.
CTRL-1…9 Scan the specified planet (1…9).
CTRL-0 Scan all known planets in the current sector.
CTRL-- Zoom map window out. Can also use mouse wheel.
CTRL-+/= Zoom map window in. Can also use mouse wheel. In main part of keyboard, Ctrl-= zooms in. In numeric keypad, Ctrl-+ zooms in.

Typed Commands

GECP has a set of commands you can type in the command entry window, but that are acted on by GECP instead of being sent to the BBS. These commands may also be used in macros. In the descriptions below, <> are used to mark values to be entered in the commands, and [] indicate optional values.

telnet <host> [<port>]
Connects to a telnet BBS.
<host> is the hostname or IP address of the BBS.
<port> is the port number to connect to. Optional. If omitted, defaults to 23.
disconnect
Disconnects from the BBS, if connected.
route [<speed>] <x>,<y>[,<p>]...
This command creates a route for the autopilot and begins navigation. The route consists of a list of sectors, planets, or wormholes for your ship to visit in order. It fills the same role as ALT-A,P and ALT-A,S, but also adds the ability to plan complex routes.
<speed> is the maximum speed to fly during the route. Optional. If omitted, GECP uses ship's desired speed at time the command is executed.
<x> is the sector x-coordinate.
<y> is the sector y-coordinate.
<p> is a planet/wormhole number. Optional.
You can provide one or more <x>,<y>[,<p>] values, separated by a space. There should be no spaces within a value. The last value is the final destination of the route. Previous values are waypoints along route.
Waypoints can be sectors, wormholes, or planets: Destinations can be sectors, wormholes, or planets:
explore [<speed>] <radius>
Creates an exploration route for the autopilot like that created by ALT-A,E and begins navigation.
<speed> is the maximum speed to fly during exploration. Optional. If omitted, uses ship's desired speed at time the command is executed.
<radius> is the number of sectors out from your current location the exploration will cover.

NAVIGATION AND MOVEMENT:

NOTE: With GECP, your ship's helm is fly-by-wire. Rather than directly changing heading and speed, you set your desired course in GECP and it takes care of maintaining that course for you.

GE Command Enhancements[New in GECP v2.1]

When you type GE's ROTATE, IMPULSE, or WARP commands, or use them in macros, GECP will intercept those commands. Rather than passing them on to GE immediately, it will use them to update your desired course, which will then cause GECP to issue equivalent commands to GE. This avoids the problem of typed commands to GE "fighting" against the course set in GECP, and it allows GECP to provide you with improved versions of those commands.

rotate [@]<heading>
In GE, the ROTATE command is only allowed when your ship is stopped. GECP will allow ROTATE at any time, and it will adjust your heading without changing your speed. As in GE, <heading> can be a positive or negative number to adjust your heading by that many degrees, or put @ before the number to set your heading to that specific value. Also, rather than <heading> being limited to -180 to 180 (or @0 to @359), you can give any number, and it will be adjusted as necessary.
impulse <speed> [<heading>]
In GE, the IMPULSE command is not allowed when your ship is at warp. You need to completely stop, and then issue an IMPULSE command. GECP will allow IMPULSE at any time, and will take care of those details for you. As in GE, <speed> can be 0 to 99 and <heading> will adjust your heading by that many degrees, is optional, and defaults to zero. Rather than <heading> being limited to -180 to 180, you can give any number, and it will be adjusted as necessary.
warp <speed> [<heading>]
As in GE, <speed> can be 0 and up (depending on your ship's engine) and <heading> will adjust your heading by that many degrees, is optional, and defaults to zero. Rather than <heading> being limited to -180 to 180, you can give any number, and it will be adjusted as necessary.

Speed

Acceleration and deceleration are made easier through the use of a throttle control. By pressing INSERT, your speed is increased, and by pressing DELETE, your speed is decreased. This function will allow you to accelerate from a standstill through impulse 99 (in increments of 33) and into warp (in increments of 5) simply through repeated key presses. Likwise, you can decelerate through warp speeds into impulse, down to a full stop, in the same increments.

For finer control you can use CTRL with those keys. CTRL-INSERT and CTRL-DELETE will increase and decrease your speed in increments of 11 at impulse and 1 at warp.

Heading

Turning may be done using the numeric keypad (with NumLock off) or the cursor keys. Simply press the key according to how much you wish to turn. Your desired heading will be increased or decreased by various amounts. For finer control, you can use CTRL with those keys. When the controls are locked (not in GE), the cursor keys send cursor control codes to the BBS. This can be helpful when a BBS lets you interact with it using arrow keys.

Below is a chart to illustrate this process. The keypad layout is at center, and the outer number connected to each key indicates how much (and in which direction) your desired heading will change. When using cursor keys, (in case you don't have a numeric keypad to look at), 1=End, 2=Down, 3=PageDown, 4=Left, 6=Right, 7=Home, 8=Up, 9=PageUp.

   Regular keypad keys                    CTRL keypad keys     

            0                                     0            
   -45      |      +45                    -1      |      +1    
      \     |     /                         \     |     /      
        \   |   /                             \   |   /        
          7 8 9                                 7 8 9          
-90 ----- 4 * 6 ----- +90             -15 ----- 4 * 6 ----- +15
          1 2 3                                 1 2 3          
        /   |   \                             /   |   \        
      /     |     \                         /     |     \      
  -135      |      +135                  -30      |      +30   
          +180                                   180           

AUTOPILOT:

Flight

Autopilot has a number of options which can be engaged. They may be used for long hauls in freighters, to head for a certain sector or planet, or to explore the area around you.

To cancel your autopilot, simply press ALT-A then X. To skip the next waypoint in a route, you can press ALT-A then K. Also, you can temporarily pause following a route using ALT-A then Z if you need to detour for some reason, then resume the route with the same keystroke.

Typed Commands

GECP also has two commands you can type to control the autopilot. These allow creating autopilot macros, and are also sometimes more convenient than using ALT-A sequences to set your route. See the route and explore commands for details.

Orbit

When you enter the gravity pull of a planet, GECP will attempt to auto-orbit that planet if auto-orbit is turned on. Auto-orbit is toggled with ALT-O, which also issues an orbit command if there is a planet within orbit range. The "Orb" indicator is lit up if auto-orbit is engaged. If you are leaving orbit slowly, you may need to turn auto-orbit off to prevent an automatic re-orbit.

Auto-orbit is automatically turned on as you leave warp to provide the best chance for protection in the event you drop out of warp in close proximity to a planet.

GECP will attempt to orbit whether or not auto-orbit is turned on if you get dangerously close to a planet, as a last-minute attempt to save your ship. However, because of potential command delays in Galactic Empire, this is extremely risky, especially in ships with limited maneuverability. DO NOT rely entirely upon it if you value your ships!

When autopilot flies to a planet, it does everything it can to avoid a collision with the planet. The course it plots does not go directly to the planet. Instead, it computes a course to one side of the planet, passing just within orbital distance of the planet. This way if it fails to stop and orbit in time, you will pass harmlessly by, instead of cratering your expensive ship into the planet. In addition, after it orbits the planet, GECP turns your ship to face directly away from the planet, to make certain you won't accidentally hit the planet as you leave.

That being said, it is still not completely impossible to hit a planet with your ship. You could start a new course which causes your ship to turn and attempt to fly through the planet you are orbiting. While flying at impulse you could happen to fly into some random planet along the way. And you could drop out of warp directly onto a planet. Thankfully, all these possibilities are generally pretty unlikely. But keep your eyes open and watch the map. It takes only a small amount of attentiveness from you as the captain to make the chances of an embarassing accident vanishingly small.

COMBAT:

Aside from autopilot, the other big reason to use GECP is its simplification of combat. Selectable targeting on the fly and automatic target lock capability aid the skilled Galactic Empire player and add a degree of precision and ability lacking in simple macros. In addition, its automatic defense activation is a boon in any fire-fight.

Some of these tools have additional features noted by the code next to their name:

Weapons

Torpedoes[CSZ]

To use torpedoes, simply make sure the correct ship is targeted (using ALT-K then T) and then fire (using ALT-T). This will fire a volley of three torpedoes.

Phasers[CSZ]

To use phasers, simply make sure the correct ship is targeted (using ALT-K then T) and then fire (using ALT-P). If your target ship is within scanner range, the phasers will lock on its bearing and fire. If the ship is not within scanner range, the phasers will not fire but will remain armed. The next time the currently selected target ship is sighted, they will fire at it. Pressing ALT-P a second time will disarm the phasers without firing.

Hyper-Phasers[Z]

To use hyper-phasers, simply make sure the correct ship is targeted (using ALT-K then T) and then fire (using ALT-H). If your target ship is within scanner range, the hyper-phasers will lock on its bearing and fire. If the ship is not within scanner range, the hyper-phasers will not fire but will remain armed. The next time the currently selected target ship is sighted, they will fire at it. Pressing ALT-H a second time will disarm the hyper-phasers without firing.

Missiles[CSZ]

To use missiles, simply make sure the correct ship is targeted (using ALT-K then T) and then fire (using ALT-M). If your target ship is within scanner range, a volley of three missiles will be fired, with the flux load specified in Preferences (ALT-K,P). If the ship is not within scanner range, the missiles will not fire but will remain armed. The next time the currently selected target ship is sighted, they will fire at it. Pressing ALT-M a second time will disarm the missiles without firing.
CAUTION: This command can waste flux pods! Any time it attempts to fire missiles, it will use a flux pod. This will occur even if no missiles are fired because your target is out of missile range, or if your ship doesn't have missiles onboard. It will even waste your flux if your ship doesn't have missile capability. Don't get careless with this command!

Mines[CZ]

To use mines, simply make sure your desired delay time is set (using ALT-K then D) and then drop the mine (using ALT-N). This will drop one mine, with the preset delay. You may drop off several mines in quick succession by repeatedly hitting ALT-N.

Defense

Shields

Shields are automatically engaged whenever your ship drops from warp to impulse. They are dectivated and re-engaged automatically when a firing action is taken to minimize the possibility of enemy fire sneaking through your defenses when in combat. To engage or disengage shields at any time, simply type ALT-S.

Cloak

Cloak is engaged by typing ALT-C. It is automatically deactivated and re-engaged when necessary to provide the fullest coverage possible.

Decoys[C]

Decoys may be released by pressing ALT-D. This will deploy three decoys.

Jammers[CZ]

Jammers may be released by pressing ALT-J. This will deploy one jammer.

Zippers[C]

Zippers may be released by pressing ALT-Z. This will deploy one zipper.

MAPPING:

Map Window

GECP offers a map window which presents a detailed view of the space around you. You can open or close the map window with ALT-=. The map view can be zoomed in and out using the mouse wheel, or CTRL-- and CTRL-+ or CTRL-=.

Ships on the map can be displayed in a number of different colors. This is just a guide, and should not be relied on too heavily, as the BBS Sysop can use class numbers differently than the default setup.

Explored sectors are black with light grey borders, and unexplored sectors are dark grey with no borders. The galaxy border is a yellow line, and there are blue lines where sector X is 0 or sector Y is 0.

Planets and wormholes can appear in several colors.

Planets and wormholes are labeled with different information, depending on how much GECP knows about them, and the current zoom level.

Wormholes are labeled with their planet numbers, if known. They may be labeled with a '?' if their number is not known. This happens when they are known only from a downloaded Starmap, and you haven't personally visited that sector yet. The labels will be white if GECP knows the destination of the wormhole, so it is available for calculating routes. Otherwise, the label will be light grey. GECP learns about wormhole destinations either when you fly through them, or when you import a downloaded Starmap from that BBS.

Planets are labeled with their planet numbers. Depending on the zoom level, the label might also contain the planet name and owner, if known. That information is gathered by GECP when the planet is scanned, and is available from scans at warp speed. The label will be light grey if the planet is only known from a downloaded Starmap or if it has only been scanned at warp speed. When you scan a planet at impulse speed, GECP gathers more details about the planet. Once that has happened, the label will be white, and at some zoom levels the planet number will be followed by letters revealing those details. The planet details are displayed as a 2-letter code, where the first letter indicates the planet's Environment, and the second the planet's Resources. The possible values are:

Real-time Mapping

As you fly around the galaxy, GECP continuously builds and updates a map of everywhere you go. In the map window you will see each sector added to the map shortly after you enter it. You also may notice that GECP automatically scans all planets when you enter a sector to check for ownership changes or newly created wormholes. When you fly through a wormhole, GECP looks at where you were before and where you ended up, and adds that wormhole link to the map.

The map GECP builds is stored separately for each BBS, and retained between sessions. Over time you will build up and expansive map of everywhere you have been in that galaxy. Unfortunately, there is one small problem you may encounter: Very rarely, you may find a BBS which has more than one Galactic Empire game running on it. In that case, because the map and Preferences are stored per BBS, you will need to choose just one of those games to play. If you try to play more than one game on a BBS, the map will contain conflicting data from the two galaxies, and you will need to delete the map data in Preferences (ALT-K,P) while connected to the BBS to clean it up.

If the Galactic Empire game is reset on a BBS where you are playing, then the old map data is invalid and useless. You will need to go into Preferences (ALT-K,P) while connected to the BBS to delete the map data.

Map Downloads

If you are very lucky, the Sysop has set up MBMGEMAP on your BBS, which generates a Starmap file every day containing the complete up to date galaxy map. The Starmap file is then available to download in the BBS files area, often under the name MBMGEPLT.ZIP. If that is available to you, GECP can download the Starmap and use it to update your local map.

To download and import a Starmap file:

  1. Find the Starmap file in the BBS files area and tell the BBS to start the download. You can choose any XModem or YModem protocol. YModem-G is the fastest.
  2. After you have told the BBS to start the download, start downloading in GECP using ALT-G,S. GECP will let the BBS know it is ready, and listen for the download to start.
  3. When the download is complete, GECP will check the downloaded file to see if it is a Starmap file. If it is, GECP will offer to import the Starmap file. Type 'Y' to begin.
  4. GECP will import the Starmap file into the local map for this BBS, and you will then be able to see a current map of all of known space in the map window.

If your Sysop has MBMGEMAP installed, you can repeat the download and import every day to update your local map with all the new sectors, planets and wormholes all players have discovered. Even better, the downloaded map has details of both ends of every wormhole, giving you the ability to use the wormholes for routing without first needing to fly through them to discover where they go!

CARGO HANDLING:

GE Command Enhancements[New in GECP v2.1]

When you type GE's TRANSFER, BUY, SELL, or JETTISON commands, or use them in macros, GECP will intercept those commands and enhance them. It gives you more powerful and flexible versions of those commands, which it processes and passes on to GE as a series of regular GE commands.

For the TRANSFER command, along with GE's usual abbreviations for commands and items (only first three letters are required), GECP allows you to abbreviate "up" as "u" and "down" as "d". For example, to transfer up 1234 missiles:
tra u 1234 mis

For all four cargo handling commands, GECP provides the following enhancements:

CREATING MACROS:

GECP allows creating function key macros, using whatever combination of modifier keys your operating system supports (CTRL, ALT, SHIFT, etc). Certain combinations (such as ALT-F4) which are used by the operating system may not be available. To view or edit macros, use ALT-K,M. There, you can press the function key combination you are interested in. The current value of that macro will be displayed, and you will be given the option to update it.

Placing "^M" at any point in the macro will cause a carriage return to be inserted at that point when the macro is sent.

To create macros that are sent without waiting for you to press ENTER, add a "^M" to the end. Then when used, the macro will be sent immediately. Otherwise, the macro text will be placed in the command entry window for editing.

MESSAGES:

Sending messages in Galactic Empire is somewhat cumbersome as you must type SEND and then specify the channel that you wish to send a message on. GECP simplifies this process a bit.

To send a message, press ALT-Y, select the channel you wish to broadcast on, then enter your message as normal in the command entry window. The default setting is for channel A, so if you wish to send on A, simply start typing your message after typing ALT-Y (as long as your message doesn't start with 'A', 'B', or 'C').

Incoming hails will appear in the hailing window, to keep them from quickly scrolling off screen and being lost. This includes messages transmitted from planets and other ships.

ADDITIONAL FEATURES:

GECP will load flux whenever power is lost or approaches a critical level (5000 power units).
NOTE: This feature is rather less important now that GE V3.x automatically loads flux pods for you. However, be advised that while GE V3.0l and above will load flux when power drops below 5000, earlier versions wait until it drops to 2000. Power levels that low will cause your cloaking device to fail. And even in newer versions of GE, it still seems possible to occasionally lose power unexpectedly. Stay alert!

If shields or cloak fail due to loss of power, GECP will load a new flux pod and re-raise the shields or cloak. Also, if you are unable to fire hyper-phasers due to low power levels, GECP will load a new flux pod to enable you to re-issue the fire command if you so desire.

Hitting the barrier around the galaxy (if it doesn't wrap) will cause damage to your ship. And in some older versions of GE, you will be dropped into a random sector, possibly surrounded by enemies. GECP takes two steps to minimize the obvious dangers involved. First, when you enter a sector that is adjacent to the galaxy border (assuming you have told GECP the correct galaxy size for that BBS in ALT-K,P) the current sector display will blink to warn you. Second, if you DO hit the barrier and get thrown to a random sector, GECP will automatically send REPORT NAV to determine your current location, heading and speed, and set the scanners to SCAN RANGE 9 to give you a view of the ships around you. With these aids you will have a much better chance of surviving that unfortunate turn of events.

After travelling through a wormhole, GECP will automatically send REPORT NAV and set the scanners to SCAN RANGE 9 to enable you to quickly regain your bearings. It will also make sure your ship's speed is at least impulse 30, to prevent you from falling back into the wormhole.

HINTS FOR SUCCESSFULLY USING GECP:

Use the map. It's the best tool you have for being aware of everything around you. It almost makes Galactic Empire a whole new game.

GECP does not check your range before loading flux and firing missiles. Make sure you are within range when using missile lock on opponents. Three missiles are fired in each volley, and one flux pod is loaded for each missile to ensure enough energy is available. If your target is out of range, the missiles won't fire, but you've wasted three flux pods.

Do not set your ship's autopilot to manuever you to a distant sector and leave the room. GECP does not automatically operate any offensive or defensive weaponry. This would place you in a very bad situation should someone with bad intentions come across your ship.

Download and import the Starmap every day when you log on, if your Sysop has MBMGEMAP installed, and ask them about it if they don't. With that, you will know more about the galaxy than any non-GECP user in the game.

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