Yes, but infiltrators are FF immune.
I'm taking all the waves on my home system, most of them do some damage to the FFs I have protection my command station.
I'm up to something like 250 million HP of force field over it.
Anyways, more details on the waves.
The fighter wave that preceeded the infiltrators:
AIThreadWave
Starting CreateHomogenousWaveToPlanet at Game Time: 13:31:02 ; Player.AIType: Special_Forces_Captain ; Player.AIDifficulty: 10 ; AIProgressionLevel: 56 ; AITechLevel: 2
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetAndChampionCount: 3 * 1.2 = 3.6
aiTypeBasedAIPIncrement : 0
since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 65
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 216.67
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 205.13
workingShips = Max(workingShips,34 * handicap_multiplier) :205.13
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :205.13
numberShips = workingShips.IntValue :205
numberTech123 = numberShips - numberExplosive - numberCore :205
MainThreadWave
9/6/2012 10:03:14 AM (5.078)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 3; Game Time: 13:31:03
Next-wave-time-calc: base = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 720
Next-wave-time-calc: random is based on floor( this.AIDifficulty * 30 ) = 300
Next-wave-time-calc: normal range of mulitiplier for modifier is -2:4, or: -600:1200
Next-wave-time-calc: because Diff >= 7 and entry_points = 1, entry-point-modified range of mulitiplier for modifier is 3:5, so: 900:1500
Next-wave-time-calc: because game time > 2 hours, using entry-point-modified range: 900:1500
Next-wave-time-calc: actual random modifier rolled: 956; that + base = 1676
Next-wave-time-calc: NextWaveSizeMultiplier = timeToWait / originalTime = 1676/720 = 2.33
9/6/2012 10:03:15 AM (5.078)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 13:31:03
WaveSize factor: 3.6
Raw Units Dictionary Entries:
FighterII => 183
DreadnoughtII => 1
ZenithStarshipII => 1
SpireStarshipII => 2
LeechStarshipII => 1
FighterIII => 22
9/6/2012 10:03:15 AM (5.078)
-----------------------------------
Performing first CheckWave with size factor of 3.6 on wave at Game Time: 13:31:03
CheckWave: populating count of FighterII with base magnitude of 183
numberUnits = kv.Value * this.WaveSize : 659.35
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 329.68
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 395.6
after applying Mark-based multiplier if any, numberUnits : 356
after applying at-least-one rule, numberUnits : 356
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 1601.99
numberUnitsInt = numberUnits.IntValue : 1601
CheckWave: populating count of DreadnoughtII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 3.6
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.07
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.07
after applying Mark-based multiplier if any, numberUnits : 0.07
after applying at-least-one rule, numberUnits : 1
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.5
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)
CheckWave: populating count of ZenithStarshipII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 3.6
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.07
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.07
after applying Mark-based multiplier if any, numberUnits : 0.07
after applying at-least-one rule, numberUnits : 1
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.5
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)
CheckWave: populating count of SpireStarshipII with base magnitude of 2
numberUnits = kv.Value * this.WaveSize : 7.21
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.15
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.15
after applying Mark-based multiplier if any, numberUnits : 0.13
after applying at-least-one rule, numberUnits : 1
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.5
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)
CheckWave: populating count of LeechStarshipII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 3.6
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.07
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.07
after applying Mark-based multiplier if any, numberUnits : 0.07
after applying at-least-one rule, numberUnits : 1
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.5
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)
CheckWave: populating count of FighterIII with base magnitude of 22
numberUnits = kv.Value * this.WaveSize : 79.27
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 39.63
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 47.56
after applying Mark-based multiplier if any, numberUnits : 33.29
after applying at-least-one rule, numberUnits : 33.29
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 149.8
numberUnitsInt = numberUnits.IntValue : 149
Wave total ships: 1754
TypesForDirectAdd count by type:
FighterII => 1000
DreadnoughtII => 1
ZenithStarshipII => 1
SpireStarshipII => 1
LeechStarshipII => 1
TypesForCarrierAdd count by type:
FighterII => 601
FighterIII => 149
I'm actually that concerned about it now that I've had a chance to think on it and suspect everything is correct.
I posted about it earlier because I was playing and was kind of flabbergasted at a difference in waves sizes that big.
D.
edit: Ouch, infiltrators have a cap 2.83 times bigger then fighters. I calculate back to get the 'equivalent' fighter wave size as if those had been rolled instead and come out to 1,812 units, only 100 or 150 or so bigger then the previous wave. (Assuming ship cap scales to wave size directly.) As AIP has gone up in between the two waves that looks like it is correct to me.