To make sure I'm actually looking at the data correctly, on that chart on the first page you posted, what numbers are actually used in the game for what, and what numbers are random placeholders that are not actually used?
By column:
ObjectType - not used in sim math
ShortName - not used in sim math
EventAttackCost - used only in determining exo composition
RelativeStrength - For the HKs this is currently ignored, for everything else it is used when computing how many can go in waves, reinforcements, special forces spawns, how much they count for when killed near a Dark Spire spawner, etc, etc. Tons of stuff. If you're really curious I can put together a complete list of what uses it, but it would be later.
IndividualHealth - just included as reference in the table; it's not used when determining composition of whatever
IndividualMaxDPS - just included as reference in the table; it's not used when determining composition of whatever (though it factors into "Firepower", another metric I'd like to just replace with RelativeStrength, but that's another battle for another day)
And then what were you looking at seeing?
I'm not sure what that sentence means
I would like to find values for "RelativeStrength" and for exo-budgets such that it can be used in every place that "EventAttackCost" is currently used, so that EventAttackCost can be removed entirely.
I do not think many of the RelativeStrength numbers need adjustment for this, though obviously there are the HKs and mothership and some others that are clearly off. The main adjustment will be to the exo-budgets.
I've apparently charged off in every direction but the right one so far so let's see if I can turn out some useful numbers this time.
Actually I think you've been aiming at the right target, whether you were doing it for the same reasons I was I can't say
Hearteater: there is "warp in the clowns,LazerGatlingIII,100" or whatever, which launches a normal wave of the specified type with a the specified base quantity. The actual quantity spawned is not the same as the entered quantity, but it is directly _proportional_ to it.
For disabling the retreat behavior, I guess an alternate could be added that gives them a galaxy-wide-chase-target of your home station or whatever (so they'll just beeline like an exo).
Toranth: yes, the exo costs currently go up exponentially with the power scale. I want them to stop doing that (by being rolled into the relative strength thing). Or, at least, not nearly as much of that. Lancaster's Laws considered, something with 2x HP and 2x DPS should cost more than 2x the points.
Winge: on immunities, that shouldn't be factored in directly, if a particular bonus fleet type has an immunity and another doesn't, they're supposed to be balanced so that the one without the immunity still has roughly the same overall utility as the one with it. Perhaps by having a different immunity, perhaps by being faster, perhaps by hitting harder. Something like that. If they're balanced, and they have the same cap, then their relative-strength values should be the same.