Just another comment on 'max-time is god', AIP 51, ~1000 ships:
3/24/2012 8:27:40 PM (5.031)
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Starting CreateMixedWaveToPlanet at Game Time: 6:55:10 ; Player.AIType: Mine_Enthusiast ; Player.AIDifficulty: 9.8 ; AIProgressionLevel: 51 ; AITechLevel: 2 ; WaveSize: 2.48
aiTypeBasedAIPIncrement : 0
workingShips = ( AIProgressionLevel * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 156.17
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 163.5
workingShips = Min(workingShips,34 * handicap_multiplier) :163.5
numberShips = workingShips.IntValue :163
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, numberShips :163
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :163
3/24/2012 8:27:40 PM (5.031)
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Performing first CheckWave with size factor of 2.48 on wave at Game Time: 6:55:11
CheckWave: populating count of MissileShipII with base magnitude of 28
numberUnits = kv.Value * this.WaveSize : 69.55
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34.77
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 41.73
after applying Mark-based multiplier if any, numberUnits : 37.55
after applying at-least-one rule, numberUnits : 37.55
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 : 142.68
numberUnitsInt = numberUnits.IntValue : 142
CheckWave: populating count of VorticularCutlassII with base magnitude of 23
numberUnits = kv.Value * this.WaveSize : 57.13
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 57.13
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 57.13
after applying Mark-based multiplier if any, numberUnits : 51.41
after applying at-least-one rule, numberUnits : 51.41
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 : 195.35
numberUnitsInt = numberUnits.IntValue : 195
CheckWave: populating count of BomberII with base magnitude of 25
numberUnits = kv.Value * this.WaveSize : 62.1
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 31.05
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 24.83
after applying Mark-based multiplier if any, numberUnits : 22.35
after applying at-least-one rule, numberUnits : 22.35
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 84.91
numberUnitsInt = numberUnits.IntValue : 84
skipping at-least-effective-ship-cap-rule due to multiple non-starship types
CheckWave: populating count of SpacePlaneII with base magnitude of 34
numberUnits = kv.Value * this.WaveSize : 84.45
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 73.9
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 73.9
after applying Mark-based multiplier if any, numberUnits : 66.5
after applying at-least-one rule, numberUnits : 66.5
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 : 252.68
numberUnitsInt = numberUnits.IntValue : 252
CheckWave: populating count of FighterII with base magnitude of 28
numberUnits = kv.Value * this.WaveSize : 69.55
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34.77
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 41.73
after applying Mark-based multiplier if any, numberUnits : 37.55
after applying at-least-one rule, numberUnits : 37.55
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 : 142.68
numberUnitsInt = numberUnits.IntValue : 142
CheckWave: populating count of ZenithPolarizerII with base magnitude of 25
numberUnits = kv.Value * this.WaveSize : 62.1
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 31.05
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 31.05
after applying Mark-based multiplier if any, numberUnits : 27.94
after applying at-least-one rule, numberUnits : 27.94
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 : 106.17
numberUnitsInt = numberUnits.IntValue : 106
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 AIRaidStarship 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 : 3.73
after applying at-least-one rule, numberUnits : 3.73
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 : 14.16
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 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)
Wave total ships: 924
TypesForDirectAdd count by type:
MissileShipII => 142
VorticularCutlassII => 195
BomberII => 84
SpacePlaneII => 252
FighterII => 142
ZenithPolarizerII => 106
LeechStarshipII => 1
AIRaidStarship => 1
DreadnoughtII => 1
TypesForCarrierAdd count by type:
That's gonna hurt. 1/4 of them are space planes, but still. They've gotten a bit more bite if memory serves.