Poll

Which one needs a buff the most?

Autocannon Minipod
0 (0%)
Cloaker Starship
0 (0%)
Counter Dark Matter Turret
1 (0.9%)
Counter Missile Turret
1 (0.9%)
Counterspy
2 (1.8%)
Deflector Drone
1 (0.9%)
Etherjet Tractor
1 (0.9%)
Eyebot
0 (0%)
Hardened Forcefield
1 (0.9%)
Harvester Exo-Shield
19 (17.1%)
Infilitrator
2 (1.8%)
Laser Gatling
1 (0.9%)
Metal/Crystal Harvesters
18 (16.2%)
Metal/Crystal Manufactories (converters)
11 (9.9%)
Mobile Repair Station
12 (10.8%)
Neinzul Enclave Starship
10 (9%)
Raider
0 (0%)
Raptor
0 (0%)
Space Plane
1 (0.9%)
Spider Bot
1 (0.9%)
Spire Armor Rotter
0 (0%)
Spire Gravity Drain
0 (0%)
Spire Gravity Ripper
1 (0.9%)
Tachyon Beam Emitter
3 (2.7%)
Tachyon Microfighter
1 (0.9%)
Teleport Battle Station
3 (2.7%)
Teleport Raider
3 (2.7%)
Warp Jammer Command Station
12 (10.8%)
Zenith-Starship/Spire-Starship
6 (5.4%)

Total Members Voted: 0

Author Topic: Poll: Worst Unit Of The (time interval) Award (IV)  (Read 29248 times)

Offline keith.lamothe

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #105 on: March 20, 2012, 03:20:29 pm »
It's entirely possible I'm wrong, but if so I've been wrong for a long time :)
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Offline Wanderer

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #106 on: March 20, 2012, 09:19:20 pm »
It's entirely possible I'm wrong, but if so I've been wrong for a long time :)

Grab yourself some code and pull up a beer. We needs answers!  >:(
... and then we'll have cake.

Offline Nodor

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #107 on: March 20, 2012, 09:42:47 pm »
From my experience, neutered AI planets are easier to deal with.    Mainly due to the MUCH lower population cap.   Core worlds on alert with a ship cap of 400 are not as worrisome as core worlds with over 2,000+ ships. 

If that's your adjacent whipping boy putting something on alert, even better.  You can ignore the overflow. 




Offline keith.lamothe

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #108 on: March 21, 2012, 01:48:39 am »
It's entirely possible I'm wrong, but if so I've been wrong for a long time :)

Grab yourself some code and pull up a beer. We needs answers!  >:(
I've seen what code and beer do together, you don't want those answers!

Did finally cook up some advanced-logging (though this may go under a separate toggle, it's a fair bit of text) stuff for reinforcements.  Found some interesting stuff in there.  In short: part of the reinforcement does concentrate on the command station if there aren't enough guard posts to go around, and part of the reinforcement is just "free" ships thrown at each guard post and is thus simply lost to the AI if it loses some/all of those posts.

Tomorrow if I get a chance I'll try the logging on one of the saves you posted from your 9-through-10 run and see if it gives you the info you're looking for or just causes a chain reaction of brain cell detonation ;)
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Offline TechSY730

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #109 on: March 21, 2012, 02:09:22 am »

Grab yourself some code and pull up a beer. We needs answers!  >:(
I've seen what code and beer do together, you don't want those answers!


Yea, gotta be really careful with that Ballmer Peak.

In short: part of the reinforcement does concentrate on the command station if there aren't enough guard posts to go around, and part of the reinforcement is just "free" ships thrown at each guard post and is thus simply lost to the AI if it loses some/all of those posts.

IMO, that is how it should be, balanced. Not just completely losing out on defensive strength with each destroyed guard posts, but at the same time, overall defensibility still goes down with each lost guard post.

Offline Wanderer

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #110 on: March 21, 2012, 05:14:37 am »
I've seen what code and beer do together, you don't want those answers!
Oh, I dunno.  I've coded some very intruiging stuff flat out drunk.  I didn't understand it the next morning but damned if it didn't work like a charm!

Quote
Did finally cook up some advanced-logging (though this may go under a separate toggle, it's a fair bit of text) stuff for reinforcements.  Found some interesting stuff in there.  In short: part of the reinforcement does concentrate on the command station if there aren't enough guard posts to go around, and part of the reinforcement is just "free" ships thrown at each guard post and is thus simply lost to the AI if it loses some/all of those posts.
Hm, okay, I could see that.  I know the Cmd Station was getting stronger reinforces without guardposts but that seems to make sense.  However, I'm curious to know if a single guardpost exists if it'll get all the 'free' ships.  From your statement, it sounds like it does not.

Quote
Tomorrow if I get a chance I'll try the logging on one of the saves you posted from your 9-through-10 run and see if it gives you the info you're looking for or just causes a chain reaction of brain cell detonation ;)
Let me know if you need more.  I've got saves galore.
... and then we'll have cake.

Offline keith.lamothe

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #111 on: March 21, 2012, 10:15:03 am »
However, I'm curious to know if a single guardpost exists if it'll get all the 'free' ships.  From your statement, it sounds like it does not.
That's correct: the "reinforce guard posts" part of a reinforcement to a planet with X guard posts gives X*Y strength worth of reinforcements (where Y is computed based on AIP, Diff, etc, and 1 strength buys 1 fighter or other standard-cap-size ship on high caps); if you reduce X, you reduce the result.
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Offline Nodor

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #112 on: March 21, 2012, 11:24:23 am »
If I understand this correctly reinforce waves work as follows:

(Base amount for a planet with a Command Station) + (Number of Posts & Command stations * Calculated AIP Value) = Points.   Distribution is then allocated by points/# of locations (rounded down)

Say the base amount is 6 and the current AIP value is 2 for a planet with a Command station and 4 Guardposts.
(6+(5*2))=16  16/5 = 3.x   So each location gets 3 ships.  Total 15 Units.


Now cut that planet back to the Command station:
(6+(1*2) = 8.  8/1 = 8   So 8 ships on the command station, but about 50% of the previous reinforcement level.


In an example we saw earlier about leaving special forces Guard Post up,  assuming the same values, but only one station.
(0+(1*2))=2  2/1 = 2  So the reinforce wave is 2 units.

As a caveat: This is a conceptual model, actual programming math will be different - and relative weights will be very different.

Offline keith.lamothe

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #113 on: March 21, 2012, 11:38:52 am »
If I understand this correctly reinforce waves work as follows:

(Base amount for a planet with a Command Station) + (Number of Posts & Command stations * Calculated AIP Value) = Points.   Distribution is then allocated by points/# of locations (rounded down)
No, it's pretty different than that, even structurally.  When I get a chance to run the logger on a beefy gamestate and post the result I think that will help :)
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Offline keith.lamothe

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #114 on: March 22, 2012, 10:01:14 pm »
Grab yourself some code and pull up a beer. We needs answers!  >:(

For the curious, here's what the reinforcement logger now spits out on a save from one of GUDare's 9-through-10 games, I let it run two full cycles to get accurate data on how-many-checks-it-took, and the logs from the second full cycle are below.

Before that, some caveats:
- The actual reinforcement logic has been changed significantly since 5.031 because as I was going through it and inspecting the output and whatnot I found some very, um, surprising things.
- As a result, the idea of "points" or "strength" actually now is a valid concept inside a given reinforcement; previously it was only very loosely "paying" for things.  This was fine except for really low-cap stuff (Blade Spawners, anyone?), where it was getting out of hand.
- The logs are kinda verbose ;)  A lot cleaner than they started, though. reinforcementsArrivalTime is probably no longer having any kind of impact on anything, fyi.

FYI, here are the changes I have pending as a result of this investigation; they're not in the 5.032 release notes because I haven't committed them yet and they aren't necessarily final, etc.

Code: [Select]
* Fixed a really, really longstanding bug where the AI got 1 bonus reinforcement at diff 8, 1 bonus reinforcement at diff 9, and 2 bonus reinforcements at diff 10, but no bonus reinforcements at any of the non-integer difficulties between those.  Now it's 2 for 10 and 1 for >= 8

* Fixed a longstanding bug (since ship cap scales were added, roughly) where the ship-cap-scale multiplier was being applied twice to reinforcement calculations (so high got the normal amount, normal got half as much as it should have, low got 1/4 as much as it should have, etc).
** The effect isn't as severe as it probably sounds, because most of the calculations ended in "if less than 1, set to 1" and other bugs (see below) were letting the AI get a lot more mileage than was mathematically sanitary out of that 1.

* Corrected some longstanding issues where reinforcements were frequently getting stuff like Spire Blade Spawners for the same "cost" as Fighters; the ship cap multipliers were being used, but if the "budget" (speaking very loosely) of a particular guard post's spawn or particular individual spawn on a command station (there could be up to 11 or so in a single reinforcement-of-planet event, and 2 such events can happen per overall reinforcement per planet) went negative due to "buying" a really low-cap ship, that negative remainder was simply discarded.
** Now it does a bit of arithmetic "carrying" so that if one individual spawn really goes "over budget" like that (and it still can do that, otherwise stuff like blade spawners just won't happen in most reinforcements) then the negative balance carries into further spawns in that reinforcement event, which can make certain reinforcements a little lopsided but in general is at least a balanceable situation now.

* Now that the AI is no longer able to get a ton of low-cap ships where it should only be getting a few of them, the AI-specifc per-guard-post on those low-cap types have been removed (except some per-planet ones, like the one on engineers): those had just been bandaids to prevent massive swarming by those ship types because we didn't know what was going on there or how to fix it.
** This is particularly important because the bandaid was pretty brutal about making sure it was enforced, so the AI would wind up sending a reinforcement and part/most of it would be ditched without spawning because it would violate the caps, etc.

Anyway, the logs:

(main thread)
Code: [Select]
3/22/2012 9:30:28 PM (5.031) 6:02:27 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 209 checks of (9+rand(2 or 3))
AIProgressionLevelEffective = 178
AITechLevel = 2
reinforcementsArrivalTime =  ( ( 11 - this.AIDifficulty ) * 20 ).IntValue = 28
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3
numberOfReinforcements = max(1,numberOfReinforcements) = 3
numberOfReinforcements = min(15,numberOfReinforcements) = 3
since AIDifficulty >= 8, numberOfReinforcements += 1 = 4
AICommandType.SendReinforcements sent to AI thread


3/22/2012 9:30:35 PM (5.031) 6:02:34 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 209 checks of (9+rand(2 or 3))
AIProgressionLevelEffective = 178
AITechLevel = 2
reinforcementsArrivalTime =  ( ( 11 - this.AIDifficulty ) * 20 ).IntValue = 28
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3
numberOfReinforcements = max(1,numberOfReinforcements) = 3
numberOfReinforcements = min(15,numberOfReinforcements) = 3
since AIDifficulty >= 8, numberOfReinforcements += 1 = 4
AICommandType.SendReinforcements sent to AI thread

(AI Thread, shortly thereafter)
Code: [Select]
3/22/2012 9:30:28 PM (5.031) 6:02:26 calling SendReinforcements
PlayerNumber = 8
ReinforcementsArrivalTime = 21775
AIProgressionLevel = 178
AITechLevel = 2
NumberOfReinforcements = 4
valuating planet 7 (Confederation ) (alerted)  reinforce priority = 0
valuating planet 8 (Eridani )  reinforce priority = 0
valuating planet 9 (HotStar)  reinforce priority = 0
valuating planet 10 (Krupp )  reinforce priority = 0
valuating planet 11 (Tau )  reinforce priority = 0
valuating planet 12 (Three Kings) (core, +300)  reinforce priority = 300
valuating planet 13 (Llama)  reinforce priority = 0
valuating planet 14 (Blackstone )  reinforce priority = 0
valuating planet 15 (Batman)  reinforce priority = 0
valuating planet 16 (Hacker)  reinforce priority = 0
valuating planet 17 (Shawshank) (alerted)  reinforce priority = 0
valuating planet 18 (Fraggle Rock)  reinforce priority = 0
valuating planet 20 (Roulette) (alerted)  reinforce priority = 0
valuating planet 21 (Blackjack) (alerted)  reinforce priority = 0
valuating planet 22 (Ceasar (Fact IV))  reinforce priority = 0
valuating planet 23 (Solaris VII)  reinforce priority = 0
valuating planet 24 (Arrakkis)  reinforce priority = 0
valuating planet 25 (Pox Aurelia)  reinforce priority = 0
valuating planet 26 (Kirk) (core, +300)  reinforce priority = 300
valuating planet 27 (Earth) (homeworld, +500)  reinforce priority = 500
valuating planet 28 (Liao )  reinforce priority = 0
valuating planet 29 (Riker) (homeworld, +500)  reinforce priority = 500
valuating planet 30 (Desperado)  reinforce priority = 0
valuating planet 31 (Pai Gow)  reinforce priority = 0
valuating planet 32 (Argyle)  reinforce priority = 0
valuating planet 33 (Davion )  reinforce priority = 0
valuating planet 34 (Canopus )  reinforce priority = 0
valuating planet 35 (Jumping Jax)  reinforce priority = 0
valuating planet 36 (SolarMoon)  reinforce priority = 0
valuating planet 37 (Green Lantern)  reinforce priority = 0
valuating planet 39 (Camel (Fact IV))  reinforce priority = 0
valuating planet 42 (Twycross) (alerted)  reinforce priority = 0
valuating planet 43 (Craps) (alerted) (outnumbered, +2000)  reinforce priority = 2000

***calling SendReinforcementsToPlanet on planet 43 (Craps) reinforce priority : 2000, (overall) strengthBudget = 0
GetCanReinforce: pop = 13, cap = (1 * 100) min|max:200,700 = 200, can reinforce
minPosts = (AIProgressionLevel / 10) = 17
minPosts = max(3,minPosts) = 17
minPosts = min(11,minPosts) = 11
numberPosts = rollup.AlliedGuardPostsAll.Count + rollup.AlliedCommandStations.Count = 5
centralAddCount = 1 + (numberPosts < minPosts ? ( minPosts - numberPosts ) : 0) = 7
addCount = 1 (checking for reinforcement bonuses) = 1

******Starting CreateMixedWaveToPlanet at Game Time: 6:02:26 ; Player.AIType: Mine_Enthusiast ; Player.AIDifficulty: 9.6 ; AIProgressionLevel: 178 ; AITechLevel: 2 ; WaveSize: 1
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMutltiplier = 14.4
reinforcementStrength += rand(4,AIDifficulty+3) = 25.4
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 42.49
reinforcementStrength *= (tech level multiplier) = 38.23
reinforcementStrength *= 0.07 = 2.67
reinforcementStrength = max(35,reinforcementStrength) = 2.67
reinforcementStrength *= centralAddCount = 18.69
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 18.69
numberShips = Floor(reinforcementStrength) = 18
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :18
StrengthBudget += 18 = 18
--- AIBuyShipsFromList StrengthBudget = 18
bought 2 BomberII for 4
bought 2 MissileShipII for 4
bought 4 SpacePlaneII for 4.57
bought 1 VorticularCutlassII for 1
bought 2 ZenithPolarizerII for 4
bought 1 FighterII for 2
total count bought: 12, total strength spent: 19.57
post-buy StrengthBudget = -1.57

******calling SendGuardPostReinforcements
GetCanReinforce: pop = 13, cap = (1 * 100) min|max:200,700 = 200, can reinforce
numberShipsToAdd = max(1,(AIP/270)) = 1
numberShipsToAdd *= (tech level multiplier) = 0.9
numberShipsToAdd = min(7,max(1,numberShipsToAdd)) = 1
after AdjustNumberShipsFromAIType, numberShipsToAdd = 1
StrengthBudget += 1 = -0.57
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -0.57
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = 0.43
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = 0.43
bought 1 VorticularCutlassII for 1
total count bought: 1, total strength spent: 1
StrengthBudget += 1 = 0.43
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = 0.43
bought 1 SpacePlaneII for 1.14
total count bought: 1, total strength spent: 1.14
StrengthBudget += 1 = 0.29
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = 0.29
bought 1 SpacePlaneII for 1.14
total count bought: 1, total strength spent: 1.14

******calling SendGuardianReinforcements
GetCanReinforce: pop = 13, cap = (1 * 100) min|max:200,700 = 200, can reinforce
not buying guardian due to planet not owned by this player

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, strengthBudget = -0.86

***due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 43 (Craps)
GetCanReinforce: pop = 13, cap = (1 * 100) min|max:200,700 = 200, can reinforce
minPosts = (AIProgressionLevel / 10) = 17
minPosts = max(3,minPosts) = 17
minPosts = min(11,minPosts) = 11
numberPosts = rollup.AlliedGuardPostsAll.Count + rollup.AlliedCommandStations.Count = 5
centralAddCount = 1 + (numberPosts < minPosts ? ( minPosts - numberPosts ) : 0) = 7
addCount = 1 (checking for reinforcement bonuses) = 1

******Starting CreateMixedWaveToPlanet at Game Time: 6:02:26 ; Player.AIType: Mine_Enthusiast ; Player.AIDifficulty: 9.6 ; AIProgressionLevel: 178 ; AITechLevel: 2 ; WaveSize: 1
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMutltiplier = 14.4
reinforcementStrength += rand(4,AIDifficulty+3) = 24.4
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 41.49
reinforcementStrength *= (tech level multiplier) = 37.33
reinforcementStrength *= 0.07 = 2.61
reinforcementStrength = max(35,reinforcementStrength) = 2.61
reinforcementStrength *= centralAddCount = 18.25
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 18.25
numberShips = Floor(reinforcementStrength) = 18
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :18
StrengthBudget += 18 = 17.14
--- AIBuyShipsFromList StrengthBudget = 17.14
bought 2 BomberII for 4
bought 2 MissileShipII for 4
bought 2 VorticularCutlassII for 2
bought 2 FighterII for 4
bought 2 SpacePlaneII for 2.29
bought 1 ZenithPolarizerII for 2
total count bought: 11, total strength spent: 18.29
post-buy StrengthBudget = -1.14

******calling SendGuardPostReinforcements
GetCanReinforce: pop = 13, cap = (1 * 100) min|max:200,700 = 200, can reinforce
numberShipsToAdd = max(1,(AIP/270)) = 1
numberShipsToAdd *= (tech level multiplier) = 0.9
numberShipsToAdd = min(7,max(1,numberShipsToAdd)) = 1
after AdjustNumberShipsFromAIType, numberShipsToAdd = 1
StrengthBudget += 1 = -0.14
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -0.14
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = 0.86
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = 0.86
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2
StrengthBudget += 1 = -0.14
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -0.14
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = 0.86
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = 0.86
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, strengthBudget = -1.14

***calling SendReinforcementsToPlanet on planet 7 (Confederation ) reinforce priority : 0, (overall) strengthBudget = -1.14
GetCanReinforce: pop = 12, cap = (1 * 100) min|max:200,700 = 200, can reinforce
minPosts = (AIProgressionLevel / 10) = 17
minPosts = max(3,minPosts) = 17
minPosts = min(11,minPosts) = 11
numberPosts = rollup.AlliedGuardPostsAll.Count + rollup.AlliedCommandStations.Count = 7
centralAddCount = 1 + (numberPosts < minPosts ? ( minPosts - numberPosts ) : 0) = 5
addCount = 1 (checking for reinforcement bonuses) = 1

******Starting CreateMixedWaveToPlanet at Game Time: 6:02:26 ; Player.AIType: Mine_Enthusiast ; Player.AIDifficulty: 9.6 ; AIProgressionLevel: 178 ; AITechLevel: 2 ; WaveSize: 1
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMutltiplier = 14.4
reinforcementStrength += rand(4,AIDifficulty+3) = 21.4
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 38.49
reinforcementStrength *= (tech level multiplier) = 34.63
reinforcementStrength *= 0.07 = 2.42
reinforcementStrength = max(35,reinforcementStrength) = 2.42
reinforcementStrength *= centralAddCount = 12.09
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 12.09
numberShips = Floor(reinforcementStrength) = 12
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :12
StrengthBudget += 12 = 10.86
--- AIBuyShipsFromList StrengthBudget = 10.86
bought 1 FighterII for 2
bought 3 MissileShipII for 6
bought 2 SpacePlaneII for 2.29
bought 1 VorticularCutlassII for 1
total count bought: 7, total strength spent: 11.29
post-buy StrengthBudget = -0.43

******calling SendGuardPostReinforcements
GetCanReinforce: pop = 12, cap = (1 * 100) min|max:200,700 = 200, can reinforce
numberShipsToAdd = max(1,(AIP/270)) = 1
numberShipsToAdd *= (tech level multiplier) = 0.9
numberShipsToAdd = min(7,max(1,numberShipsToAdd)) = 1
after AdjustNumberShipsFromAIType, numberShipsToAdd = 1
StrengthBudget += 1 = 0.57
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = 0.57
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2
StrengthBudget += 1 = -0.43
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -0.43
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = 0.57
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = 0.57
bought 1 SpacePlaneII for 1.14
total count bought: 1, total strength spent: 1.14
StrengthBudget += 1 = 0.43
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = 0.43
bought 1 ZenithPolarizerII for 2
total count bought: 1, total strength spent: 2
StrengthBudget += 1 = -0.57
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -0.57
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = 0.43
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = 0.43
bought 1 SpacePlaneII for 1.14
total count bought: 1, total strength spent: 1.14

******calling SendGuardianReinforcements
GetCanReinforce: pop = 12, cap = (1 * 100) min|max:200,700 = 200, can reinforce
not buying guardian due to planet not owned by this player

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, strengthBudget = -0.71

***calling SendReinforcementsToPlanet on planet 17 (Shawshank) reinforce priority : 0, (overall) strengthBudget = -0.71
GetCanReinforce: pop = 8, cap = (1 * 100) min|max:200,700 = 200, can reinforce
minPosts = (AIProgressionLevel / 10) = 17
minPosts = max(3,minPosts) = 17
minPosts = min(11,minPosts) = 11
numberPosts = rollup.AlliedGuardPostsAll.Count + rollup.AlliedCommandStations.Count = 1
centralAddCount = 1 + (numberPosts < minPosts ? ( minPosts - numberPosts ) : 0) = 11
addCount = 1 (checking for reinforcement bonuses) = 1

******Starting CreateMixedWaveToPlanet at Game Time: 6:02:26 ; Player.AIType: Mine_Enthusiast ; Player.AIDifficulty: 9.6 ; AIProgressionLevel: 178 ; AITechLevel: 2 ; WaveSize: 1
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMutltiplier = 14.4
reinforcementStrength += rand(4,AIDifficulty+3) = 18.4
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 35.49
reinforcementStrength *= (tech level multiplier) = 31.93
reinforcementStrength *= 0.07 = 2.23
reinforcementStrength = max(35,reinforcementStrength) = 2.23
reinforcementStrength *= centralAddCount = 24.53
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 24.53
numberShips = Floor(reinforcementStrength) = 24
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :24
StrengthBudget += 24 = 23.29
--- AIBuyShipsFromList StrengthBudget = 23.29
bought 2 VorticularCutlassII for 2
bought 1 BomberII for 2
bought 2 FighterII for 4
bought 5 MissileShipII for 10
bought 3 SpacePlaneII for 3.43
bought 1 ZenithPolarizerII for 2
total count bought: 14, total strength spent: 23.43
post-buy StrengthBudget = -0.14

******calling SendGuardPostReinforcements
Dood! Neutered! *mutter*

******calling SendGuardianReinforcements
GetCanReinforce: pop = 8, cap = (1 * 100) min|max:200,700 = 200, can reinforce
not buying guardian due to planet not owned by this player

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, strengthBudget = -0.14



3/22/2012 9:30:35 PM (5.031) 6:02:33 calling SendReinforcements
PlayerNumber = 9
ReinforcementsArrivalTime = 21782
AIProgressionLevel = 178
AITechLevel = 2
NumberOfReinforcements = 4
valuating planet 7 (Confederation ) (alerted)  reinforce priority = 0
valuating planet 8 (Eridani )  reinforce priority = 0
valuating planet 9 (HotStar)  reinforce priority = 0
valuating planet 10 (Krupp )  reinforce priority = 0
valuating planet 11 (Tau )  reinforce priority = 0
valuating planet 12 (Three Kings) (core, +300)  reinforce priority = 300
valuating planet 13 (Llama)  reinforce priority = 0
valuating planet 14 (Blackstone )  reinforce priority = 0
valuating planet 15 (Batman)  reinforce priority = 0
valuating planet 16 (Hacker)  reinforce priority = 0
valuating planet 17 (Shawshank) (alerted)  reinforce priority = 0
valuating planet 18 (Fraggle Rock)  reinforce priority = 0
valuating planet 20 (Roulette) (alerted)  reinforce priority = 0
valuating planet 21 (Blackjack) (alerted)  reinforce priority = 0
valuating planet 22 (Ceasar (Fact IV))  reinforce priority = 0
valuating planet 23 (Solaris VII)  reinforce priority = 0
valuating planet 24 (Arrakkis)  reinforce priority = 0
valuating planet 25 (Pox Aurelia)  reinforce priority = 0
valuating planet 26 (Kirk) (core, +300)  reinforce priority = 300
valuating planet 27 (Earth) (homeworld, +500)  reinforce priority = 500
valuating planet 28 (Liao )  reinforce priority = 0
valuating planet 29 (Riker) (homeworld, +500)  reinforce priority = 500
valuating planet 30 (Desperado)  reinforce priority = 0
valuating planet 31 (Pai Gow)  reinforce priority = 0
valuating planet 32 (Argyle)  reinforce priority = 0
valuating planet 33 (Davion )  reinforce priority = 0
valuating planet 34 (Canopus )  reinforce priority = 0
valuating planet 35 (Jumping Jax)  reinforce priority = 0
valuating planet 36 (SolarMoon)  reinforce priority = 0
valuating planet 37 (Green Lantern)  reinforce priority = 0
valuating planet 39 (Camel (Fact IV))  reinforce priority = 0
valuating planet 42 (Twycross) (alerted)  reinforce priority = 0
valuating planet 43 (Craps) (alerted) (outnumbered, +2000)  reinforce priority = 2000

***calling SendReinforcementsToPlanet on planet 43 (Craps) reinforce priority : 2000, (overall) strengthBudget = 0
GetCanReinforce: pop = 15, cap = (1 * 100) min|max:200,700 = 200, can reinforce
minPosts = (AIProgressionLevel / 10) = 17
minPosts = max(3,minPosts) = 17
minPosts = min(11,minPosts) = 11
numberPosts = rollup.AlliedGuardPostsAll.Count + rollup.AlliedCommandStations.Count = 5
centralAddCount = 1 + (numberPosts < minPosts ? ( minPosts - numberPosts ) : 0) = 7
addCount = 1 (checking for reinforcement bonuses) = 1

******Starting CreateMixedWaveToPlanet at Game Time: 6:02:33 ; Player.AIType: Vanilla ; Player.AIDifficulty: 9.6 ; AIProgressionLevel: 178 ; AITechLevel: 2 ; WaveSize: 1
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMutltiplier = 14.4
reinforcementStrength += rand(4,AIDifficulty+3) = 21.4
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 38.49
reinforcementStrength *= (tech level multiplier) = 34.63
reinforcementStrength *= 0.07 = 2.42
reinforcementStrength = max(35,reinforcementStrength) = 2.42
reinforcementStrength *= centralAddCount = 16.93
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 16.93
numberShips = Floor(reinforcementStrength) = 16
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :16
StrengthBudget += 16 = 16
--- AIBuyShipsFromList StrengthBudget = 16
bought 1 SpireBladeSpawnerII for 33.57
total count bought: 1, total strength spent: 33.57
post-buy StrengthBudget = -17.57

******calling SendGuardPostReinforcements
GetCanReinforce: pop = 15, cap = (1 * 100) min|max:200,700 = 200, can reinforce
numberShipsToAdd = max(1,(AIP/270)) = 1
numberShipsToAdd *= (tech level multiplier) = 0.9
numberShipsToAdd = min(7,max(1,numberShipsToAdd)) = 1
after AdjustNumberShipsFromAIType, numberShipsToAdd = 1
StrengthBudget += 1 = -16.57
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -16.57
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = -15.57
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -15.57
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = -14.57
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -14.57
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = -13.57
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -13.57
total count bought: 0, total strength spent: 0

******calling SendGuardianReinforcements
GetCanReinforce: pop = 15, cap = (1 * 100) min|max:200,700 = 200, can reinforce
buying AIGuardianBeamII to guard WormholeCommandPost

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, strengthBudget = -13.57

***due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 43 (Craps)
GetCanReinforce: pop = 15, cap = (1 * 100) min|max:200,700 = 200, can reinforce
minPosts = (AIProgressionLevel / 10) = 17
minPosts = max(3,minPosts) = 17
minPosts = min(11,minPosts) = 11
numberPosts = rollup.AlliedGuardPostsAll.Count + rollup.AlliedCommandStations.Count = 5
centralAddCount = 1 + (numberPosts < minPosts ? ( minPosts - numberPosts ) : 0) = 7
addCount = 1 (checking for reinforcement bonuses) = 1

******Starting CreateMixedWaveToPlanet at Game Time: 6:02:33 ; Player.AIType: Vanilla ; Player.AIDifficulty: 9.6 ; AIProgressionLevel: 178 ; AITechLevel: 2 ; WaveSize: 1
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMutltiplier = 14.4
reinforcementStrength += rand(4,AIDifficulty+3) = 20.4
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 37.49
reinforcementStrength *= (tech level multiplier) = 33.73
reinforcementStrength *= 0.07 = 2.36
reinforcementStrength = max(35,reinforcementStrength) = 2.36
reinforcementStrength *= centralAddCount = 16.49
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 16.49
numberShips = Floor(reinforcementStrength) = 16
StrengthBudget += 16 = 2.43
--- AIBuyShipsFromList StrengthBudget = 2.43
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4
post-buy StrengthBudget = -1.57

******calling SendGuardPostReinforcements
GetCanReinforce: pop = 15, cap = (1 * 100) min|max:200,700 = 200, can reinforce
numberShipsToAdd = max(1,(AIP/270)) = 1
numberShipsToAdd *= (tech level multiplier) = 0.9
numberShipsToAdd = min(7,max(1,numberShipsToAdd)) = 1
after AdjustNumberShipsFromAIType, numberShipsToAdd = 1
StrengthBudget += 1 = -0.57
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -0.57
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = 0.43
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = 0.43
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2
StrengthBudget += 1 = -0.57
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -0.57
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = 0.43
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = 0.43
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, strengthBudget = -1.57

***calling SendReinforcementsToPlanet on planet 7 (Confederation ) reinforce priority : 0, (overall) strengthBudget = -1.57
GetCanReinforce: pop = 18, cap = (1 * 100) min|max:200,700 = 200, can reinforce
minPosts = (AIProgressionLevel / 10) = 17
minPosts = max(3,minPosts) = 17
minPosts = min(11,minPosts) = 11
numberPosts = rollup.AlliedGuardPostsAll.Count + rollup.AlliedCommandStations.Count = 7
centralAddCount = 1 + (numberPosts < minPosts ? ( minPosts - numberPosts ) : 0) = 5
addCount = 1 (checking for reinforcement bonuses) = 1

******Starting CreateMixedWaveToPlanet at Game Time: 6:02:33 ; Player.AIType: Vanilla ; Player.AIDifficulty: 9.6 ; AIProgressionLevel: 178 ; AITechLevel: 2 ; WaveSize: 1
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMutltiplier = 14.4
reinforcementStrength += rand(4,AIDifficulty+3) = 19.4
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 36.49
reinforcementStrength *= (tech level multiplier) = 32.83
reinforcementStrength *= 0.07 = 2.29
reinforcementStrength = max(35,reinforcementStrength) = 2.29
reinforcementStrength *= centralAddCount = 11.46
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 11.46
numberShips = Floor(reinforcementStrength) = 11
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :11
StrengthBudget += 11 = 9.43
--- AIBuyShipsFromList StrengthBudget = 9.43
bought 1 VorticularCutlassII for 1
bought 1 SpireBladeSpawnerII for 33.57
total count bought: 2, total strength spent: 34.57
post-buy StrengthBudget = -25.15

******calling SendGuardPostReinforcements
GetCanReinforce: pop = 18, cap = (1 * 100) min|max:200,700 = 200, can reinforce
numberShipsToAdd = max(1,(AIP/270)) = 1
numberShipsToAdd *= (tech level multiplier) = 0.9
numberShipsToAdd = min(7,max(1,numberShipsToAdd)) = 1
after AdjustNumberShipsFromAIType, numberShipsToAdd = 1
StrengthBudget += 1 = -24.15
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -24.15
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = -23.15
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -23.15
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = -22.15
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -22.15
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = -21.15
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -21.15
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = -20.15
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -20.15
total count bought: 0, total strength spent: 0
StrengthBudget += 1 = -19.15
buying ships for WormholeCommandPost
--- AIBuyShipsFromList StrengthBudget = -19.15
total count bought: 0, total strength spent: 0

******calling SendGuardianReinforcements
GetCanReinforce: pop = 18, cap = (1 * 100) min|max:200,700 = 200, can reinforce
buying AIGuardianFlakII to guard WormholeCommandPost

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, strengthBudget = -19.15

***calling SendReinforcementsToPlanet on planet 17 (Shawshank) reinforce priority : 0, (overall) strengthBudget = -19.15
GetCanReinforce: pop = 9, cap = (1 * 100) min|max:200,700 = 200, can reinforce
minPosts = (AIProgressionLevel / 10) = 17
minPosts = max(3,minPosts) = 17
minPosts = min(11,minPosts) = 11
numberPosts = rollup.AlliedGuardPostsAll.Count + rollup.AlliedCommandStations.Count = 1
centralAddCount = 1 + (numberPosts < minPosts ? ( minPosts - numberPosts ) : 0) = 11
addCount = 1 (checking for reinforcement bonuses) = 1

******Starting CreateMixedWaveToPlanet at Game Time: 6:02:33 ; Player.AIType: Vanilla ; Player.AIDifficulty: 9.6 ; AIProgressionLevel: 178 ; AITechLevel: 2 ; WaveSize: 1
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMutltiplier = 14.4
reinforcementStrength += rand(4,AIDifficulty+3) = 23.4
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 40.49
reinforcementStrength *= (tech level multiplier) = 36.43
reinforcementStrength *= 0.07 = 2.54
reinforcementStrength = max(35,reinforcementStrength) = 2.54
reinforcementStrength *= centralAddCount = 27.98
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 27.98
numberShips = Floor(reinforcementStrength) = 27
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :27
StrengthBudget += 27 = 7.85
--- AIBuyShipsFromList StrengthBudget = 7.85
bought 1 MissileShipII for 2
bought 1 SpireBladeSpawnerII for 33.57
total count bought: 2, total strength spent: 35.57
post-buy StrengthBudget = -27.72

******calling SendGuardPostReinforcements
Dood! Neutered! *mutter*

******calling SendGuardianReinforcements
GetCanReinforce: pop = 9, cap = (1 * 100) min|max:200,700 = 200, can reinforce
not buying guardian due to adjacent to human homeworld

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, strengthBudget = -27.72
« Last Edit: March 22, 2012, 10:17:07 pm by keith.lamothe »
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Offline TechSY730

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #115 on: March 22, 2012, 10:16:23 pm »
Wow, so my "off the cuff" observation that the AI was getting low-cap stuff too fast for their caps was correct. And the complaints were right, despite the fact that ship cap ratios were supposed to be honored, they weren't.

Well, people facing Z bombards, Z elec bombers, Spire mini-rams, and other very annoying low cap stuff will be very happy about this change.

I'm a little concerned about the removal of the per planet and per guard post caps on the "very small" ship cap stuff. Even if their ratio is now honored properly, given time, they can still build up to near uncounterable, unfun levels.

Can those caps stay, but just be raised a good deal now that it is less likely to actually get a good number of them?

Offline keith.lamothe

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #116 on: March 22, 2012, 10:22:22 pm »
Wow, so my "off the cuff" observation that the AI was getting low-cap stuff too fast for their caps was correct. And the complaints were right, despite the fact that ship cap ratios were supposed to be honored, they weren't.
As I said, the multipliers were being used: if a reinforcement pulse was supposed to be 33 ships and it picked a blade spawner, that was 33 strength and it stopped and went to the next pulse.  The problem is that if it was supposed to be 4 ships and it picked a blade spawner, it would also just stop and go to the next pulse.  Now it carries over the -29 (or so) to the next one, and a pulse doesn't spawn anything if the available strength is <= 0.

Quote
I'm a little concerned about the removal of the per planet and per guard post caps on the "very small" ship cap stuff. Even if their ratio is now honored properly, given time, they can still build up to near uncounterable, unfun levels.

Can those caps stay, but just be raised a good deal now that it is less likely to actually get a good number of them?
No, there were actually a lot of bugs and undesirable "features" in how those caps had to work in order to do their job, so I've removed support for the per-guard-post ones entirely.  Though if necessary, we can put a per-planet one on these types if it becomes an issue.  But the amount of these things that the AI can crank out now is drastically reduced, and if they pick one that's a lot of littler stuff they won't get.  In short: it's balanceable now without artificial caps.
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Offline Hearteater

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #117 on: March 22, 2012, 10:25:58 pm »
I realize it is just a debugging log, but on Line 57: reinforcementStrength = max(35,reinforcementStrength) = 2.67
Shouldn't that read: reinforcementStrength = min(35,reinforcementStrength) = 2.67

Offline TechSY730

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  • Posts: 4,570
Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #118 on: March 22, 2012, 10:30:01 pm »
Wow, so my "off the cuff" observation that the AI was getting low-cap stuff too fast for their caps was correct. And the complaints were right, despite the fact that ship cap ratios were supposed to be honored, they weren't.
As I said, the multipliers were being used: if a reinforcement pulse was supposed to be 33 ships and it picked a blade spawner, that was 33 strength and it stopped and went to the next pulse.  The problem is that if it was supposed to be 4 ships and it picked a blade spawner, it would also just stop and go to the next pulse.  Now it carries over the -29 (or so) to the next one, and a pulse doesn't spawn anything if the available strength is <= 0.


Ah, I see now. If the AI overspent to get that last low cap ship, its debt was being "forgiven" when it got around to budgeting the next pulse. Now, it won't be forgiven. It can still get low ship cap ships when it doesn't have enough for it, but the next thing it gets around to will have that much less.

Quote
Quote
I'm a little concerned about the removal of the per planet and per guard post caps on the "very small" ship cap stuff. Even if their ratio is now honored properly, given time, they can still build up to near uncounterable, unfun levels.

Can those caps stay, but just be raised a good deal now that it is less likely to actually get a good number of them?
No, there were actually a lot of bugs and undesirable "features" in how those caps had to work in order to do their job, so I've removed support for the per-guard-post ones entirely.  Though if necessary, we can put a per-planet one on these types if it becomes an issue.  But the amount of these things that the AI can crank out now is drastically reduced, and if they pick one that's a lot of littler stuff they won't get.  In short: it's balanceable now without artificial caps.

Fair enough. I'll let you know if low-ship cap ships start getting to uncounterable numbers in long lived games.

Offline Diazo

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Re: Poll: Worst Unit Of The (time interval) Award (IV)
« Reply #119 on: March 22, 2012, 11:09:34 pm »
Wow, nice work on this.

Just read your summary and did not look at the actual logs, but this sounds like it's cleaning up a lot of stuff behind the scenes.

Will have to try another diff 10/10 game once these changes go through, sounds like some of the odd/extreme wave compositions are no longer possible.

D.