Ah, k.
I was able to find the log in question. Looks like the biggest thing was the anti-armors were size factor 2.45 and the frigates only 0.9.
As for my next game, I have figured out how to survive, now I have to figure out how to split resources off to spend on offensive operations somehow.
Still mulling that one over.
D.
2/4/2012 10:17:36 AM (5.023)
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Triggering Normal Wave for player 8; wave size factor: 2.45; Game Time: 1:14:36
2/4/2012 10:17:37 AM (5.023)
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Receiving AddInboundWave from AI Thread at Game Time: 1:14:37
WaveSize factor: 2.45
Raw Units Dictionary Entries:
AntiArmorShipII => 125
AIRaidStarship => 2
LeechStarshipII => 1
2/4/2012 10:17:37 AM (5.023)
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Performing first CheckWave with size factor of 2.45 on wave at Game Time: 1:14:37
CheckWave: populating count of AntiArmorShipII with base magnitude of 125
numberUnits = kv.Value * this.WaveSize : 305.88
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 305.88
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 305.88
after applying Mark-based multiplier if any, numberUnits : 275.26
after applying at-least-one rule, numberUnits : 275.26
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 : 1238.67
numberUnitsInt = numberUnits.IntValue : 1238
CheckWave: populating count of AIRaidStarship with base magnitude of 2
numberUnits = kv.Value * this.WaveSize : 4.89
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 4.89
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 4.89
after applying Mark-based multiplier if any, numberUnits : 7.34
after applying at-least-one rule, numberUnits : 7.34
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 : 33.03
numberUnitsInt = numberUnits.IntValue : 33
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 : 2.45
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.45
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.45
after applying Mark-based multiplier if any, numberUnits : 2.2
after applying at-least-one rule, numberUnits : 2.2
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 : 9.91
numberUnitsInt = numberUnits.IntValue : 9
it's a starship so only adding one rule : 1 (had you going there, didn't we)
Wave total ships: 1240
TypesForDirectAdd count by type:
AntiArmorShipII => 1000
AIRaidStarship => 1
LeechStarshipII => 1
TypesForCarrierAdd count by type:
AntiArmorShipII => 238
2/4/2012 10:27:20 AM (5.023)
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Triggering Normal Wave for player 8; wave size factor: 0.9; Game Time: 1:25:24
2/4/2012 10:27:21 AM (5.023)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 1:25:24
WaveSize factor: 0.9
Raw Units Dictionary Entries:
MissileShipII => 120
AIRaidStarship => 1
DreadnoughtII => 1
LeechStarshipII => 1
2/4/2012 10:27:21 AM (5.023)
-----------------------------------
Performing first CheckWave with size factor of 0.9 on wave at Game Time: 1:25:24
CheckWave: populating count of MissileShipII with base magnitude of 120
numberUnits = kv.Value * this.WaveSize : 107.81
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 53.91
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 64.68
after applying Mark-based multiplier if any, numberUnits : 58.21
after applying at-least-one rule, numberUnits : 58.21
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 : 261.94
numberUnitsInt = numberUnits.IntValue : 261
CheckWave: populating count of AIRaidStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 0.9
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.9
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.9
after applying Mark-based multiplier if any, numberUnits : 1.35
after applying at-least-one rule, numberUnits : 1.35
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 : 6.06
numberUnitsInt = numberUnits.IntValue : 6
it's a starship so only adding one rule : 1 (had you going there, didn't we)
CheckWave: populating count of DreadnoughtII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 0.9
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.9
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.9
after applying Mark-based multiplier if any, numberUnits : 0.81
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 : 0.9
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.9
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.9
after applying Mark-based multiplier if any, numberUnits : 0.81
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)
Wave total ships: 264
TypesForDirectAdd count by type:
MissileShipII => 261
AIRaidStarship => 1
DreadnoughtII => 1
LeechStarshipII => 1
TypesForCarrierAdd count by type:
edit the 1st: Hmmm. Maybe blowing the warp gates early is not the way to go, first wave was 64 fighters and 3 starships at the 7 to 8 minute mark, easily handled. The second wave (first from the other AI) is 91 fighters, 3SS at 10 minute mark.
More to come.....