Well, seems like I picked a fun time to vanish for a while. (Real life with baby, out of province trip to visit family, etc.)
But now I'm back and it's certainly daunting reading all those patch notes. The last game I played was 7.019, we are up to 7.031 now....
Anyways, thoughts on the current changes:
Damage to carriers kills ships inside them: Like. Really, really like. I got hammered with a 2k ship wave really early and this felt a lot smoother in terms of handling high count ships.
Warp relays: I think I like these, they are the only structure in the game (that I can think of) that is more dangerous on low connection maps. I play realistic maps and none of my systems are "behind the lines", they are all exposed to hostile systems anyway so the fact I have Warp Relays enabled was actually a non-issue as they did not increase the AI's threat in any meaningful way.
Salvage mechanic: Ouch, now this hurt. I started with Random AI types and I drew the One-Way doormaster which sent my losses through the roof. At the 1 hour 5 minute mark, the AI sent 2000 Laser Gatlings at me in retaliation for an attack that wiped my fleet because the Black Hole Machine kept me from retreating. Now, it was a total wipe of my fleet, but it was only Mk I's even if I did have all the Mk I starships along.
However, that makes the normal wave of 75 bombers that hit me next was kind of a let down after that. Looking at the logs, I apparently gave the AI 1,704,254 metal in salvage for it to fling back in my face.
Going from 2000 to 75 ships from one wave to the next sounds odd enough to me that it might be worth a look at, either to tweak the numbers or maybe add a limit that the Salvage wave can only be X times bigger then a normal wave?
Wave logic:
5/24/2014 8:10:36 AM (7.031)
-----------------------------------
= CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:06:25
normalWaveStrength:200
AccumulatedStrengthForNextWave:200.08
= 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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5
Because Diff >= 7 and entry_points = 0, entryPointMultiplier = 1
Because game time < 2 hours (385 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1
normalWaveStrength *= entryPointMultiplier = 93.5
normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 93.5
normalWaveStrength *= Max(200,normalWaveStrength) = 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 ) = 1152
so, if you're curious, amountToGainPerSecond is 0.08
5/24/2014 8:10:36 AM (7.031)
-----------------------------------
Starting CreateWaveToPlanet at Game Time: 0:06:25 ; Player.AIType: Alarmist ; Player.AIDifficulty: 7.6 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: False
WaveStrength = 200.08
= FleetShipBudget for this wave's fleet ships = 200.08
percentChanceParasiteWave (from AI type) = 0.03
percentChanceBomberWave (from AI type) = 0.06
percentChanceStealthWave (from AI type) = 0.06
= actually chosen WaveType: Parasite
AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.04
Parasite waves try to spend 100% of the strength budget on types from the Parasite group
* called PickUnitsForWave with: (... an empty list, how cute)
Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group
* called PickUnitsForWave with: Fighter, Bomber, MissileShip, LazerGatling, ElectricShuttle
** Picked 24 ElectricShuttle @ 8 each = 192
** Picked 1 ElectricShuttleII @ 16 each = 16
= After picking fleet ships, FleetShipBudget is now -7.92
player.AITypeData.StarshipBudgetMultiplier: 0.08
= StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8
* called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship
** Picked
1 LeechStarship @ 96 each = 96
= After picking starships, StarshipBudget is now -79.2
== Wave total ships: 26
TypesForDirectAdd count by type:
ElectricShuttle : 24
ElectricShuttleII : 1
LeechStarship : 1
TypesForCarrierAdd count by type:
== For a grand-total Strength value of 304
5/24/2014 8:11:48 AM (7.031)
-----------------------------------
= CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:09:37
normalWaveStrength:200
AccumulatedStrengthForNextWave:200.08
= 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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5
Because Diff >= 7 and entry_points = 0, entryPointMultiplier = 1
Because game time < 2 hours (577 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1
normalWaveStrength *= entryPointMultiplier = 93.5
normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 93.5
normalWaveStrength *= Max(200,normalWaveStrength) = 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 ) = 1152
so, if you're curious, amountToGainPerSecond is 0.08
5/24/2014 8:11:48 AM (7.031)
-----------------------------------
Starting CreateWaveToPlanet at Game Time: 0:09:37 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.6 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: False
WaveStrength = 200.08
= FleetShipBudget for this wave's fleet ships = 200.08
percentChanceParasiteWave (from AI type) = 0.03
percentChanceBomberWave (from AI type) = 0.06
percentChanceStealthWave (from AI type) = 0.06
= actually chosen WaveType: Normal
AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.04
Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group
* called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raptor, YounglingFirefly
** Picked 48 Raptor @ 4 each = 192
** Picked 2 RaptorII @ 8 each = 16
= After picking fleet ships, FleetShipBudget is now -7.92
player.AITypeData.StarshipBudgetMultiplier: 0.08
= StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8
* called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship
** Picked
1 LeechStarship @ 96 each = 96
= After picking starships, StarshipBudget is now -79.2
== Wave total ships: 51
TypesForDirectAdd count by type:
Raptor : 48
RaptorII : 2
LeechStarship : 1
TypesForCarrierAdd count by type:
== For a grand-total Strength value of 304
5/24/2014 8:44:46 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:26:46
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 35433
effectiveMetalForSalvageWave = floor(AISalvage) = 35433
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 43.25
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 = 30
FleetShipBudget *= player.GetHandicapMultiplier() = 30
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 42.22
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.22
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 116.1= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 8:44:57 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:26:51
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 558
effectiveMetalForSalvageWave = floor(AISalvage) = 558
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 0.68
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 = 30
FleetShipBudget *= player.GetHandicapMultiplier() = 30
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 42.22
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.22
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 116.1= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 8:48:21 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:29:47
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 41474
effectiveMetalForSalvageWave = floor(AISalvage) = 41474
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 50.63
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 = 30
FleetShipBudget *= player.GetHandicapMultiplier() = 30
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 42.22
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.22
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 116.1= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 8:48:26 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:29:52
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 558
effectiveMetalForSalvageWave = floor(AISalvage) = 558
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 0.68
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 = 30
FleetShipBudget *= player.GetHandicapMultiplier() = 30
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 42.22
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.22
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 116.1= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 8:51:22 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:32:48
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 41474
effectiveMetalForSalvageWave = floor(AISalvage) = 41474
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 50.63
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 = 30
FleetShipBudget *= player.GetHandicapMultiplier() = 30
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 42.22
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.22
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 116.1= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 8:51:27 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:32:53
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 558
effectiveMetalForSalvageWave = floor(AISalvage) = 558
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 0.68
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 = 30
FleetShipBudget *= player.GetHandicapMultiplier() = 30
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 42.22
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.22
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 116.1= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 8:54:23 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:35:49
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 41474
effectiveMetalForSalvageWave = floor(AISalvage) = 41474
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 50.63
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 = 30
FleetShipBudget *= player.GetHandicapMultiplier() = 30
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 42.22
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.22
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 116.1= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 8:54:28 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:35:54
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 558
effectiveMetalForSalvageWave = floor(AISalvage) = 558
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 0.68
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 = 30
FleetShipBudget *= player.GetHandicapMultiplier() = 30
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 42.22
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.22
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 116.1= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 8:57:33 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:38:50
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 41474
effectiveMetalForSalvageWave = floor(AISalvage) = 41474
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 50.63
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 = 30
FleetShipBudget *= player.GetHandicapMultiplier() = 30
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 42.22
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.22
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 116.1= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 8:57:38 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:38:55
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 558
effectiveMetalForSalvageWave = floor(AISalvage) = 558
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 0.68
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 = 30
FleetShipBudget *= player.GetHandicapMultiplier() = 30
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 42.22
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.22
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 116.1= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 9:04:59 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:41:51
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 50865
effectiveMetalForSalvageWave = floor(AISalvage) = 50865
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 62.09
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 = 30
FleetShipBudget *= player.GetHandicapMultiplier() = 30
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 42.22
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.22
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 116.1= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 9:05:04 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:41:56
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 558
effectiveMetalForSalvageWave = floor(AISalvage) = 558
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 0.68
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 = 30
FleetShipBudget *= player.GetHandicapMultiplier() = 30
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 42.22
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.22
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 116.1= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 9:08:15 AM (7.031)
-----------------------------------
= CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:42:59
normalWaveStrength:200
AccumulatedStrengthForNextWave:200.06
= 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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5
Because Diff >= 7 and entry_points = 1, entryPointMultiplier = 2
Because game time < 2 hours (2579 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1.36
normalWaveStrength *= entryPointMultiplier = 126.99
normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 133.5
normalWaveStrength *= Max(200,normalWaveStrength) = 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 ) = 1152
so, if you're curious, amountToGainPerSecond is 0.08
5/24/2014 9:08:15 AM (7.031)
-----------------------------------
Starting CreateWaveToPlanet at Game Time: 0:42:59 ; Player.AIType: Alarmist ; Player.AIDifficulty: 7.6 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: False
WaveStrength = 200.06
= FleetShipBudget for this wave's fleet ships = 200.06
percentChanceParasiteWave (from AI type) = 0.03
percentChanceBomberWave (from AI type) = 0.06
percentChanceStealthWave (from AI type) = 0.06
= actually chosen WaveType: Normal
AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.04
Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group
* called PickUnitsForWave with: Fighter, Bomber, MissileShip, LazerGatling, ElectricShuttle
** Picked 115 MissileShip @ 1.67 each = 191.65
** Picked 3 MissileShipII @ 3.33 each = 10
= After picking fleet ships, FleetShipBudget is now -1.59
player.AITypeData.StarshipBudgetMultiplier: 0.08
= StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8
* called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship
** Picked
1 Dreadnought @ 96 each = 96
= After picking starships, StarshipBudget is now -79.2
== Wave total ships: 119
TypesForDirectAdd count by type:
MissileShip : 115
MissileShipII : 3
Dreadnought : 1
TypesForCarrierAdd count by type:
== For a grand-total Strength value of 338
5/24/2014 9:10:15 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:44:52
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 50865
effectiveMetalForSalvageWave = floor(AISalvage) = 50865
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 62.09
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 9:10:20 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:44:57
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 51823
effectiveMetalForSalvageWave = floor(AISalvage) = 51823
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.26
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 9:11:39 AM (7.031)
-----------------------------------
= CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:46:11
normalWaveStrength:200
AccumulatedStrengthForNextWave:200.06
= 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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5
Because Diff >= 7 and entry_points = 1, entryPointMultiplier = 2
Because game time < 2 hours (2771 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1.38
normalWaveStrength *= entryPointMultiplier = 129.48
normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 136.11
normalWaveStrength *= Max(200,normalWaveStrength) = 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 ) = 1152
so, if you're curious, amountToGainPerSecond is 0.08
5/24/2014 9:11:39 AM (7.031)
-----------------------------------
Starting CreateWaveToPlanet at Game Time: 0:46:11 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.6 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: False
WaveStrength = 200.06
= FleetShipBudget for this wave's fleet ships = 200.06
percentChanceParasiteWave (from AI type) = 0.03
percentChanceBomberWave (from AI type) = 0.06
percentChanceStealthWave (from AI type) = 0.06
= actually chosen WaveType: Parasite
AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.04
Parasite waves try to spend 100% of the strength budget on types from the Parasite group
* called PickUnitsForWave with: (... an empty list, how cute)
Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group
* called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raptor, YounglingFirefly
** Picked 48 Raptor @ 4 each = 192
** Picked 2 RaptorII @ 8 each = 16
= After picking fleet ships, FleetShipBudget is now -7.94
player.AITypeData.StarshipBudgetMultiplier: 0.08
= StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8
* called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship
** Picked
1 LightStarship @ 96 each = 96
= After picking starships, StarshipBudget is now -79.2
== Wave total ships: 51
TypesForDirectAdd count by type:
Raptor : 48
RaptorII : 2
LightStarship : 1
TypesForCarrierAdd count by type:
== For a grand-total Strength value of 304
5/24/2014 9:16:57 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:47:53
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 50865
effectiveMetalForSalvageWave = floor(AISalvage) = 50865
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 62.09
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 9:17:02 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:47:58
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 51823
effectiveMetalForSalvageWave = floor(AISalvage) = 51823
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.26
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 9:19:56 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:50:54
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 50865
effectiveMetalForSalvageWave = floor(AISalvage) = 50865
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 62.09
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 9:20:01 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:50:59
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 192128
effectiveMetalForSalvageWave = floor(AISalvage) = 192128
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 234.53
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 234.53
5/24/2014 9:20:01 AM (7.031)
-----------------------------------
Starting CreateWaveToPlanet at Game Time: 0:50:59 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.6 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: False
WaveStrength = 234.53
= FleetShipBudget for this wave's fleet ships = 234.53
percentChanceParasiteWave (from AI type) = 0.03
percentChanceBomberWave (from AI type) = 0.06
percentChanceStealthWave (from AI type) = 0.06
= actually chosen WaveType: Stealth
AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.04
Stealth waves try to spend 100% of the strength budget on types from the Stealth group
* called PickUnitsForWave with: Raptor
** Picked 57 Raptor @ 4 each = 228
** Picked 1 RaptorII @ 8 each = 8
= After picking fleet ships, FleetShipBudget is now -1.47
player.AITypeData.StarshipBudgetMultiplier: 0.08
= StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 19.7
* called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship
** Picked 1 LeechStarship @ 96 each = 96
= After picking starships, StarshipBudget is now -76.3
== Wave total ships: 59
TypesForDirectAdd count by type:
Raptor : 57
RaptorII : 1
LeechStarship : 1
TypesForCarrierAdd count by type:
== For a grand-total Strength value of 332
5/24/2014 9:24:01 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:53:55
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 50865
effectiveMetalForSalvageWave = floor(AISalvage) = 50865
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 62.09
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 9:24:07 AM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:54:01
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 143888
effectiveMetalForSalvageWave = floor(AISalvage) = 143888
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 175.64
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 12:12:45 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:56:56
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 50865
effectiveMetalForSalvageWave = floor(AISalvage) = 50865
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 62.09
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 12:12:51 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:57:02
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 164214
effectiveMetalForSalvageWave = floor(AISalvage) = 164214
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 200.46
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 200.46
5/24/2014 12:12:51 PM (7.031)
-----------------------------------
Starting CreateWaveToPlanet at Game Time: 0:57:02 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.6 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: False
WaveStrength = 200.46
= FleetShipBudget for this wave's fleet ships = 200.46
percentChanceParasiteWave (from AI type) = 0.03
percentChanceBomberWave (from AI type) = 0.06
percentChanceStealthWave (from AI type) = 0.06
= actually chosen WaveType: Normal
AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.04
Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group
* called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raptor, YounglingFirefly
** Picked 115 Fighter @ 1.67 each = 191.65
** Picked 3 FighterII @ 3.33 each = 10
= After picking fleet ships, FleetShipBudget is now -1.19
player.AITypeData.StarshipBudgetMultiplier: 0.08
= StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.84
* called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship
** Picked
1 LightStarship @ 96 each = 96
= After picking starships, StarshipBudget is now -79.16
== Wave total ships: 119
TypesForDirectAdd count by type:
Fighter : 115
FighterII : 3
LightStarship : 1
TypesForCarrierAdd count by type:
== For a grand-total Strength value of 338
5/24/2014 12:15:47 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 0:59:57
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 50865
effectiveMetalForSalvageWave = floor(AISalvage) = 50865
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 62.09
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 12:15:53 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 1:00:03
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 13375
effectiveMetalForSalvageWave = floor(AISalvage) = 13375
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 16.33
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 12:33:34 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 1:02:58
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 50865
effectiveMetalForSalvageWave = floor(AISalvage) = 50865
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 62.09
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 12:33:40 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 1:03:04
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 82547
effectiveMetalForSalvageWave = floor(AISalvage) = 82547
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 100.77
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 = 10
FleetShipBudget *= player.GetHandicapMultiplier() = 10
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 14.07
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 12:36:36 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 1:05:59
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 1704254
effectiveMetalForSalvageWave = floor(AISalvage) = 1704254
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2080.39
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 = 15
FleetShipBudget *= player.GetHandicapMultiplier() = 15
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 21.11
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 2080.39
5/24/2014 12:36:36 PM (7.031)
-----------------------------------
Starting CreateWaveToPlanet at Game Time: 1:05:59 ; Player.AIType: Alarmist ; Player.AIDifficulty: 7.6 ; EffectiveAIP: 15 ; AITechLevel: 1 ; IsSchizo: False
WaveStrength = 2080.39
= FleetShipBudget for this wave's fleet ships = 2080.39
percentChanceParasiteWave (from AI type) = 0.03
percentChanceBomberWave (from AI type) = 0.06
percentChanceStealthWave (from AI type) = 0.06
= actually chosen WaveType: Normal
AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.07
Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group
* called PickUnitsForWave with: Fighter, Bomber, MissileShip, LazerGatling, ElectricShuttle
** Picked 2752 LazerGatling @ 0.71 each = 1941.72
** Picked 99 LazerGatlingII @ 1.41 each = 139.7
= After picking fleet ships, FleetShipBudget is now -1.03
player.AITypeData.StarshipBudgetMultiplier: 0.08
= StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 174.72
* called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship
** Picked
1 Dreadnought @ 96 each = 96
1 LightStarship @ 96 each = 96
= After picking starships, StarshipBudget is now -17.28
== Wave total ships: 2853
TypesForDirectAdd count by type:
LazerGatling : 1000
TypesForCarrierAdd count by type:
LazerGatling : 1752
LazerGatlingII : 99
Dreadnought : 1
LightStarship : 1
== For a grand-total Strength value of 2273.42
5/24/2014 12:36:42 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 1:06:05
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 116550
effectiveMetalForSalvageWave = floor(AISalvage) = 116550
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.27
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 = 15
FleetShipBudget *= player.GetHandicapMultiplier() = 15
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 21.11
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 12:40:22 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 1:09:06
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 116550
effectiveMetalForSalvageWave = floor(AISalvage) = 116550
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.27
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 = 15
FleetShipBudget *= player.GetHandicapMultiplier() = 15
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 21.11
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 12:44:40 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 1:12:07
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 116550
effectiveMetalForSalvageWave = floor(AISalvage) = 116550
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.27
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 = 15
FleetShipBudget *= player.GetHandicapMultiplier() = 15
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 21.11
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 12:48:30 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 1:15:08
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 116550
effectiveMetalForSalvageWave = floor(AISalvage) = 116550
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.27
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 = 15
FleetShipBudget *= player.GetHandicapMultiplier() = 15
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 21.11
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 12:55:20 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 1:18:09
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 1208612
effectiveMetalForSalvageWave = floor(AISalvage) = 1208612
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1475.36
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 = 15
FleetShipBudget *= player.GetHandicapMultiplier() = 15
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 21.11
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1475.36
5/24/2014 12:55:20 PM (7.031)
-----------------------------------
Starting CreateWaveToPlanet at Game Time: 1:18:09 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.6 ; EffectiveAIP: 15 ; AITechLevel: 1 ; IsSchizo: False
WaveStrength = 1475.36
= FleetShipBudget for this wave's fleet ships = 1475.36
percentChanceParasiteWave (from AI type) = 0.03
percentChanceBomberWave (from AI type) = 0.06
percentChanceStealthWave (from AI type) = 0.06
= actually chosen WaveType: Normal
AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.07
Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group
* called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raptor, YounglingFirefly
** Picked 551 Bomber @ 2.5 each = 1377.77
** Picked 20 BomberII @ 5 each = 100.02
= After picking fleet ships, FleetShipBudget is now -2.44
player.AITypeData.StarshipBudgetMultiplier: 0.08
= StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 123.91
* called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship
** Picked
2 LeechStarship @ 96 each = 192
= After picking starships, StarshipBudget is now -68.09
== Wave total ships: 573
TypesForDirectAdd count by type:
Bomber : 551
BomberII : 20
LeechStarship : 2
TypesForCarrierAdd count by type:
== For a grand-total Strength value of 1374
5/24/2014 1:09:22 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 1:22:09
= Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 18556
effectiveMetalForSalvageWave = floor(AISalvage) = 18556
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 22.65
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 = 15
FleetShipBudget *= player.GetHandicapMultiplier() = 15
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 21.11
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 1:09:26 PM (7.031)
-----------------------------------
Salvage-Reprisal Wave Check; Current Game Time: 1:22:13
= Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave
AISalvage: 2321
effectiveMetalForSalvageWave = floor(AISalvage) = 2321
referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600
referenceStrength = (strength of a mkI bomber in this game) = 2
metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122
= potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2.83
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 = 15
FleetShipBudget *= player.GetHandicapMultiplier() = 15
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 21.11
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5= not enough salvage strength to launch a salvage-reprisal (requires twice the normal wave size), so we'll check again in about 3 minutes
5/24/2014 1:13:58 PM (7.031)
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= CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:24:06
normalWaveStrength:200
AccumulatedStrengthForNextWave:200.04
= 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 = 15
FleetShipBudget *= player.GetHandicapMultiplier() = 15
preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.41
FleetShipBudget *= preMinStep_DifficultyMultiplier = 21.11
FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34
FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34
postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.75
FleetShipBudget *= postMinStep_DifficultyMultiplier = 93.5
Because Diff >= 7 and entry_points = 2, entryPointMultiplier = 1
Because game time < 2 hours (5046 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1
normalWaveStrength *= entryPointMultiplier = 93.5
normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 93.5
normalWaveStrength *= Max(200,normalWaveStrength) = 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 ) = 1152
so, if you're curious, amountToGainPerSecond is 0.08
5/24/2014 1:13:58 PM (7.031)
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Starting CreateWaveToPlanet at Game Time: 1:24:06 ; Player.AIType: Alarmist ; Player.AIDifficulty: 7.6 ; EffectiveAIP: 15 ; AITechLevel: 1 ; IsSchizo: False
WaveStrength = 200.04
= FleetShipBudget for this wave's fleet ships = 200.04
percentChanceParasiteWave (from AI type) = 0.03
percentChanceBomberWave (from AI type) = 0.06
percentChanceStealthWave (from AI type) = 0.06
= actually chosen WaveType: Normal
AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.07
Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group
* called PickUnitsForWave with: Fighter, Bomber, MissileShip, LazerGatling, ElectricShuttle
** Picked 75 Bomber @ 2.5 each = 187.54
** Picked 3 BomberII @ 5 each = 15
= After picking fleet ships, FleetShipBudget is now -2.5
player.AITypeData.StarshipBudgetMultiplier: 0.08
= StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8
* called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship
** Picked
1 LightStarship @ 96 each = 96
= After picking starships, StarshipBudget is now -79.2
== Wave total ships: 79
TypesForDirectAdd count by type:
Bomber : 75
BomberII : 3
LightStarship : 1
TypesForCarrierAdd count by type:
== For a grand-total Strength value of 258
The 2000 laser gatlings are at the 1:05:00 game time mark.
D.