Author Topic: Multi-HW wave size  (Read 1208 times)

Offline Burnstreet

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Multi-HW wave size
« on: May 25, 2014, 05:12:44 pm »
Apparently since a few versions, multi HW wave sizes seem to have gotten out of hand.
I am playing a quite cheesy 11HW diff 7/7 game and basically flattening everything with my fleet - I can clean up a HW with Teuthida @ about 300 AIP without moving from the entrance wormhole and without losing ships.
The only thing that is hard are the waves - last wave were 40k Tier II ships at ultra low caps. At least some thousands of them were Z Mirrors. My Chokepoint with mil3, full trader toys, 2 Super Fortresses, 47 Fort Is, multiple mod forts and all the turrets was able to stop them together with my fleet and the botnet, but it took nearly an hour real-time because the simulation got so slow.
Martyrs or Warheads weren't really options, a Martyr MK 3 killed about 1000 ships, the 500m damage of a MK1 armored would have reduced the time to kill by a few seconds.

Also:
buff the city yes, ships no. The city already has the problem of not scaling up in multiple HW games unlike turrets or ships. (I like multiple HW games but have found things much harder to keep alive after a recent update... waves seem x4 or x10 time larger and I don't know why).

I didn't have advanced logging on for that wave, but I activated it and reloaded shortly before the wave.

From the log:
Code: [Select]
normalWaveStrength *= entryPointMultiplier = 22598.1
normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 22598.1

= 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 ) = 1260

so, if you're curious, amountToGainPerSecond is 11.96
since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) :
waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 70740.27

5/21/2014 3:07:26 AM (7.028)
-----------------------------------
Starting CreateWaveToPlanet at Game Time: 5:32:51 ; Player.AIType: Entrenched_Homeworlder ; Player.AIDifficulty: 7 ; EffectiveAIP: 287 ; AITechLevel: 2 ; IsSchizo: True
WaveStrength = 353701.33

[edit]So this seems to be caused by the excess reinforcements going into waves. However, most planets I can see only have some hundred ships.[/edit]

So as far as I can see, I am getting 3.5 times the waves I would get normally. Or is that 15 times? Why is wavestrength at the end = 5* the wave strength after adding SurplusWaveStrengthDonatedFromReinforcements ?

I currently have 3 options:
- end the game before the next wave hits - not much of a problem, tried this already but forgot to kill 2 CSG networks before entering the first homeworld. Didn't want to move fleet out of there and killing them with only the champion took to long. However, I would prefer playing around with this game a bit longer
- endure more of this - I think I can beat more, even at somewhat higher AIP, but it isn't fun
- shelf the game

« Last Edit: May 25, 2014, 05:25:00 pm by Burnstreet »

Offline DrFranknfurter

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Re: Multi-HW wave size
« Reply #1 on: May 25, 2014, 05:35:29 pm »
It is fixed but unreleased. I assume it'll be out Monday or whenever the work on turrets/ship stat downsizing gets put it.

For 7.032:

* Fixed a bug in wave calculations where the number of human homeworlds was being factored in twice.

(I think the waves will be fine after that but worth keeping an eye on. They could still end up being a little bigger due to the other factors, the entry point change that makes it stronger when there's only one chokepoint and the addition from reinforcements... but less *DIE NOW!* with every wave)

Offline Aklyon

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Re: Multi-HW wave size
« Reply #2 on: May 26, 2014, 12:13:11 pm »
Well, its a good thing that's a bug. We had to put our current game on hold yesterday due to it throwing a mothership at us for no good reason. (Well, we had 400 AIP, and there was a counterattack post coming since this isn't a new save, but this was neither of those, it was a wave a few minutes after the game loaded and we'd been holding pretty well previously).

Offline DrFranknfurter

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Re: Multi-HW wave size
« Reply #3 on: May 26, 2014, 02:35:10 pm »
I've been trying to play my 5HW game and get the AIP as high as possible just to see what would happen, haven't seen motherships yet but I'm not up to 400 AIP. Though the AI does have swarms of 80+ riots flying around certain worlds.

Offline Aklyon

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Re: Multi-HW wave size
« Reply #4 on: May 26, 2014, 03:23:01 pm »
I've been trying to play my 5HW game and get the AIP as high as possible just to see what would happen, haven't seen motherships yet but I'm not up to 400 AIP. Though the AI does have swarms of 80+ riots flying around certain worlds.
4-player Clusters-Microcosm, 50 planets, low caps, all ship types, no CSGs, 400ish AIP. One player is in his own seperate cluster, AI2 got exotic as part of its randoms, AI 1 threw the mothership at us and was not exotic. (it was Zenith Descendant/Something)

Thats the best description I could give of the save apart from detailing everything (superweapons are involved, which was normal, and schizowaves was on, which was new for us, FS wasn't even started yet) or putting the save up here.
« Last Edit: May 26, 2014, 03:25:03 pm by Aklyon »