8/29/2014 5:31:11 PM (8.003)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:35:32
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 71
effectiveMetalForSalvageWave = floor(AISalvage) = 71
referenceMetalCost = (metal cost of a mkI bomber in this game) = 6400
referenceStrength = (strength of a mkI bomber in this game) = 8
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 0.09
computing strength budget of a normal wave for threshold check
FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1
FleetShipBudget *= this.AITechLevel = 1
FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1
FleetShipBudget *= this.AIProgressionLevelEffective = 20
FleetShipBudget *= player.GetHandicapMultiplier() = 20
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 2.25
FleetShipBudget *= preMinStep_DifficultyMultiplier = 45
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 45
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 6
FleetShipBudget *= postMinStep_DifficultyMultiplier = 270
= not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes
8/29/2014 5:31:14 PM (8.003)
-----------------------------------
= CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:37:10
normalWaveStrength:375.34
AccumulatedStrengthForNextWave:375.34
= computation of normalWaveStrength:
FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1
FleetShipBudget *= this.AITechLevel = 1
FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1
FleetShipBudget *= this.AIProgressionLevelEffective = 20
FleetShipBudget *= player.GetHandicapMultiplier() = 20
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 2.25
FleetShipBudget *= preMinStep_DifficultyMultiplier = 45
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 45
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 6
FleetShipBudget *= postMinStep_DifficultyMultiplier = 270
Because Diff >= 7 and entry_points = 1, entryPointMultiplier = 2
Because game time < 2 hours (2230 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1.31
normalWaveStrength *= entryPointMultiplier = 353.58
normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 375.34
minimumStrength = 200
= AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds )
computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff
= computation of normalWaveIntervalInSeconds:
interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 900
so, if you're curious, amountToGainPerSecond is 0.3
8/29/2014 5:31:14 PM (8.003)
-----------------------------------
Starting TriggerWaveSubstitueExo at Game Time: 0:37:10
WaveStrength = 750.69
strengthPerReferenceUnit = 8
theoreticalNumberOfShips = WaveStrength / strengthPerReferenceUnit = 93.84
exoValuePerReferenceUnit = 24
budgetForExo = theoreticalNumberOfShips * exoValuePerReferenceUnit * player.AITechLevel = 2252.05
player.AITypeData.StarshipBudgetMultiplier = 0.08
budgetForExo *= 1 + player.AITypeData.StarshipBudgetMultiplier; = 2441.19
roughRatioOfWaveStrengthToExoStrength = 4
budgetForExo = budgetForExo * roughRatioOfWaveStrengthToExoStrength = 9764.75
8/29/2014 5:31:14 PM (8.003)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:37:34
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 31
effectiveMetalForSalvageWave = floor(AISalvage) = 31
referenceMetalCost = (metal cost of a mkI bomber in this game) = 6400
referenceStrength = (strength of a mkI bomber in this game) = 8
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 0.04
computing strength budget of a normal wave for threshold check
FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1
FleetShipBudget *= this.AITechLevel = 1
FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1
FleetShipBudget *= this.AIProgressionLevelEffective = 20
FleetShipBudget *= player.GetHandicapMultiplier() = 20
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 2.25
FleetShipBudget *= preMinStep_DifficultyMultiplier = 45
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 45
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 6
FleetShipBudget *= postMinStep_DifficultyMultiplier = 270
= not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes
8/29/2014 5:31:16 PM (8.003)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:38:33
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 84
effectiveMetalForSalvageWave = floor(AISalvage) = 84
referenceMetalCost = (metal cost of a mkI bomber in this game) = 6400
referenceStrength = (strength of a mkI bomber in this game) = 8
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 0.1
computing strength budget of a normal wave for threshold check
FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1
FleetShipBudget *= this.AITechLevel = 1
FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1
FleetShipBudget *= this.AIProgressionLevelEffective = 20
FleetShipBudget *= player.GetHandicapMultiplier() = 20
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 2.25
FleetShipBudget *= preMinStep_DifficultyMultiplier = 45
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 45
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 6
FleetShipBudget *= postMinStep_DifficultyMultiplier = 270
= not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes
8/29/2014 5:31:16 PM (8.003)
-----------------------------------
= CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:38:58
normalWaveStrength:376.53
AccumulatedStrengthForNextWave:376.61
= computation of normalWaveStrength:
FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1
FleetShipBudget *= this.AITechLevel = 1
FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1
FleetShipBudget *= this.AIProgressionLevelEffective = 20
FleetShipBudget *= player.GetHandicapMultiplier() = 20
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 2.25
FleetShipBudget *= preMinStep_DifficultyMultiplier = 45
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 45
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 6
FleetShipBudget *= postMinStep_DifficultyMultiplier = 270
Because Diff >= 7 and entry_points = 1, entryPointMultiplier = 2
Because game time < 2 hours (2338 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1.32
normalWaveStrength *= entryPointMultiplier = 357.67
normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 376.53
minimumStrength = 200
= AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds )
computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff
= computation of normalWaveIntervalInSeconds:
interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 900
so, if you're curious, amountToGainPerSecond is 0.3
8/29/2014 5:31:16 PM (8.003)
-----------------------------------
Starting TriggerWaveSubstitueExo at Game Time: 0:38:58
WaveStrength = 753.23
strengthPerReferenceUnit = 8
theoreticalNumberOfShips = WaveStrength / strengthPerReferenceUnit = 94.15
exoValuePerReferenceUnit = 24
budgetForExo = theoreticalNumberOfShips * exoValuePerReferenceUnit * player.AITechLevel = 2259.69
player.AITypeData.StarshipBudgetMultiplier = 0.08
budgetForExo *= 1 + player.AITypeData.StarshipBudgetMultiplier; = 2449.46
roughRatioOfWaveStrengthToExoStrength = 4
budgetForExo = budgetForExo * roughRatioOfWaveStrengthToExoStrength = 9797.85