7/5/2012 11:55:22 PM (5.036) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 1:24:10 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 34 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.77 * 1 = 1.77 aiTypeBasedAIPIncrement : 30 since difficulty < 8, effectiveAIP = AIProgressionLevel workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 90.07 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 72.04 workingShips = Min(workingShips,34 * handicap_multiplier) :72.04 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :72.04 numberShips = workingShips.IntValue :72 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :72 7/6/2012 12:16:10 AM (5.036) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 1:37:51 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 55 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 0.71 * 1 = 0.71 aiTypeBasedAIPIncrement : 30 since difficulty < 8, effectiveAIP = AIProgressionLevel workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 119.62 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 123.8 workingShips = Min(workingShips,34 * handicap_multiplier) :123.8 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :123.8 numberShips = workingShips.IntValue :123 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :123 7/6/2012 12:18:03 AM (5.036) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 1:39:43 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 55 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.72 * 1 = 1.72 aiTypeBasedAIPIncrement : 0 since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 64 workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 102.4 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 86.3 workingShips = Min(workingShips,34 * handicap_multiplier) :86.3 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :86.3 numberShips = workingShips.IntValue :86 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :86 7/6/2012 12:48:03 AM (5.036) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 2:06:55 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 56 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.51 * 1 = 1.51 aiTypeBasedAIPIncrement : 30 since difficulty < 8, effectiveAIP = AIProgressionLevel workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 121.03 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 103.21 workingShips = Min(workingShips,34 * handicap_multiplier) :103.21 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :103.21 numberShips = workingShips.IntValue :103 7/6/2012 12:54:34 AM (5.036) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 2:13:11 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 76 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.86 * 1 = 1.86 aiTypeBasedAIPIncrement : 0 since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 91 workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 145.6 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 159.43 workingShips = Min(workingShips,34 * handicap_multiplier) :159.43 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :159.43 numberShips = workingShips.IntValue :159 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :159 7/6/2012 1:00:51 AM (5.036) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 2:18:49 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 76 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 0.62 * 1 = 0.62 aiTypeBasedAIPIncrement : 30 since difficulty < 8, effectiveAIP = AIProgressionLevel workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 149.18 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 136.94 workingShips = Min(workingShips,34 * handicap_multiplier) :136.94 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :136.94 numberShips = workingShips.IntValue :136 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :136 7/6/2012 11:39:56 PM (5.036) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 2:36:47 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 77 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.31 * 1 = 1.31 aiTypeBasedAIPIncrement : 0 since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 93 workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 148.8 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 129.73 workingShips = Min(workingShips,34 * handicap_multiplier) :129.73 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :129.73 numberShips = workingShips.IntValue :129 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :129 7/6/2012 11:46:24 PM (5.036) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 2:42:58 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 77 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.26 * 1 = 1.26 aiTypeBasedAIPIncrement : 30 since difficulty < 8, effectiveAIP = AIProgressionLevel workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 150.59 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 132.79 workingShips = Min(workingShips,34 * handicap_multiplier) :132.79 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :132.79 numberShips = workingShips.IntValue :132 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :132 7/7/2012 10:27:58 AM (5.036) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 2:54:41 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 77 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 0.61 * 1 = 0.61 aiTypeBasedAIPIncrement : 30 since difficulty < 8, effectiveAIP = AIProgressionLevel workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 150.59 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 153.56 workingShips = Min(workingShips,34 * handicap_multiplier) :153.56 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :153.56 numberShips = workingShips.IntValue :153 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :153 7/7/2012 3:59:12 PM (5.037) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 3:10:36 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 58 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.88 * 1 = 1.88 aiTypeBasedAIPIncrement : 0 since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 68 workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 108.8 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 119.45 workingShips = Max(workingShips,34 * handicap_multiplier) :119.45 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :119.45 numberShips = workingShips.IntValue :119 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :119 7/7/2012 4:10:19 PM (5.037) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 3:17:11 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 58 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.17 * 1 = 1.17 aiTypeBasedAIPIncrement : 30 since difficulty < 8, effectiveAIP = AIProgressionLevel workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 123.85 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 122.21 workingShips = Max(workingShips,34 * handicap_multiplier) :122.21 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :122.21 numberShips = workingShips.IntValue :122 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :122 7/7/2012 10:57:29 PM (5.038) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 3:29:57 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 79 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.07 * 1 = 1.07 aiTypeBasedAIPIncrement : 0 since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 95 workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 152 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 150.92 workingShips = Max(workingShips,34 * handicap_multiplier) :150.92 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :150.92 numberShips = workingShips.IntValue :150 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :150 7/7/2012 11:38:20 PM (5.038) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 3:48:16 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 80 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.62 * 1 = 1.62 aiTypeBasedAIPIncrement : 30 since difficulty < 8, effectiveAIP = AIProgressionLevel workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 154.81 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 163.76 workingShips = Max(workingShips,34 * handicap_multiplier) :163.76 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :163.76 numberShips = workingShips.IntValue :163 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :163 7/7/2012 11:54:36 PM (5.038) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 3:56:45 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 85 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.49 * 1 = 1.49 aiTypeBasedAIPIncrement : 0 since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 103 workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 164.8 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 174.01 workingShips = Max(workingShips,34 * handicap_multiplier) :174.01 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :174.01 numberShips = workingShips.IntValue :174 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :174 7/8/2012 3:41:37 PM (5.038) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 4:16:52 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 86 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.49 * 1 = 1.49 aiTypeBasedAIPIncrement : 30 since difficulty < 8, effectiveAIP = AIProgressionLevel workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 163.25 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 171.9 workingShips = Max(workingShips,34 * handicap_multiplier) :171.9 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :171.9 numberShips = workingShips.IntValue :171 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :171 7/8/2012 3:43:45 PM (5.038) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 4:18:33 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 86 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.21 * 1 = 1.21 aiTypeBasedAIPIncrement : 0 since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 105 workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 168 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 183.79 workingShips = Max(workingShips,34 * handicap_multiplier) :183.79 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :183.79 numberShips = workingShips.IntValue :183 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :183 7/8/2012 4:21:41 PM (5.038) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 4:36:38 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 88 ; AITechLevel: 3 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 2 * 1 = 2 aiTypeBasedAIPIncrement : 0 since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 107 workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 171.2 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 154.56 workingShips = Max(workingShips,34 * handicap_multiplier) :154.56 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :154.56 numberShips = workingShips.IntValue :154 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :154 7/8/2012 4:21:55 PM (5.038) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 4:36:52 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 88 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.02 * 1 = 1.02 aiTypeBasedAIPIncrement : 0 since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 107 workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 171.2 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 170.49 workingShips = Max(workingShips,34 * handicap_multiplier) :170.49 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :170.49 numberShips = workingShips.IntValue :170 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :170 7/8/2012 11:58:07 PM (5.039) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 4:48:40 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 88 ; AITechLevel: 1 WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.66 * 1 = 1.66 aiTypeBasedAIPIncrement : 30 since difficulty < 8, effectiveAIP = AIProgressionLevel workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 166.07 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 160.55 workingShips = Max(workingShips,34 * handicap_multiplier) :160.55 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, workingShips :160.55 numberShips = workingShips.IntValue :160 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :160