Author Topic: The AI 9 through 10 run  (Read 71874 times)

Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #135 on: March 05, 2012, 02:44:21 pm »
2:30 in.  Turret ball is up on homeworld.  Getting waves at 48 77 AIP (Edit, sorry) between 200 to 650 ships, depending on time buildup.  Main turretball can handle 300 with no issue, 500 gets a bit nasty, a full 650 requires some fleet backup so I'm not concerned about rebuilds.  This is partially because not all of my turrets are available to deal with the alpha waves.  Some of them are 'pulled back' towards the command station to deal with drifters from Shawshank and friends in the back.

I've taken Huge and Sox, and their ARSs.  Resarched Scout IIs, Tachyon Turrets, and Econ III.  Brief scouting to Cyborg shows the 'highway' in full effect so I'll have to batter that down before continuing.  I've cleaned up everything with a good nerf through to Kerensky.  I've found the four Co-Ps, for once one didn't spawn on Homeworld.  Twycross, Craps, Cyborg, and Confederation.  Confed's a deepstrike at the moment from Sox.

Currently I'm debating on popping the Co-Ps one at a time to artificially inflate the AIP, and keep the fleet at home and powered down to test the true strength of the homeworld turetball.  That'll take me through to 110'ish before popping the last one drops it down to sleeper levels.  It'll give me a solid idea of the wave incrementals and what, if anything, I'll need to do to continue supporting this method of attack.  Of particular note, I don't have Riot IIs up yet.

Otherwise, I'm just scouting.  Economy took a while to keep up with the fleet as I struck out in most directions, and the fleet's just not big enough to really handle a 100 ship Tech III world with guardposts without having to retreat and rebuild after.  I can sometimes push two worlds, but it's risky and usually requires a full rebuild afterwards, with some blade spawns and maws being all that's left.

I'm basically approaching this like it's a 10/10 game.  Gently touching AIP, doing lots of work before I move ahead a single AIP step.  The 1/30 AIP increase actually started to affect the minor waves before I took Huge, but luckily not enough before I was popping Wave Gates and stations.
« Last Edit: March 05, 2012, 02:57:54 pm by GUDare »
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #136 on: March 05, 2012, 03:24:38 pm »
At 98 AIP I'm getting waves of 600-1200 ships.  The 1250 ship ones bring carriers with them varying from 200-500 ships.  I've needed to put 7 FF Is on the inbound wormhole to guard the tractor net and AoEs.  I've also had to triple  the Tractor Net, my first defense went poorly.  The carrier tends to escape the AoE net and the secondary turrets deal with the leftovers for now.

Another increase will probably require a turret upgrade somewhere.  In particular one of my issues is the mid-range turrets.  Basic Turrets are your primary defense against Missile Frigates, and they are in range of said missile frigates.  Either I need to FF them, removing their bonuses, or I need the Radar Jammer II from the traders, which I can ill afford to build right now.

I may play with FF positioning, see if I can force the spawn to the 'back' of the FFs, buying me some time.  I'll bang around at this AIP for a few waves then goose it again.  My team is currently eating the 'highway' on Cyborg so it's not wasted time, though I may savescum to back before the experiments when I'm done.



Edit 1: At ~100 AIP I'm having a hard time getting another max-time wave to hit me.  At 3:00 a CPA of ~900 ships is spawning.  Guess I'll find out if the back turrets can handle the CPA.  The fleet is back to chilling on the homeworld to keep alerts down in places the scouts have to travel.  I've found the remaining ARSs (Eridani, SolarMoon, and Argyle) so I'll know where to drag down an 'ARS Selection Team' and check that out.  Haven't located my ST yet, wonder if it's on Riker again.



Edit 2: In the current configuration, no, the homeworld can't hold off the CPA with only the 'backup' turrets.  At 800 ships or so the pressure is too great when the majority of the firepower is against the 'furthest' wormhole, and the closest one is the one invaded.  Most of my firepower can't reach to defend me.  I'd have a decent chance if I had alternated the wormhole to defend vs. not defend, as my firepower would be better concentrated for the two directions.

As it stands though, the Twycross wormhole, while being the closer one, will usually be better protected by fleet activities out in the wild.  My real concern was reverse attacks from the Shawshank direction.  While interesting from an academic standpoint for other games I don't consider this a valid concern for this game's strategies.



Edit 3: Something I hadn't ran into in earlier 10/10 games because I'd usually end up with a bit of overexpansion is power issues.  If I lose one of my two satellite stations right now I've got serious power containment problems.  The ghosts get out.

At 100 AIP waves average off at 300-700 a piece, with bursts to 1200.  Average tandem comes in at around 1000.  When they come in back to back though it's actually worse.  The defenses took a bit of a beating and then the next wave comes in behind it.  Add in a heavy reliance on blade spawners for that wave and they can tear down the ff protected turrets, including the grav.  Homeworld can barely hold at this point against 1000-1200 ship waves.  It doesn't get any turret boosts and I can't even toss a Mil I up next to the command center so this has to happen with no bonuses.

I did get a Radar Jammer II dropped off but it'll be awhile before it can build out.

This last wave nearly did me in.  I turned on the Blade spawners to deal with some errant threat.  A series of ships escaped the grav line and were beelining for the other wormhole.  Then hung a right at Albequerque and went after the Command station from an odd angle.  I'll be tossing up a few random Grav Is shortly.

I've only got 3250 in K right now because of the Scout IIs and Tach Turrets, but if I had 4k I'd probably invest in Counter Missile.  With Counter Missile shutting down the destruction of the Laser and Basic Turrets (and basics are cheap to K up) my DoT wouldn't decrease quite so heavily and I could probably handle MUCH stronger waves.

On Schizo, fleet composition isn't as heterogeneous as I'd prefer.  I'll get heavy frigate waves, heavy bomber waves, etc.  When the bomber waves come they melt the ffs, and then a different 'heavy' wave will come in and chew up the AoE's they used to protect.

I've popped the second CoP and pushed AIP to 121.  We'll see where this goes.  Oh, yeah.  And stuff like this is fun to me.  ;D



Edit 4: Letting the neutral Dyson try to dig its way out has been relatively useless.  On one portal, there's an artillery guardian and enough blade spawners that it chews the one offs to pieces on entry.  I can't see the other side (Dyson's about 8 worlds away, I'm not deepstriking that far) but they're not faring much better when I can slip the one/two scouts in for a moment before they die.  I'd hoped to abuse the dyson's "on/off" switch without having to do much work but that doesn't appear to be a valid tactic.

In the meanwhile 121/122 AIP waves are unspectacular on average for difference.  Waves average around 400-500 ships.  I'm still waiting for the 'big one'.  The 500 ship attacks are enough to nearly burn up the 6 FF Is and Basics/Lasers in range of the wormhole, but they don't get much further.  Occassionally they'll blow the Grav Is and get up to the LRMs, and die there to the secondary turrets.  My LRMs are placed for max effeciency against both wormholes and the Cmd Center, so they're at nearly max range.

Side Note:  The reason I'm notating in chunks instead of one huge post is because I'll forget otherwise.  I'll put up a 'new post' when I'm done with all of this experimentation.  It's about 4:00 in the game right now, but this game is no longer about winning in 13:00. :)



Still waiting on a wave bigger than 500 or so at 4:30.  The Dyson's finally begun to dig out of its hole.  The problem is it's wrapped by a pair of MK IV worlds that been building for a while.  Neither planet, even when scouted, shows as alerted, that seems odd to me if they're getting reinforcements.  Do they still fall under standard reinforcement rules?

One of the biggest problems the Dysons seem to have is that they're heavies.  That alone doesn't explain why an Artillery Guardian IV with an attack of ~1.2 mil and a x2 boost to Heavy insta-kills a Gatling that has 7.2 mill base hitpoints.  The math doesn't seem right.  The dyson pretty much only makes headway when the home system reinforces and it can bunch up 4/5 dysons as an attack group, then it stalls out again for a bit.  This could be useful long term if it can ever dig its way free.  Both of those Mk IV worlds are ~260 units at the moment.
« Last Edit: March 05, 2012, 06:06:14 pm by GUDare »
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Offline zoutzakje

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Re: The AI 9 through 10 run
« Reply #137 on: March 07, 2012, 06:35:31 am »
yeah I think that's a bug with dysons. The dyson sphere planet and the worlds bordering it don't show on alert... but they are.
And yes, I seemed to notice the math was a bit off too. A zenith bombardment ship with an attack power of 1.8 mill (or even lower) and a bonus of 2 against heavy also one shot a dyson gatling in my game. I can't provide a save though.

Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #138 on: March 17, 2012, 07:23:24 pm »
Just a notice for those curious and following this: I haven't discarded the game or the intent.  Just... Mass Effect 3.  It's eaten me!

I'll be back in another week or so. :)
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Offline keith.lamothe

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Re: The AI 9 through 10 run
« Reply #139 on: March 17, 2012, 07:38:14 pm »
Mass Effect 3.  It's eaten me!
It all makes sense now! ;)  Were it not for... well, a lot of things, but AVWW development being in crunch time is the big one.  Were it not for all that I'd probably be lost in ME3 right now too.  ME1 was good, and ME2 was one of my favorite gaming experiences of the past 5 years.
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Offline orzelek

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Re: The AI 9 through 10 run
« Reply #140 on: March 18, 2012, 12:35:46 pm »
You all make me think I missed something in single player campaign in ME 3. It seemed very short for me.. for sure shorter than ME 2. And I tried to be quite through doing all the side quests except one that got bugged.

You seem to be still playing it? Or is it multi-player that has your attention?

Offline keith.lamothe

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Re: The AI 9 through 10 run
« Reply #141 on: March 18, 2012, 01:10:57 pm »
You all make me think I missed something in single player campaign in ME 3.
I don't actually have the game.
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #142 on: March 19, 2012, 06:07:31 am »
You all make me think I missed something in single player campaign in ME 3. It seemed very short for me.. for sure shorter than ME 2. And I tried to be quite through doing all the side quests except one that got bugged.

You seem to be still playing it? Or is it multi-player that has your attention?

Multiplayer with some friends.  Having a blast with it.  I'm also doing the second run through at insanity levels on Single Player, and let me tell you that is not something to be taken lightly.
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #143 on: March 21, 2012, 05:25:07 pm »
By about 5:45 the Dyson has finally broken the stranglehold and started to drop neutrals out into the real world.  Also, at ~145 AIP, I've gotten a single AI wave of ~1450 ships.  This took the entire fleet plus homeworld turretball to stop.  They wrecked the fleet but enough was left to clear the entry.

Of odd note, the mass lightning/Flak field didn't seem to want to take out the fighters in bulk, but concentrated on one-hitting the Missile Frigs.  Quite annoying.

At this time, I've popped the last CoP, bringing my AIP down to 29, so those experiments are over.  I'm going to experiment a bit with letting the Dyson run loose and see what happens.

Change of plans.  I savescummed to experiment.  I want to see if the Radar Jammer II is as powerful as I believe it is.



Two further waves of 2200+ ships with a 1100 ship wave about five minutes behind it overwhelmed my econ.  I was able to barely stop the first one and the second landed on my head.

Retrying from save-start with the deep-strike popping of a data center to bring AIP down to around 125.  First wave was still 1200 as the Raids hadn't gotten there, but followup wave is ~1900 ships instead of 2200+.  Minor difference but might be the alteration I need.  My econ is nowhere near strong enough to really handle wave defense + building the Warp Jammer II for this experiment.  Tempted to cheat for resources to bring it online, but I didn't turn them on for this game (actually, I never turn them on, this is the first time I'd want to use it) so it's a moot point.



Still no go.  Partially because of bad micro'ing of the Maws and I lost them when a carrier broke and insta-popped 7 of them.  Either way, the second wave of 750 ships coming in right on the tail of the kill would have obliterated any chance of recovery in a reasonable amount of time.  So, I got my wish, I got some max-time waves.  ~2000 ships from both AIs at AIP 125, around 2600 ships at 145.

They land too frequently and with too much power to handle with an un-assisted fleetball + basic turretball, particularly if you artificially inflate them with Co-Ps and get nothing for your trouble, like strong economy and knowledge.  I've popped the 4th Co-P to re-assess.  Had I taken 3 worlds for the AIP and gotten 9000 knowledge + 3 more Econ IIIs up, it quite possibly could have held against repeated waves and rebuilt between.  As it was, no love.  I wanted to perform minor experiments with my 3250 K I had bankrolled, but my econ wouldn't allow it.  I particularly wanted to use fortress Is as a test.

To show the wave equivalent, first wave after popping the 4th CoP, bringing AIP to 29, is 47 ships.

Opinionated thoughts:
With a Mil II/III station, + Radar Jammer/Armor stripper, this is handleable.  Particularly with some Basic II/III investments and Lightning IIs.  Carriers were becoming a bit problematic, getting outside the killzone, but could be handled.  The wave size increase from 9.6 to 9.8 is tremendous.  At equivalent AIP I was seeing maybe half this.  Brutal.

A huge deal here was the lack of bonus items for my additional AIP.  I don't like leaving my fleet behind, however, so my whipping boy should be able to stand on its own unless it's getting hammered by dual waves, so the fleet assets actually made up for any K I would have normally invested.  However, the lack of 3 planets worth of econ significantly hurt.  If I could reverse time on this game I'd use the harvester boosts instead of the econ station boosts and that would have made some difference.  Well, I'll know for next time.

I was right, in a way, however.  The non-max-time waves really lulled me to sleep about what I could *really* handle coming out of the AI in waves before it slammed me with those 3 mass waves back to back to back. 



More experimental/observation notes:
It would appear Neutral Dysons try to get at the nearest possible threat.  I think I can use neutral worlds to control their pathing.  Dyson Gatlings won't set off a Raid Engine, that's helpful at least, but that might be due to the '1 enemy free' rule they use, compared to the CPA sender, which I haven't been able to check.  Not that they're overly useful against MK V ships, but one thing at a time.  They can, after ~3-4 hours, clear out an area of ~20 planets.  They're dying harshly to Fortresses when they aren't being concentrated against them (IE: Homeworld/1 world they can probably take one, past that... not so much).
« Last Edit: March 21, 2012, 08:32:30 pm by GUDare »
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #144 on: March 21, 2012, 08:48:00 pm »
Dangit, I hate it when I screw up my clicks.  Lost my post.  :'(

Try this again.

Popped Kerensky as a stepping stone and sent the fleet out to assist the Dyson a little by clearing all the posts (and Eye) off of LLama with the main fleet and used raid SSs to clear the two posts (and Eye) on Dyson.  I've otherwise let the Dyson have its own leash to see what it would do.



The Dyson (yellow circle) has pretty much cleaned up the Purple dots for me.  It will occassionally land a single gatling on Kirk, but since neutrals can't hit Vs, that's useless.  One of the other problems is the double fortress down on HotStar.  They obliterate the Dysons so they can't get further down there unless they can concentrate a bit, which is hard to do with them spreading themselves across the galaxy.

So, my next experiment will be to neutral Confederation (the blue circle) to see if I can keep the gatlings penned up in the Red Area.  If that works, then I'll be able to concentrate on picking up the CSGs and ARSs I need to go after Earth while the erstwhile Dyson fleet accidentally ends up tackling the entire Riker run for me.  We'll see.

Then, hopefully that'll let me deal with Earth:
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Offline keith.lamothe

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Re: The AI 9 through 10 run
« Reply #145 on: March 21, 2012, 09:03:10 pm »
Of odd note, the mass lightning/Flak field didn't seem to want to take out the fighters in bulk, but concentrated on one-hitting the Missile Frigs.  Quite annoying.
The lightnings cannot target immune-to-aoe things, so I don't know what was going on there.  The flaks could have been trying to focus the frigates though.  I'll make a note to have them sort immune-to-aoe things to the bottom of the target list.

Interesting that the waves are hammering so hard in only the 120s and 140s; max-time really does matter, it seems.

Quote
Tempted to cheat for resources to bring it online, but I didn't turn them on for this game (actually, I never turn them on, this is the first time I'd want to use it) so it's a moot point.
"cmd:enable cheats" will turn them on, but not flag "has cheated" unless you actually use one.  For science only, of course ;)

Quote
To show the wave equivalent, first wave after popping the 4th CoP, bringing AIP to 29, is 47 ships.
2000 / 47 > 42, 140 / 29 < 5.  Something seems off about that ;)  Do you have the wave-calc logs for both?

Quote
The wave size increase from 9.6 to 9.8 is tremendous.  At equivalent AIP I was seeing maybe half this.  Brutal.
Glad it's actually hitting you with something, but I don't know why 9.6 -> 9.8 would do this.  I should probably remember this but, did the AI types change?  If you drew Mad Bomber then fahgettabowtit.

Interesting plans for neutral dyson stategery ;)

Ah, and here's another one...

Dangit, I hate it when I screw up my clicks.  Lost my post.  :'(
Straying from the path of "write it in a text editor first" brings much suffering, for the browser is a cruel and fickle beast.

Quote
If that works, then I'll be able to concentrate on picking up the CSGs and ARSs I need to go after Earth while the erstwhile Dyson fleet accidentally ends up tackling the entire Riker run for me.  We'll see.
Ah, those clumsy dysons, accidentally laying waste to the galaxy...

Quote
Then, hopefully that'll let me deal with Earth:
RAID!? (*poof*)
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Offline TechSY730

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Re: The AI 9 through 10 run
« Reply #146 on: March 21, 2012, 09:09:37 pm »
Of odd note, the mass lightning/Flak field didn't seem to want to take out the fighters in bulk, but concentrated on one-hitting the Missile Frigs.  Quite annoying.
The lightnings cannot target immune-to-aoe things, so I don't know what was going on there.  The flaks could have been trying to focus the frigates though.  I'll make a note to have them sort immune-to-aoe things to the bottom of the target list.

Yea, I was wondering why my nanoswarms had this obnoxious tendency to go after groups of missile frigates rather than that nice juicy group of bombers just a little way to the left of it.

Thankfully, the new "aggressive spread" targeting of paralyzers help with that, but that won't help with flaks. ;)

Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #147 on: March 21, 2012, 09:46:04 pm »
The lightnings cannot target immune-to-aoe things, so I don't know what was going on there.  The flaks could have been trying to focus the frigates though.  I'll make a note to have them sort immune-to-aoe things to the bottom of the target list.
I can't be sure of who shot whom, really.  I was making gross guesses about what was going on.  The sorting will help.

Quote
Interesting that the waves are hammering so hard in only the 120s and 140s; max-time really does matter, it seems.
Quote
2000 / 47 > 42, 140 / 29 < 5.  Something seems off about that ;)  Do you have the wave-calc logs for both?
Max-Time is everything.

Round 1 before the savescum:
Code: [Select]
3/21/2012 2:39:53 PM (5.031)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 2.46; Game Time: 5:43:40

3/21/2012 2:39:54 PM (5.031)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 5:43:40
WaveSize factor: 2.46
Raw Units Dictionary Entries:
MissileShipII => 74
SpireBladeSpawnerII => 77
FighterII => 79
MunitionsBoosterII => 78
BomberII => 78
BomberStarship => 1
LeechStarshipII => 2


3/21/2012 2:39:54 PM (5.031)
-----------------------------------
Performing first CheckWave with size factor of 2.46 on wave at Game Time: 5:43:40

CheckWave: populating count of MissileShipII with base magnitude of 74
numberUnits = kv.Value * this.WaveSize : 182.15
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 91.07
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 109.28
after applying Mark-based multiplier if any, numberUnits : 98.34
after applying at-least-one rule, numberUnits : 98.34
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 : 373.69
numberUnitsInt = numberUnits.IntValue : 373

CheckWave: populating count of SpireBladeSpawnerII with base magnitude of 77
numberUnits = kv.Value * this.WaveSize : 189.53
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 5.65
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 5.65
after applying Mark-based multiplier if any, numberUnits : 5.08
after applying at-least-one rule, numberUnits : 5.08
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 : 19.3
numberUnitsInt = numberUnits.IntValue : 19

CheckWave: populating count of FighterII with base magnitude of 79
numberUnits = kv.Value * this.WaveSize : 194.45
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 97.23
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 116.67
after applying Mark-based multiplier if any, numberUnits : 104.99
after applying at-least-one rule, numberUnits : 104.99
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 : 398.94
numberUnitsInt = numberUnits.IntValue : 398

CheckWave: populating count of MunitionsBoosterII with base magnitude of 78
numberUnits = kv.Value * this.WaveSize : 191.99
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.17
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 19.17
after applying Mark-based multiplier if any, numberUnits : 17.25
after applying at-least-one rule, numberUnits : 17.25
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 : 65.55
numberUnitsInt = numberUnits.IntValue : 65

CheckWave: populating count of BomberII with base magnitude of 78
numberUnits = kv.Value * this.WaveSize : 191.99
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 96
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 76.78
after applying Mark-based multiplier if any, numberUnits : 69.09
after applying at-least-one rule, numberUnits : 69.09
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 : 262.54
numberUnitsInt = numberUnits.IntValue : 262

CheckWave: populating count of BomberStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 2.46
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.46
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.46
after applying Mark-based multiplier if any, numberUnits : 3.69
after applying at-least-one rule, numberUnits : 3.69
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 : 14.03
numberUnitsInt = numberUnits.IntValue : 14
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 2
numberUnits = kv.Value * this.WaveSize : 4.92
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 4.92
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 4.92
after applying Mark-based multiplier if any, numberUnits : 4.43
after applying at-least-one rule, numberUnits : 4.43
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 : 16.83
numberUnitsInt = numberUnits.IntValue : 16
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 1119
TypesForDirectAdd count by type:
MissileShipII => 373
SpireBladeSpawnerII => 19
FighterII => 398
MunitionsBoosterII => 65
BomberII => 145
BomberStarship => 1
LeechStarshipII => 1
TypesForCarrierAdd count by type:
BomberII => 117


3/21/2012 3:13:19 PM (5.031)
-----------------------------------
Triggering Normal Wave for player 8; wave size factor: 2.48; Game Time: 5:59:57

3/21/2012 3:13:20 PM (5.031)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 5:59:57
WaveSize factor: 2.48
Raw Units Dictionary Entries:
SpacePlaneII => 111
ZenithPolarizerII => 91
FighterII => 88
MissileShipII => 79
BomberII => 95
DreadnoughtII => 1
LeechStarshipII => 2


3/21/2012 3:13:20 PM (5.031)
-----------------------------------
Performing first CheckWave with size factor of 2.48 on wave at Game Time: 5:59:57

CheckWave: populating count of SpacePlaneII with base magnitude of 111
numberUnits = kv.Value * this.WaveSize : 275.71
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 241.25
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 241.25
after applying Mark-based multiplier if any, numberUnits : 217.1
after applying at-least-one rule, numberUnits : 217.1
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 : 824.93
numberUnitsInt = numberUnits.IntValue : 824

CheckWave: populating count of ZenithPolarizerII with base magnitude of 91
numberUnits = kv.Value * this.WaveSize : 226.03
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 113.02
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 113.02
after applying Mark-based multiplier if any, numberUnits : 101.7
after applying at-least-one rule, numberUnits : 101.7
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 : 386.46
numberUnitsInt = numberUnits.IntValue : 386

CheckWave: populating count of FighterII with base magnitude of 88
numberUnits = kv.Value * this.WaveSize : 218.58
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 109.29
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 131.14
after applying Mark-based multiplier if any, numberUnits : 118.02
after applying at-least-one rule, numberUnits : 118.02
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 : 448.44
numberUnitsInt = numberUnits.IntValue : 448

CheckWave: populating count of MissileShipII with base magnitude of 79
numberUnits = kv.Value * this.WaveSize : 196.23
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 98.11
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 117.73
after applying Mark-based multiplier if any, numberUnits : 105.95
after applying at-least-one rule, numberUnits : 105.95
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 : 402.58
numberUnitsInt = numberUnits.IntValue : 402

CheckWave: populating count of BomberII with base magnitude of 95
numberUnits = kv.Value * this.WaveSize : 235.97
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 117.98
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 94.36
after applying Mark-based multiplier if any, numberUnits : 84.92
after applying at-least-one rule, numberUnits : 84.92
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 : 322.67
numberUnitsInt = numberUnits.IntValue : 322

CheckWave: populating count of DreadnoughtII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 2.48
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.48
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.48
after applying Mark-based multiplier if any, numberUnits : 2.24
after applying at-least-one rule, numberUnits : 2.24
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 : 8.49
numberUnitsInt = numberUnits.IntValue : 8
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 2
numberUnits = kv.Value * this.WaveSize : 4.97
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 4.97
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 4.97
after applying Mark-based multiplier if any, numberUnits : 4.47
after applying at-least-one rule, numberUnits : 4.47
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 : 16.99
numberUnitsInt = numberUnits.IntValue : 16
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 2384
TypesForDirectAdd count by type:
SpacePlaneII => 824
ZenithPolarizerII => 176
DreadnoughtII => 1
LeechStarshipII => 1
TypesForCarrierAdd count by type:
ZenithPolarizerII => 210
FighterII => 448
MissileShipII => 402
BomberII => 322


3/21/2012 3:24:10 PM (5.031)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 1.93; Game Time: 6:07:57

3/21/2012 3:24:11 PM (5.031)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 6:07:57
WaveSize factor: 1.93
Raw Units Dictionary Entries:
MissileShipII => 95
Flagship => 2
MunitionsBoosterII => 99
BomberII => 87
SpireBladeSpawnerII => 98
FighterII => 104
DreadnoughtII => 1


3/21/2012 3:24:11 PM (5.031)
-----------------------------------
Performing first CheckWave with size factor of 1.93 on wave at Game Time: 6:07:57

CheckWave: populating count of MissileShipII with base magnitude of 95
numberUnits = kv.Value * this.WaveSize : 182.95
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 91.47
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 109.76
after applying Mark-based multiplier if any, numberUnits : 98.78
after applying at-least-one rule, numberUnits : 98.78
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 : 375.34
numberUnitsInt = numberUnits.IntValue : 375

CheckWave: populating count of Flagship with base magnitude of 2
numberUnits = kv.Value * this.WaveSize : 3.85
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3.85
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 3.85
after applying Mark-based multiplier if any, numberUnits : 3.47
after applying at-least-one rule, numberUnits : 3.47
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 : 13.17
numberUnitsInt = numberUnits.IntValue : 13
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of MunitionsBoosterII with base magnitude of 99
numberUnits = kv.Value * this.WaveSize : 190.65
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.04
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 19.04
after applying Mark-based multiplier if any, numberUnits : 17.13
after applying at-least-one rule, numberUnits : 17.13
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 : 65.1
numberUnitsInt = numberUnits.IntValue : 65

CheckWave: populating count of BomberII with base magnitude of 87
numberUnits = kv.Value * this.WaveSize : 167.54
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 83.77
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 67
after applying Mark-based multiplier if any, numberUnits : 60.29
after applying at-least-one rule, numberUnits : 60.29
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 : 229.1
numberUnitsInt = numberUnits.IntValue : 229

CheckWave: populating count of SpireBladeSpawnerII with base magnitude of 98
numberUnits = kv.Value * this.WaveSize : 188.73
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 5.62
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 5.62
after applying Mark-based multiplier if any, numberUnits : 5.06
after applying at-least-one rule, numberUnits : 5.06
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 : 19.22
numberUnitsInt = numberUnits.IntValue : 19

CheckWave: populating count of FighterII with base magnitude of 104
numberUnits = kv.Value * this.WaveSize : 200.28
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 100.14
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 120.16
after applying Mark-based multiplier if any, numberUnits : 108.14
after applying at-least-one rule, numberUnits : 108.14
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 : 410.89
numberUnitsInt = numberUnits.IntValue : 410

CheckWave: populating count of DreadnoughtII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.93
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.93
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.93
after applying Mark-based multiplier if any, numberUnits : 1.73
after applying at-least-one rule, numberUnits : 1.73
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 : 6.58
numberUnitsInt = numberUnits.IntValue : 6
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 1100
TypesForDirectAdd count by type:
MissileShipII => 375
Flagship => 1
MunitionsBoosterII => 65
BomberII => 229
SpireBladeSpawnerII => 19
FighterII => 312
DreadnoughtII => 1
TypesForCarrierAdd count by type:
FighterII => 98


3/21/2012 3:32:55 PM (5.031)
-----------------------------------
Triggering Normal Wave for player 8; wave size factor: 1.31; Game Time: 6:16:28

3/21/2012 3:32:56 PM (5.031)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 6:16:28
WaveSize factor: 1.31
Raw Units Dictionary Entries:
BomberII => 362
SpacePlaneII => 10
FighterII => 7
ZenithPolarizerII => 9
MissileShipII => 5
Flagship => 2
LeechStarshipII => 1


3/21/2012 3:32:56 PM (5.031)
-----------------------------------
Performing first CheckWave with size factor of 1.31 on wave at Game Time: 6:16:28

CheckWave: populating count of BomberII with base magnitude of 362
numberUnits = kv.Value * this.WaveSize : 473.98
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 236.99
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 189.54
after applying Mark-based multiplier if any, numberUnits : 170.57
after applying at-least-one rule, numberUnits : 170.57
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 : 648.14
numberUnitsInt = numberUnits.IntValue : 648

CheckWave: populating count of SpacePlaneII with base magnitude of 10
numberUnits = kv.Value * this.WaveSize : 13.09
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 11.46
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 11.46
after applying Mark-based multiplier if any, numberUnits : 10.31
after applying at-least-one rule, numberUnits : 10.31
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 : 39.17
numberUnitsInt = numberUnits.IntValue : 39
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of FighterII with base magnitude of 7
numberUnits = kv.Value * this.WaveSize : 9.17
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 4.58
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 5.5
after applying Mark-based multiplier if any, numberUnits : 4.95
after applying at-least-one rule, numberUnits : 4.95
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 : 18.8
numberUnitsInt = numberUnits.IntValue : 18
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithPolarizerII with base magnitude of 9
numberUnits = kv.Value * this.WaveSize : 11.78
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 5.89
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 5.89
after applying Mark-based multiplier if any, numberUnits : 5.3
after applying at-least-one rule, numberUnits : 5.3
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 : 20.15
numberUnitsInt = numberUnits.IntValue : 20
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MissileShipII with base magnitude of 5
numberUnits = kv.Value * this.WaveSize : 6.55
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3.27
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 3.93
after applying Mark-based multiplier if any, numberUnits : 3.53
after applying at-least-one rule, numberUnits : 3.53
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 : 13.43
numberUnitsInt = numberUnits.IntValue : 13
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Flagship with base magnitude of 2
numberUnits = kv.Value * this.WaveSize : 2.62
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.62
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.62
after applying Mark-based multiplier if any, numberUnits : 2.36
after applying at-least-one rule, numberUnits : 2.36
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 : 8.95
numberUnitsInt = numberUnits.IntValue : 8
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 : 1.31
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.31
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.31
after applying Mark-based multiplier if any, numberUnits : 1.18
after applying at-least-one rule, numberUnits : 1.18
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 : 4.48
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 740
TypesForDirectAdd count by type:
BomberII => 648
SpacePlaneII => 39
FighterII => 18
ZenithPolarizerII => 20
MissileShipII => 13
Flagship => 1
LeechStarshipII => 1
TypesForCarrierAdd count by type:


3/21/2012 3:39:46 PM (5.031)
-----------------------------------
Triggering Normal Wave for player 8; wave size factor: 1.31; Game Time: 6:16:28

3/21/2012 3:39:47 PM (5.031)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 6:16:28
WaveSize factor: 1.31
Raw Units Dictionary Entries:
SpacePlaneII => 82
FighterII => 58
ZenithPolarizerII => 68
BomberII => 95
MissileShipII => 89
LeechStarshipII => 1
BomberStarship => 1
AIRaidStarship => 1


3/21/2012 3:39:47 PM (5.031)
-----------------------------------
Performing first CheckWave with size factor of 1.31 on wave at Game Time: 6:16:28

CheckWave: populating count of SpacePlaneII with base magnitude of 82
numberUnits = kv.Value * this.WaveSize : 107.36
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 93.94
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 93.94
after applying Mark-based multiplier if any, numberUnits : 84.54
after applying at-least-one rule, numberUnits : 84.54
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 : 321.24
numberUnitsInt = numberUnits.IntValue : 321

CheckWave: populating count of FighterII with base magnitude of 58
numberUnits = kv.Value * this.WaveSize : 75.94
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 37.97
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 45.56
after applying Mark-based multiplier if any, numberUnits : 41
after applying at-least-one rule, numberUnits : 41
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 : 155.8
numberUnitsInt = numberUnits.IntValue : 155

CheckWave: populating count of ZenithPolarizerII with base magnitude of 68
numberUnits = kv.Value * this.WaveSize : 89.03
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 44.52
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 44.52
after applying Mark-based multiplier if any, numberUnits : 40.06
after applying at-least-one rule, numberUnits : 40.06
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 : 152.22
numberUnitsInt = numberUnits.IntValue : 152

CheckWave: populating count of BomberII with base magnitude of 95
numberUnits = kv.Value * this.WaveSize : 124.39
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 62.19
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 49.74
after applying Mark-based multiplier if any, numberUnits : 44.76
after applying at-least-one rule, numberUnits : 44.76
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 : 170.09
numberUnitsInt = numberUnits.IntValue : 170

CheckWave: populating count of MissileShipII with base magnitude of 89
numberUnits = kv.Value * this.WaveSize : 116.53
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 58.26
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 69.91
after applying Mark-based multiplier if any, numberUnits : 62.92
after applying at-least-one rule, numberUnits : 62.92
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 : 239.07
numberUnitsInt = numberUnits.IntValue : 239

CheckWave: populating count of LeechStarshipII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.31
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.31
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.31
after applying Mark-based multiplier if any, numberUnits : 1.18
after applying at-least-one rule, numberUnits : 1.18
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 : 4.48
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 BomberStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.31
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.31
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.31
after applying Mark-based multiplier if any, numberUnits : 1.96
after applying at-least-one rule, numberUnits : 1.96
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 : 7.46
numberUnitsInt = numberUnits.IntValue : 7
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of AIRaidStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.31
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.31
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.31
after applying Mark-based multiplier if any, numberUnits : 1.96
after applying at-least-one rule, numberUnits : 1.96
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 : 7.46
numberUnitsInt = numberUnits.IntValue : 7
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 1040
TypesForDirectAdd count by type:
SpacePlaneII => 321
FighterII => 155
ZenithPolarizerII => 152
BomberII => 170
MissileShipII => 202
LeechStarshipII => 1
BomberStarship => 1
AIRaidStarship => 1
TypesForCarrierAdd count by type:
MissileShipII => 37

Round 3 after dropping the AIP to 29ish on second wave, and a few of the followup waves (250-400 ships avg):
Code: [Select]
3/21/2012 4:08:47 PM (5.031)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 2.46; Game Time: 5:43:40

3/21/2012 4:08:48 PM (5.031)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 5:43:40
WaveSize factor: 2.46
Raw Units Dictionary Entries:
BomberII => 80
MissileShipII => 68
SpireBladeSpawnerII => 74
AIRaidStarship => 3
MunitionsBoosterII => 80
FighterII => 77


3/21/2012 4:08:48 PM (5.031)
-----------------------------------
Performing first CheckWave with size factor of 2.46 on wave at Game Time: 5:43:40

CheckWave: populating count of BomberII with base magnitude of 80
numberUnits = kv.Value * this.WaveSize : 196.91
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 98.46
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 78.75
after applying Mark-based multiplier if any, numberUnits : 70.86
after applying at-least-one rule, numberUnits : 70.86
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 : 269.27
numberUnitsInt = numberUnits.IntValue : 269

CheckWave: populating count of MissileShipII with base magnitude of 68
numberUnits = kv.Value * this.WaveSize : 167.38
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 83.69
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 100.42
after applying Mark-based multiplier if any, numberUnits : 90.37
after applying at-least-one rule, numberUnits : 90.37
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 : 343.39
numberUnitsInt = numberUnits.IntValue : 343

CheckWave: populating count of SpireBladeSpawnerII with base magnitude of 74
numberUnits = kv.Value * this.WaveSize : 182.15
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 5.43
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 5.43
after applying Mark-based multiplier if any, numberUnits : 4.88
after applying at-least-one rule, numberUnits : 4.88
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 : 18.55
numberUnitsInt = numberUnits.IntValue : 18

CheckWave: populating count of AIRaidStarship with base magnitude of 3
numberUnits = kv.Value * this.WaveSize : 7.38
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 7.38
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 7.38
after applying Mark-based multiplier if any, numberUnits : 11.08
after applying at-least-one rule, numberUnits : 11.08
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 : 42.09
numberUnitsInt = numberUnits.IntValue : 42
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of MunitionsBoosterII with base magnitude of 80
numberUnits = kv.Value * this.WaveSize : 196.91
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.66
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 19.66
after applying Mark-based multiplier if any, numberUnits : 17.69
after applying at-least-one rule, numberUnits : 17.69
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 : 67.23
numberUnitsInt = numberUnits.IntValue : 67

CheckWave: populating count of FighterII with base magnitude of 77
numberUnits = kv.Value * this.WaveSize : 189.53
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 94.76
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 113.71
after applying Mark-based multiplier if any, numberUnits : 102.33
after applying at-least-one rule, numberUnits : 102.33
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 : 388.84
numberUnitsInt = numberUnits.IntValue : 388

Wave total ships: 1086
TypesForDirectAdd count by type:
BomberII => 269
MissileShipII => 343
SpireBladeSpawnerII => 18
AIRaidStarship => 1
MunitionsBoosterII => 67
FighterII => 303
TypesForCarrierAdd count by type:
FighterII => 85


3/21/2012 4:16:39 PM (5.031)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 0.42; Game Time: 5:48:57

3/21/2012 4:16:40 PM (5.031)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 5:48:57
WaveSize factor: 0.42
Raw Units Dictionary Entries:
MunitionsBoosterII => 20
FighterII => 19
SpireBladeSpawnerII => 20
BomberII => 15
Flagship => 2
MissileShipII => 18
AIRaidStarship => 1


3/21/2012 4:16:40 PM (5.031)
-----------------------------------
Performing first CheckWave with size factor of 0.42 on wave at Game Time: 5:48:57

CheckWave: populating count of MunitionsBoosterII with base magnitude of 20
numberUnits = kv.Value * this.WaveSize : 8.36
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.83
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.83
after applying Mark-based multiplier if any, numberUnits : 0.75
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 : 3.8
numberUnitsInt = numberUnits.IntValue : 3
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of FighterII with base magnitude of 19
numberUnits = kv.Value * this.WaveSize : 7.94
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3.97
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 4.76
after applying Mark-based multiplier if any, numberUnits : 4.29
after applying at-least-one rule, numberUnits : 4.29
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 : 16.29
numberUnitsInt = numberUnits.IntValue : 16
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of SpireBladeSpawnerII with base magnitude of 20
numberUnits = kv.Value * this.WaveSize : 8.36
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.25
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.25
after applying Mark-based multiplier if any, numberUnits : 0.22
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 : 3.8
numberUnitsInt = numberUnits.IntValue : 3
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of BomberII with base magnitude of 15
numberUnits = kv.Value * this.WaveSize : 6.27
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3.13
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.51
after applying Mark-based multiplier if any, numberUnits : 2.26
after applying at-least-one rule, numberUnits : 2.26
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 : 8.57
numberUnitsInt = numberUnits.IntValue : 8
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Flagship with base magnitude of 2
numberUnits = kv.Value * this.WaveSize : 0.84
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.84
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.84
after applying Mark-based multiplier if any, numberUnits : 0.75
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 : 3.8
numberUnitsInt = numberUnits.IntValue : 3
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of MissileShipII with base magnitude of 18
numberUnits = kv.Value * this.WaveSize : 7.52
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3.76
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 4.51
after applying Mark-based multiplier if any, numberUnits : 4.06
after applying at-least-one rule, numberUnits : 4.06
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 : 15.43
numberUnitsInt = numberUnits.IntValue : 15
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of AIRaidStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 0.42
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.42
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.42
after applying Mark-based multiplier if any, numberUnits : 0.63
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 : 3.8
numberUnitsInt = numberUnits.IntValue : 3
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 47
TypesForDirectAdd count by type:
MunitionsBoosterII => 3
FighterII => 16
SpireBladeSpawnerII => 3
BomberII => 8
Flagship => 1
MissileShipII => 15
AIRaidStarship => 1
TypesForCarrierAdd count by type:


3/21/2012 4:35:13 PM (5.031)
-----------------------------------
Triggering Normal Wave for player 8; wave size factor: 2.48; Game Time: 5:59:57

3/21/2012 4:35:14 PM (5.031)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 5:59:57
WaveSize factor: 2.48
Raw Units Dictionary Entries:
MissileShipII => 19
ZenithPolarizerII => 12
SpacePlaneII => 18
FighterII => 7
BomberII => 19
LeechStarshipII => 1
Flagship => 2


3/21/2012 4:35:14 PM (5.031)
-----------------------------------
Performing first CheckWave with size factor of 2.48 on wave at Game Time: 5:59:57

CheckWave: populating count of MissileShipII with base magnitude of 19
numberUnits = kv.Value * this.WaveSize : 47.19
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 23.6
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 28.31
after applying Mark-based multiplier if any, numberUnits : 25.48
after applying at-least-one rule, numberUnits : 25.48
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 : 96.82
numberUnitsInt = numberUnits.IntValue : 96

CheckWave: populating count of ZenithPolarizerII with base magnitude of 12
numberUnits = kv.Value * this.WaveSize : 29.81
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.9
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 14.9
after applying Mark-based multiplier if any, numberUnits : 13.41
after applying at-least-one rule, numberUnits : 13.41
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 : 50.96
numberUnitsInt = numberUnits.IntValue : 50
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of SpacePlaneII with base magnitude of 18
numberUnits = kv.Value * this.WaveSize : 44.71
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 39.12
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 39.12
after applying Mark-based multiplier if any, numberUnits : 35.21
after applying at-least-one rule, numberUnits : 35.21
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 : 133.77
numberUnitsInt = numberUnits.IntValue : 133
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of FighterII with base magnitude of 7
numberUnits = kv.Value * this.WaveSize : 17.39
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 8.69
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 10.43
after applying Mark-based multiplier if any, numberUnits : 9.39
after applying at-least-one rule, numberUnits : 9.39
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 : 35.67
numberUnitsInt = numberUnits.IntValue : 35
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of BomberII with base magnitude of 19
numberUnits = kv.Value * this.WaveSize : 47.19
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 23.6
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 18.87
after applying Mark-based multiplier if any, numberUnits : 16.98
after applying at-least-one rule, numberUnits : 16.98
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 : 64.53
numberUnitsInt = numberUnits.IntValue : 64
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of LeechStarshipII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 2.48
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.48
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.48
after applying Mark-based multiplier if any, numberUnits : 2.24
after applying at-least-one rule, numberUnits : 2.24
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 : 8.49
numberUnitsInt = numberUnits.IntValue : 8
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of Flagship with base magnitude of 2
numberUnits = kv.Value * this.WaveSize : 4.97
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 4.97
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 4.97
after applying Mark-based multiplier if any, numberUnits : 4.47
after applying at-least-one rule, numberUnits : 4.47
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 : 16.99
numberUnitsInt = numberUnits.IntValue : 16
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 380
TypesForDirectAdd count by type:
MissileShipII => 96
ZenithPolarizerII => 50
SpacePlaneII => 133
FighterII => 35
BomberII => 64
LeechStarshipII => 1
Flagship => 1
TypesForCarrierAdd count by type:


3/21/2012 4:45:04 PM (5.031)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 1.64; Game Time: 6:09:36

3/21/2012 4:45:05 PM (5.031)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 6:09:36
WaveSize factor: 1.64
Raw Units Dictionary Entries:
FighterII => 22
MissileShipII => 25
BomberII => 14
SpireBladeSpawnerII => 16
MunitionsBoosterII => 13
BomberStarship => 1
Flagship => 1
AIRaidStarship => 1


3/21/2012 4:45:05 PM (5.031)
-----------------------------------
Performing first CheckWave with size factor of 1.64 on wave at Game Time: 6:09:36

CheckWave: populating count of FighterII with base magnitude of 22
numberUnits = kv.Value * this.WaveSize : 36.02
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 18.01
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 21.61
after applying Mark-based multiplier if any, numberUnits : 19.45
after applying at-least-one rule, numberUnits : 19.45
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 : 73.91
numberUnitsInt = numberUnits.IntValue : 73
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MissileShipII with base magnitude of 25
numberUnits = kv.Value * this.WaveSize : 40.94
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 20.47
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 24.56
after applying Mark-based multiplier if any, numberUnits : 22.1
after applying at-least-one rule, numberUnits : 22.1
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 : 83.98
numberUnitsInt = numberUnits.IntValue : 83
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of BomberII with base magnitude of 14
numberUnits = kv.Value * this.WaveSize : 22.92
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 11.46
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 9.17
after applying Mark-based multiplier if any, numberUnits : 8.25
after applying at-least-one rule, numberUnits : 8.25
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 : 31.35
numberUnitsInt = numberUnits.IntValue : 31
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of SpireBladeSpawnerII with base magnitude of 16
numberUnits = kv.Value * this.WaveSize : 26.2
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.78
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.78
after applying Mark-based multiplier if any, numberUnits : 0.7
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 : 3.8
numberUnitsInt = numberUnits.IntValue : 3
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MunitionsBoosterII with base magnitude of 13
numberUnits = kv.Value * this.WaveSize : 21.29
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.13
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.13
after applying Mark-based multiplier if any, numberUnits : 1.91
after applying at-least-one rule, numberUnits : 1.91
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 : 7.27
numberUnitsInt = numberUnits.IntValue : 7
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of BomberStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.64
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.64
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.64
after applying Mark-based multiplier if any, numberUnits : 2.46
after applying at-least-one rule, numberUnits : 2.46
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 : 9.33
numberUnitsInt = numberUnits.IntValue : 9
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of Flagship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.64
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.64
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.64
after applying Mark-based multiplier if any, numberUnits : 1.47
after applying at-least-one rule, numberUnits : 1.47
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 : 5.6
numberUnitsInt = numberUnits.IntValue : 5
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of AIRaidStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.64
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.64
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.64
after applying Mark-based multiplier if any, numberUnits : 2.46
after applying at-least-one rule, numberUnits : 2.46
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 : 9.33
numberUnitsInt = numberUnits.IntValue : 9
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 200
TypesForDirectAdd count by type:
FighterII => 73
MissileShipII => 83
BomberII => 31
SpireBladeSpawnerII => 3
MunitionsBoosterII => 7
BomberStarship => 1
Flagship => 1
AIRaidStarship => 1
TypesForCarrierAdd count by type:


3/21/2012 4:52:56 PM (5.031)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 0.61; Game Time: 6:17:17

3/21/2012 4:52:57 PM (5.031)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 6:17:17
WaveSize factor: 0.61
Raw Units Dictionary Entries:
MissileShipII => 25
FighterII => 23
LeechStarshipII => 1
BomberII => 23
SpireBladeSpawnerII => 22
MunitionsBoosterII => 15
AIRaidStarship => 1
BomberStarship => 1


3/21/2012 4:52:57 PM (5.031)
-----------------------------------
Performing first CheckWave with size factor of 0.61 on wave at Game Time: 6:17:17

CheckWave: populating count of MissileShipII with base magnitude of 25
numberUnits = kv.Value * this.WaveSize : 15.21
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 7.6
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 9.13
after applying Mark-based multiplier if any, numberUnits : 8.21
after applying at-least-one rule, numberUnits : 8.21
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 : 31.2
numberUnitsInt = numberUnits.IntValue : 31
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of FighterII with base magnitude of 23
numberUnits = kv.Value * this.WaveSize : 13.99
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 7
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 8.4
after applying Mark-based multiplier if any, numberUnits : 7.55
after applying at-least-one rule, numberUnits : 7.55
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 : 28.71
numberUnitsInt = numberUnits.IntValue : 28
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of LeechStarshipII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 0.61
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.61
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.61
after applying Mark-based multiplier if any, numberUnits : 0.55
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 : 3.8
numberUnitsInt = numberUnits.IntValue : 3
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of BomberII with base magnitude of 23
numberUnits = kv.Value * this.WaveSize : 13.99
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 7
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 5.6
after applying Mark-based multiplier if any, numberUnits : 5.04
after applying at-least-one rule, numberUnits : 5.04
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 : 19.13
numberUnitsInt = numberUnits.IntValue : 19
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of SpireBladeSpawnerII with base magnitude of 22
numberUnits = kv.Value * this.WaveSize : 13.38
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.4
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.4
after applying Mark-based multiplier if any, numberUnits : 0.36
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 : 3.8
numberUnitsInt = numberUnits.IntValue : 3
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MunitionsBoosterII with base magnitude of 15
numberUnits = kv.Value * this.WaveSize : 9.13
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.91
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.91
after applying Mark-based multiplier if any, numberUnits : 0.82
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 : 3.8
numberUnitsInt = numberUnits.IntValue : 3
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of AIRaidStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 0.61
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.61
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.61
after applying Mark-based multiplier if any, numberUnits : 0.91
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 : 3.8
numberUnitsInt = numberUnits.IntValue : 3
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of BomberStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 0.61
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.61
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.61
after applying Mark-based multiplier if any, numberUnits : 0.91
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 : 3.8
numberUnitsInt = numberUnits.IntValue : 3
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 87
TypesForDirectAdd count by type:
MissileShipII => 31
FighterII => 28
LeechStarshipII => 1
BomberII => 19
SpireBladeSpawnerII => 3
MunitionsBoosterII => 3
AIRaidStarship => 1
BomberStarship => 1
TypesForCarrierAdd count by type:

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cmd:enable cheats" will turn them on, but not flag "has cheated" unless you actually use one.  For science only, of course ;)
Good to know.  I might retreat to that save and test it.

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Glad it's actually hitting you with something, but I don't know why 9.6 -> 9.8 would do this.  I should probably remember this but, did the AI types change?  If you drew Mad Bomber then fahgettabowtit.
Nope, exact same settings, Vanilla + Mine Enthusiast.

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RAID!? (*poof*)
Heh, easy HW this time.  Single Raid engine, no CPA engine, no AI Eye.  Woot woot!

That's kinda bad that I consider a single engine good, isn't it...
... and then we'll have cake.

Offline keith.lamothe

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Re: The AI 9 through 10 run
« Reply #148 on: March 21, 2012, 09:56:40 pm »
Max-Time is everything.
No kidding.  Goodness.  2.46 / 0.42 ~= 6; 140 / 29 ~= 5, so 30x decrease; all of a sudden dropping from 2000 to 50 isn't so much of a stretch.

Quote
Nope, exact same settings, Vanilla + Mine Enthusiast.
Ah, right.  Yea, just the wave time, wow.

Quote
Quote
RAID!? (*poof*)
Heh, easy HW this time.  Single Raid engine, no CPA engine, no AI Eye.  Woot woot!

That's kinda bad that I consider a single engine good, isn't it...
When the AI beats you that much, it seems like kindness when it only yells ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #149 on: March 21, 2012, 10:09:24 pm »
Side note: Neutral worlds do not help path the neutral dysons.  Drat.  Next theory.

It's okay, I have other plans! MUAHAHAHAHAHAHA.

*blink*  What?
... and then we'll have cake.