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[Posting] PHost Beam Up Multiple / beamup
Thread opener
Posted Sun, 2019-02-24 17:55 GMT

I recently tried to use the PHost mission Beam Up Multiple via the beamup command, but the turn checker keeps telling me no matter how I format the command that it's invalid (sorry, I forgot to copy-paste the exact error wording). AllowBeamUpMultiple is enabled in the game. In this case it was over an unowned planet (which meets the definition of friendly planet). I've tried various variants, such as (beamup 123 Tmax Dmax) or (beamup 123 T100) and nothing I've tried works.

Is this a known issue?

[Posting] Re: PHost Beam Up Multiple / beamup
Posted Sun, 2019-02-24 19:08 GMT

I recently tried to use the PHost mission Beam Up Multiple via the beamup command, but the turn checker keeps telling me no matter how I format the command that it's invalid (sorry, I forgot to copy-paste the exact error wording). AllowBeamUpMultiple is enabled in the game. In this case it was over an unowned planet (which meets the definition of friendly planet). I've tried various variants, such as (beamup 123 Tmax Dmax) or (beamup 123 T100) and nothing I've tried works.

I am not aware of any problems (yet). With this little information I can only speculate. Are you perhaps using a planet Id in the command?

Unless we're talking about Pleiades 13, I can also take a look (but even there I don't think we met yet.).


--Stefan

[Posting] Re: PHost Beam Up Multiple / beamup
Thread opener
Posted Sun, 2019-02-24 19:37 GMT

I am not aware of any problems (yet). With this little information I can only speculate. Are you perhaps using a planet Id in the command?

Hmm, I just tried to replicate the problem so I could copy-paste the exact error, but this time it didn't complain. If I can replicate the error again I'll be sure to post back with more specific details. And no, I'm certain I was using the shipID.

[Posting] Re: PHost Beam Up Multiple / beamup
Thread opener
Posted Mon, 2019-03-11 01:13 GMT

I am not aware of any problems (yet). With this little information I can only speculate. Are you perhaps using a planet Id in the command?

I have been able to replicate the problem in North Star 8 (where I first saw the problem), but not in other games. Perhaps there is something odd with the game configuration that causes problems with the beamup command?

Processing 186 commands for player 6
WARNING: Error in command given to command processor:
    Command: beamup 356 Nmax Tmax Dmax Mmax
    Status:  the parameters are invalid
Player is registered.

Where ship #356 is over an unowned planet.

[Posting] Re: PHost Beam Up Multiple / beamup
Posted Mon, 2019-03-11 12:45 GMT

I have been able to replicate the problem in North Star 8 (where I first saw the problem), but not in other games. Perhaps there is something odd with the game configuration that causes problems with the beamup command?

Processing 186 commands for player 6
WARNING: Error in command given to command processor:
    Command: beamup 356 Nmax Tmax Dmax Mmax
    Status:  the parameters are invalid
Player is registered.

Where ship #356 is over an unowned planet.

I allowed myself a peep at the game data and it says: there is no ship #356 in North Star 8. So if you're seeing one there probably is really something odd.

--Stefan

[Posting] Re: PHost Beam Up Multiple / beamup
Thread opener
Posted Mon, 2019-03-11 13:57 GMT

there is no ship #356 in North Star 8

Well that's embarassing. I habitually name my ships incorporating the ship number and I made a typo in the ship name (I called it ship #356 but in fact it was #353). And it would have been the same ship that I tried to BeamUpMultiple with previously. That explains why I used the "wrong" ship number both times. Using the correct ship number now the turn is accepted without warning.

Thanks Stefan, and sorry for the trouble. :smile:

[Posting] Re: PHost Beam Up Multiple / beamup
Posted Fri, 2019-03-29 22:37 GMT

there is no ship #356 in North Star 8

Well that's embarassing. I habitually name my ships incorporating the ship number and I made a typo in the ship name (I called it ship #356 but in fact it was #353). And it would have been the same ship that I tried to BeamUpMultiple with previously. That explains why I used the "wrong" ship number both times. Using the correct ship number now the turn is accepted without warning.

Thanks Stefan, and sorry for the trouble. :smile:

Beware, beamup command set the ship mission to BeamUpMultiple by ship ID. If you're mistaking ID, you may change the mission of your another ship.

Once upon a time I played Tholian, and I had Buccaneer moving cloaked to the enemy base, but made a mistake and use it's ID in beamup command - next turn my Buccy was destroyed...

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