Maestro! Drumroll please!
The moment you've all been waiting for. The Battle Royale. The unfathomable vs. the unbreakable! AI 10/10 vs. the
Vogons Humans!
I fired up a brand new game due to all the changes since the last time I took the save for the game. I'm going in as blind as I usually am with the same settings. Fire in the hole.
Opening moves: Harvesters II/III, Grav Turret Is, Adv Warp Sensor for research. Fire up scouts for rebuilds and get the primary fleet going. Maws are once again the starting unit. I do love my Maw. Space station is 'offset' again, same as described above. It's off against an edge of the system. It's not TOO far from the Shawshank wormhole but it's nearly a full planet away from Twycross. I can probably leverage this eventually.
Build a Science II, Adv Warp Sensor, and 10x Engi Is and 2x Rebuilders on the homeworld via autosettings. Send out the starter Scout IIs to see what they can see.
CoP on Twycross. Great. Fort I there too. Dist Node and nothing special on Shawshank (first planet towards the backyard). Janeway (backyard system) has nothing of import. However, I do get some knowledge. I'm facing MLRS, Teleport Raiders, Teleport Leeches, and something cloaked. Why 'something cloaked'? Because the planets I've looked at so far are all pushing the full set of cloaked enemies off the bottom of the screen due to stealth guard posts. I'll find out what they are soon enough.
Fraggle Rock, another backyard system, is packing an ARS. There's a SuperTerminal in the backyard, too. Whoa. That's on what usually is called Roulette in this AAR. It's not overly heavily defended, either, merely a MK III world with a triplet of Ions on it.
That's the first set of Scouts dead. my econ is currently trying to build the next set out at 2 mins in... and there they are! All to Huge, the 2-system away planet in the backyard. Go boys go! They get into Huge with a single scout left and find... another ARS. That's some beauty. I'm not entirely sure what I'm going to do with it yet, but it's pretty!
So, the front door is jammed up, but lets see if my scouts can find out if I've got a local Dyson. I start working the front path with scouts while the fleet continues to build to deflect the opening waves. 3 minutes in. I setup the Fighter cap I've built on a hotkey. It's time to hunt down that distribution node.
Found the fourth ship, it's cutlasses. So, two teleporters, a ff ignoring melee, and a Missile Frigate wanna-be with stronger firepower. Oh, THIS will be fun! Logistics stations anyone?
Oh, that's frickin' HYSTERICAL. Thanks RNG. The Node was a Trojan. 4:10 and I've sacrificed a small bit of my fighter fleet (who are heading home now) to pop a trojan and blow away any slight buildup I used to have of econ. Mutter mutter mutter. 10% AIP increase for nothing gained.
Found the Dyson. It's sitting at a nice little location just off Macross on the front door. Macross is a MK III world packing a Fort II and other assundry annoyances. Nothing's got a counterstrike on it though, at least not yet.
So, what is Wanderer looking at for the opening options:
The two Yellow dots are the ARSs in the backfield. Macross is going to be the whipping boy, with Sox (eventually to be renamed Dyson) having the Dyson Sphere. Dyson Ball Backup on the whipping boy, even with the nerf, will be a great help, albeit limited.
So, intentions. Twycross, Janeway, and Shawshank will indefinately remain AI held worlds. Shawshank will get its warp-gate popped as soon as is reasonable, with turreting on the homeworld aimed towards defending from both wormholes, to help deal with future possible aggression while I work the backfield.
The homeworld looks like so:
The green lines will be the generic approach vectors of the enemy fleet. By putting the majority of the homeworld defenses in the yellow region, I'll be able to cover both approaches with reasonable effectiveness until I get the whipping boy moved forward.
Still at 4:10 (Pause is my friend) and looking over the map further, I should be able to get one last set of scouts into Craps and then I'll post up the Scout Is locally.
The fighter fleet meanwhile tries to get back out of Shawshank with minimal losses. They did some reasonable damage while they visited, though. They get home at 5:00 or so. Fresh scouts are built so they head out on a suicide to Craps. Not too shabby, it's got a Data Center on it. That'll help. In the 9 worlds I can immediately scout I've only got two MK III worlds and a single AI Eye on Janeway which won't become a significant issue. Neutering Superterminal will become annoying but it's handleable. I'll want to keep command stations/power stations up on both Huge and Fraggle to help me support my energy needs eventually, so they'll have to get knocked down for population concerns. I'll also have to blow the warp gates on Shawshank and ST eventually.
The decision is how long do I wait before I try to tackle the Macross/Dyson combo to move the whipping boy. Do I take Fraggle early and get myself a second bonus ship before heading east or do I go for it immediately and get the whipping boy off the homeworld ASAP? Earlier experimentation showed that at 9.8 I could hold on the homeworld till ~70-80 AIP without significant issues on a reasonable entry length.
I can't really 'wake' the Dyson until I hit the tachyon guardian on Macross and can get a scout into Dyson to keep it awake. Dyson's also got an AI Eye on it so really, I'd rather Dyson argued with it. So, Fraggle's the first target. I'll whipping boy the Homeworld once primary fleet is operational.
At 6:43 the first wave announces. 100 ships. It's coming from Shawshank, the short-range wormhole. Grav Turrets immediately start building, a small cluster in front of the station for now just to slow down any fast-movers. I setup the key-commands for the primary fleet and the Maws (extra-hotkey for those due to micro). The maws pull back behind the grav well and the main fleet moves to an intercept position. Remember these are MK II waves. The main fleet is done building about wave-arrival so I start up 10 Sniper Turrets to keep econ pushed.
The maws nicely handle the teleporting problem that arrives and the main fleet intercepts the first Raid Starship and Bomber starship. I move the maws out to handle the slowed troops while the main fleet goes on FRD.
First wave is fully defeated at 9:32 and the second one hasn't announced. Minimal losses allow me to fire up a few more turret banks. I want some more close range defenders to deal with the teleporters. Drop down 20 Basic Is and 20 MLRS for now.
Did I say 20? I meant 40. Held the wrong button down. XD Either way, we're not going anywhere until after the second wave and I start pushing out the Scout Is to the picket points.
10:02 second wave announces, 82 ships, again from Shawshank.
The turrets build out at about 10:45. I should be good to go here. I slap another 20 snipers into play. I've got 3000 in K built up that I've not determined where it's going yet but I'm pretty sure it'll end up in bombers. However, I want a hair of versatility here.
11:30 the wave arrives. No teleporters in this batch (well, 1 T-Leech) but otherwise cutlasses. With the maws happily VERY fat (I'd say they were munching on ~100 units at this point) we've stopped both waves with minimal losses. Time to make our way towards Fraggle. Meanwhile, starting construction on Raid SSs.
However, annoyingly, I'd really like to see the factories be able to be repaired without having to be online. Stupid Siege Starship.
Fraggle's pretty decently defended against an early fleet. Fort I under FF II, Carrier Guardian, an Ion Cannon, and ~100 assorted ships of MK II. This should get interesting. The Ion is a MK IV under FF (Spire Shield post II) with 112 mill in HP. not an easy kill for an early fleet, but it's WAY out of range of the Fortress. Alright, as expected, Bomber-Time baby!
I fire up Bomber IIs and the dock to build them. We're busy in Shawshank still though, it's only 14:09 and we're donig some nerf/clean-up. I need the time to fire up the bomber fleet anyway. No reason to waste my time in there.
For giggles, I've decided to fire up reinforcement logging. Let's see what's really happening out there. 16:08 I go in and clear the logs so it's just this game being logged without a ton of clutter.
I bring the main fleet back home for repairs after clearing most of Shawshank, leaving 2 SF posts behind. 17:50: 74 ship wave announces for homeworld. I could ignore it but might as well show up and hang out for a minute or two. I just finished building the Raid SSs about a minute ago and am still waiting on the Bomber II fleet. No reason to push too hard right now.
The enemy comes in the Twycross gate and immediately makes a run for it. Oh, nice... Lousy so and sos. Only about half the wave sticks around. Threat's at 27. Alright, I'm not really worried about that, I've got a small but useful turret wall up at the homeworld. Time to bump that up with some laser turrets while the fleet heads to Fraggle.
The Raids hit first and do a drive at the Ion to take it out before it can harm the fleet. They nearly bought it on the inbound wormhole but complete their mission. Meanwhile the fleet fights the carrier guardian and loosed threat from the raid entry in Shawshank, killing it without having to deal with significant reinforcements. The fleet pops the Tachyon guardian and the Science II from homeworld makes its way to Fraggle for an investigation while the fleet works the planet. In the meanwhile the Raids head home for repairs and we work on the shieldpost with FF protection.
ARS options: Grenade Launcher with Y.Commandos or Shield Bearers as secondary options. Hm. There's something to be said for a commando steaming attack force, though mostly it's "AAAAAAGGGGHHH STOP KILLING MEEEE!!!!!". The shield bearers are right out as an early open for me. I need firepower right now. I'm wicked metal heavy already with the maws and the grenade launchers are only going to make that worse, and this planet's a 1/3, with Huge no better as a 1/1. Hrmph. Macross is another 1/3 with Dyson being a 3/3 (oh, that's helpful... sigh). I'm VERY crystal heavy... which will help out my Raid SS builds later but for now...
That's a crap assed decision. Hack for younglings or eat metal-issues. Grenade Launchers it is, I don't want to hack this early and they're roughly equivalent to me in firepower. Send the Science II off to a corner for now.
At about 25 minutes during this fight I realize I've got ~180k each in material. Time to build something. light Starships it is. I begin having power problems and double up generators on homeworld. Still waiting for the traders to come through, could really use a Z-Gennie. I power down the Raid SSs for now.
The fortress on Fraggle has a Stealth post next to it so there's not much I can do but sacrifice the bomber fleet into trying to take down enough ff for the first pass. With the Light Starships completed I start up Scout Starship Is (SS Is) for future tachyon concerns... stupid mine enthusiasts...
The Bombers take down the fortress without much issue, happily. The rest of the fleet is on the other side of the system during a reinforcement and eventually recombine.
29:30 88 ship wave announced for homeworld. I ignore it for now. Let the turrets and rebuilds handle it. The fleet however does start heading home for repairs and resupply before we take fraggle for real. They should arrive to help if things go south.
Having seen a reinforcement, let's see what's been going on under the hood.
First reinforcement since logging was 19:13, next was 22:25. So, approximately 3 minute between reinforcements. This is actually easier to see in Mainthread.txt:
5/29/2012 10:43:22 PM (5.035) 0:19:13 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 192 checks of (10+rand(2 or 3))
AIProgressionLevelEffective = 11
AITechLevel = 2
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 0
numberOfReinforcements must be at least 1 and at most 15; = 1
since AIDifficulty >= 10, numberOfReinforcements += 2 = 3
AICommandType.SendReinforcements sent to AI thread
5/29/2012 10:43:23 PM (5.035) 0:19:14 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 193 checks of (10+rand(2 or 3))
AIProgressionLevelEffective = 11
AITechLevel = 2
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 0
numberOfReinforcements must be at least 1 and at most 15; = 1
since AIDifficulty >= 10, numberOfReinforcements += 2 = 3
AICommandType.SendReinforcements sent to AI thread
5/29/2012 10:47:57 PM (5.035) 0:22:26 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 193 checks of (10+rand(2 or 3))
AIProgressionLevelEffective = 11
AITechLevel = 2
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 0
numberOfReinforcements must be at least 1 and at most 15; = 1
since AIDifficulty >= 10, numberOfReinforcements += 2 = 3
AICommandType.SendReinforcements sent to AI thread
5/29/2012 10:47:58 PM (5.035) 0:22:27 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 193 checks of (10+rand(2 or 3))
AIProgressionLevelEffective = 11
AITechLevel = 2
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 0
numberOfReinforcements must be at least 1 and at most 15; = 1
since AIDifficulty >= 10, numberOfReinforcements += 2 = 3
AICommandType.SendReinforcements sent to AI thread
5/29/2012 10:57:28 PM (5.035) 0:25:39 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 192 checks of (10+rand(2 or 3))
AIProgressionLevelEffective = 11
AITechLevel = 2
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 0
numberOfReinforcements must be at least 1 and at most 15; = 1
since AIDifficulty >= 10, numberOfReinforcements += 2 = 3
AICommandType.SendReinforcements sent to AI thread
5/29/2012 10:57:28 PM (5.035) 0:25:39 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 193 checks of (10+rand(2 or 3))
AIProgressionLevelEffective = 11
AITechLevel = 2
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 0
numberOfReinforcements must be at least 1 and at most 15; = 1
since AIDifficulty >= 10, numberOfReinforcements += 2 = 3
AICommandType.SendReinforcements sent to AI thread
AI 10 is apparently a bit more intense on that... XD.. anyway.
5/29/2012 10:43:22 PM (5.035) 0:19:12 calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 11
AITechLevel = 2
NumberOfReinforcements = 3
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
17 (Shawshank) (alerted) reinforce priority = 0
42 (Twycross) (alerted) reinforce priority = 0
29 (Riker) (homeworld, +500) reinforce priority = 500
27 (Earth) (homeworld, +500) reinforce priority = 500
26 (Kirk) (core, +300) reinforce priority = 300
12 (Three Kings) (core, +300) reinforce priority = 300
17 (Shawshank) (alerted) reinforce priority = 0
42 (Twycross) (alerted) reinforce priority = 0
(33 more reinforceable planets that are not alerted and have reinforcement priority = 0
so, besides missing a parentheses at the end there, what are we looking at. AIP is 11. # of Reinforcements are 3. Erm? I own *1* planet. Alright, that's not what I expected but sure, whatever.
The two obvious reinforcements are Shawshank and Twycross, the ones I've alerted. Well, looks like that Dyson alert fix is going just fine, Macross isn't even on the list.
However, later, when I'm attacking Fraggle:
5/29/2012 11:01:18 PM (5.035) 0:28:51 calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 12
AITechLevel = 2
NumberOfReinforcements = 3
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
18 (Fraggle Rock) (alerted) (outnumbered, +2000) reinforce priority = 2000
17 (Shawshank) (alerted) reinforce priority = 0
42 (Twycross) (alerted) reinforce priority = 0
18 (Fraggle Rock) (alerted) (outnumbered, +2000) reinforce priority = 2000
27 (Earth) (homeworld, +500) reinforce priority = 500
29 (Riker) (homeworld, +500) reinforce priority = 500
26 (Kirk) (core, +300) reinforce priority = 300
12 (Three Kings) (core, +300) reinforce priority = 300
42 (Twycross) (alerted) reinforce priority = 0
17 (Shawshank) (alerted) reinforce priority = 0
(32 more reinforceable planets that are not alerted and have reinforcement priority = 0
That looks right. Cool. Alright, let's see what other nuggets of joy we can yank out of this. Starting at the 19:12 one again...
Well now, THAT'S odd. It sent reinforcements to Shawshank, Twycross, and then Shawshank again... ignoring Riker heading up the list in third place.
******calling SendReinforcementsToPlanet on planet 17 (Shawshank), StrengthBudget = 0
Number of this player's units on this planet = 54
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (3 * 100) (must be at least 200 and at most 700) = 300
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 1; (must be at least 3 and at most 11) = 3
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,3-(10+1)) = 0
***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 1
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 15
reinforcementStrength += 4 + random(0,AIDifficulty) = 26
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 27.1
reinforcementStrength *= (tech level multiplier) = 27.1
reinforcementStrength *= 0.07 = 1.89
reinforcementStrength must be at most 35; = 1.89
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 1.89
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.89
numberShips = Floor(reinforcementStrength) = 1
StrengthBudget += 3 = 3
--- AIBuyShipsFromList StrengthBudget = 3
bought 1 EngineerDrone for 5
total count bought: 1, total strength spent: 5, remaining = -2
***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/270 = 0.04
reinforcementStrengthPerPulse *= (tech level multiplier) = 0.04
reinforcementStrengthPerPulse must be at least 1 and at most 7; = 1
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3 = 1
AIBuyShipsFromList StrengthBudget = 1
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3 = 2
AIBuyShipsFromList StrengthBudget = 2
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = 0
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 1
AIBuyShipsFromList StrengthBudget = 1
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0
AIBuyShipsFromList StrengthBudget = 0
total count bought: 0, total strength spent: 0, remaining = 0
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 1
AIBuyShipsFromList StrengthBudget = 1
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0
AIBuyShipsFromList StrengthBudget = 0
total count bought: 0, total strength spent: 0, remaining = 0
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 1
AIBuyShipsFromList StrengthBudget = 1
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0
AIBuyShipsFromList StrengthBudget = 0
total count bought: 0, total strength spent: 0, remaining = 0
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 1
AIBuyShipsFromList StrengthBudget = 1
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0
AIBuyShipsFromList StrengthBudget = 0
total count bought: 0, total strength spent: 0, remaining = 0
***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to adjacent to human homeworld
SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = 0
******calling SendReinforcementsToPlanet on planet 42 (Twycross), StrengthBudget = 0
Number of this player's units on this planet = 29
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 1; (must be at least 3 and at most 11) = 3
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,3-(7+1)) = 0
***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 1
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 15
reinforcementStrength += 4 + random(0,AIDifficulty) = 21
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 22.1
reinforcementStrength *= (tech level multiplier) = 22.1
reinforcementStrength *= 0.07 = 1.54
reinforcementStrength must be at most 35; = 1.54
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 1.54
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.54
numberShips = Floor(reinforcementStrength) = 1
StrengthBudget += 2 = 2
--- AIBuyShipsFromList StrengthBudget = 2
bought 1 MineLayer for 3.34
total count bought: 1, total strength spent: 3.34, remaining = -1.34
***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/270 = 0.04
reinforcementStrengthPerPulse *= (tech level multiplier) = 0.04
reinforcementStrengthPerPulse must be at least 1 and at most 7; = 1
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3 = 1.66
AIBuyShipsFromList StrengthBudget = 1.66
bought 1 SpireTeleportingLeechII for 4
total count bought: 1, total strength spent: 4, remaining = -2.34
---doing pulse for AIShortRangeGuardPost
StrengthBudget += 1 = -1.34
AIBuyShipsFromList StrengthBudget = -1.34
total count bought: 0, total strength spent: 0, remaining = -1.34
---doing pulse for AISpireShieldSphereGuardPost
StrengthBudget += 1 = -0.34
AIBuyShipsFromList StrengthBudget = -0.34
total count bought: 0, total strength spent: 0, remaining = -0.34
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0.66
AIBuyShipsFromList StrengthBudget = 0.66
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1.34
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -0.34
AIBuyShipsFromList StrengthBudget = -0.34
total count bought: 0, total strength spent: 0, remaining = -0.34
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0.66
AIBuyShipsFromList StrengthBudget = 0.66
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.34
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -0.34
AIBuyShipsFromList StrengthBudget = -0.34
total count bought: 0, total strength spent: 0, remaining = -0.34
***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet not owned by this player
SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.34
******calling SendReinforcementsToPlanet on planet 17 (Shawshank), StrengthBudget = -0.34
Number of this player's units on this planet = 54
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (3 * 100) (must be at least 200 and at most 700) = 300
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 1; (must be at least 3 and at most 11) = 3
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,3-(10+1)) = 0
***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 1
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 15
reinforcementStrength += 4 + random(0,AIDifficulty) = 26
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 27.1
reinforcementStrength *= (tech level multiplier) = 27.1
reinforcementStrength *= 0.07 = 1.89
reinforcementStrength must be at most 35; = 1.89
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 1.89
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.89
numberShips = Floor(reinforcementStrength) = 1
StrengthBudget += 3 = 2.66
--- AIBuyShipsFromList StrengthBudget = 2.66
bought 1 MineLayer for 3.34
total count bought: 1, total strength spent: 3.34, remaining = -0.67
***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/270 = 0.04
reinforcementStrengthPerPulse *= (tech level multiplier) = 0.04
reinforcementStrengthPerPulse must be at least 1 and at most 7; = 1
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3 = 2.33
AIBuyShipsFromList StrengthBudget = 2.33
bought 1 BomberII for 2
bought 1 FighterII for 2
total count bought: 2, total strength spent: 4, remaining = -1.67
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3 = 1.33
AIBuyShipsFromList StrengthBudget = 1.33
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.67
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0.33
AIBuyShipsFromList StrengthBudget = 0.33
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1.67
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -0.67
AIBuyShipsFromList StrengthBudget = -0.67
total count bought: 0, total strength spent: 0, remaining = -0.67
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0.33
AIBuyShipsFromList StrengthBudget = 0.33
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1.67
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -0.67
AIBuyShipsFromList StrengthBudget = -0.67
total count bought: 0, total strength spent: 0, remaining = -0.67
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0.33
AIBuyShipsFromList StrengthBudget = 0.33
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1.67
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -0.67
AIBuyShipsFromList StrengthBudget = -0.67
total count bought: 0, total strength spent: 0, remaining = -0.67
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0.33
AIBuyShipsFromList StrengthBudget = 0.33
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1.67
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -0.67
AIBuyShipsFromList StrengthBudget = -0.67
total count bought: 0, total strength spent: 0, remaining = -0.67
***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to adjacent to human homeworld
SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.67
totals for planet 17 (Shawshank); count: 15, strength: 34.34
totals for planet 42 (Twycross); count: 4, strength: 11.34
totals for EngineerDrone; count: 1, strength: 5
totals for MissileShipII; count: 4, strength: 8
totals for FighterII; count: 4, strength: 8
totals for BomberII; count: 7, strength: 14
totals for MineLayer; count: 2, strength: 6.67
totals for SpireTeleportingLeechII; count: 1, strength: 4
*grand totals; count: 19, strength: 45.67
I'd expect that, but not from the listing I saw above in the order of reinforcement attempts. I'd have expected the coreworld to get a beefing. I'm glad it didn't, but still.
I'm going to examine Twycross's reinforcements first, since that's unadjusted since game start (I haven't done anything but scout it).
With four guardposts it maxes off at 400 units maximum for popcap (per AI). However, this says it maxes off at 700 ships. I'd thought it was 1000 (10 posts = max cap). It's obviously not. At 6 posts + Cmd you're max-capped at a single world. Because AIP is so low (110 or less) it's not at max pulses to reinforce. In this case, it wants to bottom out at a single pulse but the minimum is 3 for the guardposts and no extra pulses will go to the command center.
The command center decided to buy a... minelayer. What the hell is that?
Now it starts up the guard-post pulses. You'll notice that pulse goes through ALL the guardposts, it's not simply refilling a single post. Eventually it buys a Teleport Leech, a Missile Frigate, and a fighter. Notice the strength of the pulse above it though. AIP/270 and it minimums at strength 1. That means until AIP 270 while you'll reinforce more planets (because of the # you've taken), you won't see more reinforcements PER reinforcement until you've pushed AIP above 270. I think.
However, I'm reviewing the initial strength calculation for the command center. That's based on AIP/10 with AIDiff modifiers. However, there's a few lines in here I'm not quite sure I understand.
Reinforcement strength = 1.54, which floors to 1. Then it gets a += of 2 which SHOULD bring it to 3 but leaves it at 2. Not quite sure how that works.
Either way, the command center is getting a lot more boost from AIP then the rest of the guardposts are.
Now, we go into the first pulse, where in theory the pulse is at least 1. Then for some reason, the strength budget gets itself a += 3 for 1.66 (remove the leftovers from the command center and this makes some sense) but I'm not sure what that entire calculation above was for in regards to the 1 for the reinforcementStrengthPerPulse.
Maybe I can make more sense of it from the next pulse?
Ah hah! That '3 pulses' from earlier was actually just the base strength of the single pulse? Wut? This makes as much sense as dating.
I... don't get it. Maybe that's the point though. I have a feeling to really understand this log I'd have to tear it apart with Keith standing over my shoulder. I thought I understood it, but yeah, no, I don't.
Well, it's doing no harm, we'll leave it running in the background. Where the heck was I? Ah, right, Fraggle Rock, here we come! I build off a colony ship and send it over with the full fleet to Fraggle Rock. enroute, a 161 ship wave announces at 33:30 for Homeworld. Well, here's hopin. I have a ton (200k+ of each material) stockpiled right now due to NOT losing a mass of ships so I slap up some more turrets on homeworld. 30 LRMs and 20 more snipers. Homeworld Turret Defenses now at: 5 Gravs, 20 Lasers, 40 Basic, 40 MLRS, 30 LRM, 50 Sniper. CSG-A goes down, AIP is at 33, and I need to Warp-Gate pop Shawshank ASAP.
During the raid the main fleet heads back towards Homeworld, and we pop the WarpGate enroute. Excellent timing. 35:48 another wave announces while the turrets are still fending off the first wave. The Econ I and ARS are captured easily enough on Fraggle but the turrets are dying and 58 enemy ships are still attacking on Sushi (Homeworld), including a Bomber SS that is just pounding its way in. The fleet won't get there in time but the maws are high-tailing it. Grenade Launcher production is started.
In the end, the turrets are able to stop the wave, but I'd be lying if I said it was 'without concern'. With the fleet back at home I feel a little safer. Time to reposition a few turrets, too, since I've pushed the waves to the 'longer run'. I want the AoEs heavy on that inbound.
Most of the second wave makes a run for it. Bastages. Alright, we'll hold off on the secondary defenses for now. I don't even bother putting up a single turret on Fraggle for now. It's as safe as it'll get, but it does get a FF and a grav to delay randoms for now. I also set the planet to alert on a single enemy ship entering, and they get a single Engi I on auto-build.
I wait for the grenade launchers to build up before heading out for Macross to try to 'wake' the Dyson. I bring homeworld up to 15 engineers since we're starting to spike/save on economy.
Holy crap, seriously? Another 277 ship wave at 39:29 for homeworld. 10 minutes, 3 waves. Yeesh. Oh, did I mention it's a double wave? 101 coming in right behind it. AIP is 38. I drop 4 FF Is on the Twycross WH and 30 Lightning Is. Here, have a facesmack on entry you fegs.
In the meanwhile, I drop the main fleet out to Shawshank to try to get the ARS and Science II home safely.
The waves hit Sushi, and the forcefield 'trap' holds a ton of them at bay while some of the leakage gets through and dies to the LRMs and Snipers. The Lightning Turrets do a decent amount of work. We clear the wave by 43:00 with fleet support and I start resupply.
And another wave, 100 ships, announced at 43:27.
C'mon, seriously? I bring homeworld's rebuilders up to 5 on auto-build. I include a half-cap of flak turrets at the wormhole this time as well. Of note: Rebuilders are a confused bunch. They keep trying to run off then come back to repair things. If you just shove them under the entry FF they repair things about 2x as fast since they stop trying to 'run home' after each repair.
3500 K available and I'm torn on my research. I really love my Raid SSs but I want to bring Maws up to MK II due to my recent reliance on them in these games. However, I'm horribly disparate in metal to crystal and Raids would utilize the overwhelmance better. At the same time, I need fleet.
Maws it is. Add them to the docks. Slap up 20 Tractors at the inbound WH as well just to annoy the enemy... and burn off a bit of Crystal.
46:00. The fleet really didn't get involved in that defense, I can probably start moving again once the fleet finalizes. I'm not waiting on the Maw IIs, they'll take a bit. They're ready about 47:30 and move towards Twycross. The intention here is merely to make sure I can get scouts to Dyson (Sox in the above) and get the Dyson awoken. Let it deal with its own problems from there until I'm ready to come back for it.
The fleet took a BEATING in Macross from triple Ion Is, but I was able to pop both Tachyons and the local wh defenders without taking horrendous losses. The fleet retreated to homeworld immediately following, with the Z-Traders right behind 'em. Wicked. z-Gennie time!
Finally able to land a Scout I on Dyson it starts its job at 49:50. Let's see how long it takes to get itself sorted out.
When the Z-Traders arrive I buy a few toys for the homeworld. Armor Booster/Inhibitor, Radar Jammer II, and Z-Gennie. I would normally buy a Black Hole Generator as well for a whipping boy but in this case I'll pass. I WANT them to leave the homeworld instead of attacking if they choose for now. The Macross whipping boy will be another story. The only thing I'll build for now is the Z-Gennie, everything else is a materials dump for later just for self defense.
We're now going to fight a war of patience. Z-Gennie build + Dyson going to work. In the meanwhile... we'll deal with the never-ending waves. 251 ships at 50:39. I've got 7-10 minute interludes to do 'anything' then make sure I'm back here to deal with them right now. I plan to start nerfing Superterminal soon, as I eventually need access to Huge. While the Dyson works the east it's as good a time as any.
I'm reporting every wave not to be annoying but to show their volume. 176 ships announced at 51:16. Double wave, 400+ ships MK II. I need to let the fleet rebuild so the ZGen is deactivated at 1% build.
While waiting for the wave I check on Dyson. He's moving FAST. I may have to get in there sooner than I expected. Waves hitting Homeworld are trying to run from the fleet. This was expected, though not desired. However, it will create a 'wall' with the threatball from the Dyson if I wait too long.
A couple of cutlasses wandered over and started harassing Fraggle rock. I gave them 10 Basic Is and a grav as a deterrent. It was too little too late. I'm now in a MASSIVE brownout. Crap.
I'm barely able to get above water and keep the homeworld safe. The Fleet heads out to support Fraggle since I'm an idiot. the basics do eventually come back online and i've had to deactivate the AoE turrets and one of the homeworld FFs as well as the Raid SSs while those reactors rebuild.
Another wave of 86 ships announces at 54:11.
In the meanwhile, Dyson vs. Macross is now at the Dyson vs. EMP Guardian + Fortress II stage. Go Dyson! Please?
Econ's on the floor. To help out the Maws park under the inbound FFs and the fleet heads up to support. If I can't keep the turrets repaired they're just going to suck me dry on resources.
Dyson's not faring well against the FF at the moment, but they're trying. That's okay, I've got my own problems. I decide to drop another grav and 10 snipers on Fraggle as a little more insurance.
1:00:00. Status report, Ensign!
Sir, we're screwed!
Roger that, Carry on!
Alright, seriously, 1 hour point. Dyson's started being freed. Waves are some value of nasty. I'm not happy with my whipping boy setup but I don't really have the econ to relocate half of it. I also don't necessarily WANT to relocate half of it because of the secondary wormhole. What I want to do is move the blessed thing off to Macross... Pronto.
In the meanwhile I'm trying to build a Z-Generator that costs 3.6 mill of each component on the homeworld. That's not exactly screaming with speed. However, dyson's all choked up on the flank due to the fortress and the 1/5 second spawn just tearing them down. So, do I fight with patience? I think so.
Status is econ is hammered and I don't have a ton of options right now. I'm going to let Dyson work the main road while I work the backfield a bit. If Dyson gets ugly, I simply kill the scout.