7/5/2012 11:55:22 PM (5.036) ----------------------------------- Triggering Normal Wave for player 9; wave size factor: 1.77; Game Time: 1:24:11 7/5/2012 11:55:22 PM (5.036) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 1:24:11 WaveSize factor: 1.77 Raw Units Dictionary Entries: MissileShip => 11 LightStarship => 1 YounglingCommando => 16 Bomber => 13 ShieldBooster => 17 Fighter => 15 7/5/2012 11:55:22 PM (5.036) ----------------------------------- Performing first CheckWave with size factor of 1.77 on wave at Game Time: 1:24:11 CheckWave: populating count of MissileShip with base magnitude of 11 numberUnits = kv.Value * this.WaveSize : 19.45 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 9.72 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 11.67 after applying Mark-based multiplier if any, numberUnits : 17.5 after applying at-least-one rule, numberUnits : 17.5 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 43.76 numberUnitsInt = numberUnits.IntValue : 43 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.77 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.77 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.77 after applying Mark-based multiplier if any, numberUnits : 2.65 after applying at-least-one rule, numberUnits : 2.65 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.63 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of YounglingCommando with base magnitude of 16 numberUnits = kv.Value * this.WaveSize : 28.29 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.14 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 28.29 after applying Mark-based multiplier if any, numberUnits : 42.43 after applying at-least-one rule, numberUnits : 42.43 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 106.08 numberUnitsInt = numberUnits.IntValue : 106 CheckWave: populating count of Bomber with base magnitude of 13 numberUnits = kv.Value * this.WaveSize : 22.98 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 11.49 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 9.19 after applying Mark-based multiplier if any, numberUnits : 13.79 after applying at-least-one rule, numberUnits : 13.79 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 34.47 numberUnitsInt = numberUnits.IntValue : 34 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ShieldBooster with base magnitude of 17 numberUnits = kv.Value * this.WaveSize : 30.06 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 3 after applying Mark-based multiplier if any, numberUnits : 4.5 after applying at-least-one rule, numberUnits : 4.5 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 11.25 numberUnitsInt = numberUnits.IntValue : 11 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 15 numberUnits = kv.Value * this.WaveSize : 26.52 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 13.26 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.91 after applying Mark-based multiplier if any, numberUnits : 23.87 after applying at-least-one rule, numberUnits : 23.87 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.67 numberUnitsInt = numberUnits.IntValue : 59 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 254 TypesForDirectAdd count by type: MissileShip => 43 LightStarship => 1 YounglingCommando => 106 Bomber => 34 ShieldBooster => 11 Fighter => 59 TypesForCarrierAdd count by type: 7/6/2012 12:16:10 AM (5.036) ----------------------------------- Triggering Normal Wave for player 9; wave size factor: 0.71; Game Time: 1:37:52 7/6/2012 12:16:11 AM (5.036) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 1:37:52 WaveSize factor: 0.71 Raw Units Dictionary Entries: YounglingCommando => 22 ShieldBooster => 18 MissileShip => 32 Fighter => 25 Bomber => 26 LightStarship => 1 7/6/2012 12:16:11 AM (5.036) ----------------------------------- Performing first CheckWave with size factor of 0.71 on wave at Game Time: 1:37:52 CheckWave: populating count of YounglingCommando with base magnitude of 22 numberUnits = kv.Value * this.WaveSize : 15.66 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 7.83 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.66 after applying Mark-based multiplier if any, numberUnits : 23.49 after applying at-least-one rule, numberUnits : 23.49 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 58.71 numberUnitsInt = numberUnits.IntValue : 58 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ShieldBooster with base magnitude of 18 numberUnits = kv.Value * this.WaveSize : 12.81 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.28 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.28 after applying Mark-based multiplier if any, numberUnits : 1.92 after applying at-least-one rule, numberUnits : 1.92 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 32 numberUnits = kv.Value * this.WaveSize : 22.77 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 11.39 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 13.66 after applying Mark-based multiplier if any, numberUnits : 20.49 after applying at-least-one rule, numberUnits : 20.49 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 51.24 numberUnitsInt = numberUnits.IntValue : 51 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 17.79 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 8.9 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 10.67 after applying Mark-based multiplier if any, numberUnits : 16.01 after applying at-least-one rule, numberUnits : 16.01 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 40.03 numberUnitsInt = numberUnits.IntValue : 40 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 26 numberUnits = kv.Value * this.WaveSize : 18.5 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 9.25 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 7.4 after applying Mark-based multiplier if any, numberUnits : 11.1 after applying at-least-one rule, numberUnits : 11.1 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 27.75 numberUnitsInt = numberUnits.IntValue : 27 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.71 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.71 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.71 after applying Mark-based multiplier if any, numberUnits : 1.07 after applying at-least-one rule, numberUnits : 1.07 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 2.67 numberUnitsInt = numberUnits.IntValue : 2 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 181 TypesForDirectAdd count by type: YounglingCommando => 58 ShieldBooster => 4 MissileShip => 51 Fighter => 40 Bomber => 27 LightStarship => 1 TypesForCarrierAdd count by type: 7/6/2012 12:18:03 AM (5.036) ----------------------------------- Triggering Normal Wave for player 8; wave size factor: 1.72; Game Time: 1:39:44 7/6/2012 12:18:03 AM (5.036) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 1:39:44 WaveSize factor: 1.72 Raw Units Dictionary Entries: MissileShip => 25 ZenithViralShredder => 11 LeechStarship => 2 ZenithAutoBomb => 17 Bomber => 15 Fighter => 18 7/6/2012 12:18:03 AM (5.036) ----------------------------------- Performing first CheckWave with size factor of 1.72 on wave at Game Time: 1:39:44 CheckWave: populating count of MissileShip with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 42.94 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 21.47 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 25.76 after applying Mark-based multiplier if any, numberUnits : 38.64 after applying at-least-one rule, numberUnits : 38.64 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 96.61 numberUnitsInt = numberUnits.IntValue : 96 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithViralShredder with base magnitude of 11 numberUnits = kv.Value * this.WaveSize : 18.89 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 9.45 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 9.45 after applying Mark-based multiplier if any, numberUnits : 14.17 after applying at-least-one rule, numberUnits : 14.17 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 35.42 numberUnitsInt = numberUnits.IntValue : 35 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.44 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3.44 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 3.44 after applying Mark-based multiplier if any, numberUnits : 5.15 after applying at-least-one rule, numberUnits : 5.15 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 12.88 numberUnitsInt = numberUnits.IntValue : 12 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of ZenithAutoBomb with base magnitude of 17 numberUnits = kv.Value * this.WaveSize : 29.2 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.6 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 14.6 after applying Mark-based multiplier if any, numberUnits : 21.9 after applying at-least-one rule, numberUnits : 21.9 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 54.75 numberUnitsInt = numberUnits.IntValue : 54 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 15 numberUnits = kv.Value * this.WaveSize : 25.76 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 12.88 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 10.3 after applying Mark-based multiplier if any, numberUnits : 15.45 after applying at-least-one rule, numberUnits : 15.45 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 38.63 numberUnitsInt = numberUnits.IntValue : 38 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 18 numberUnits = kv.Value * this.WaveSize : 30.92 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 15.46 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 18.55 after applying Mark-based multiplier if any, numberUnits : 27.82 after applying at-least-one rule, numberUnits : 27.82 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 69.56 numberUnitsInt = numberUnits.IntValue : 69 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 293 TypesForDirectAdd count by type: MissileShip => 96 ZenithViralShredder => 35 LeechStarship => 1 ZenithAutoBomb => 54 Bomber => 38 Fighter => 69 TypesForCarrierAdd count by type: 7/6/2012 12:48:02 AM (5.036) ----------------------------------- Triggering Normal Wave for player 9; wave size factor: 1.51; Game Time: 2:06:56 7/6/2012 12:48:03 AM (5.036) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:06:56 WaveSize factor: 1.51 Raw Units Dictionary Entries: YounglingCommando => 21 Bomber => 25 Fighter => 21 ShieldBooster => 14 MissileShip => 22 LightStarship => 1 7/6/2012 12:48:03 AM (5.036) ----------------------------------- Performing first CheckWave with size factor of 1.51 on wave at Game Time: 2:06:56 CheckWave: populating count of YounglingCommando with base magnitude of 21 numberUnits = kv.Value * this.WaveSize : 31.77 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 15.89 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 31.77 after applying Mark-based multiplier if any, numberUnits : 47.66 after applying at-least-one rule, numberUnits : 47.66 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 119.14 numberUnitsInt = numberUnits.IntValue : 119 CheckWave: populating count of Bomber with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 37.82 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 18.91 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.13 after applying Mark-based multiplier if any, numberUnits : 22.69 after applying at-least-one rule, numberUnits : 22.69 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 56.72 numberUnitsInt = numberUnits.IntValue : 56 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 21 numberUnits = kv.Value * this.WaveSize : 31.77 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 15.89 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 19.06 after applying Mark-based multiplier if any, numberUnits : 28.59 after applying at-least-one rule, numberUnits : 28.59 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 71.48 numberUnitsInt = numberUnits.IntValue : 71 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ShieldBooster with base magnitude of 14 numberUnits = kv.Value * this.WaveSize : 21.18 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.11 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.11 after applying Mark-based multiplier if any, numberUnits : 3.17 after applying at-least-one rule, numberUnits : 3.17 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 7.93 numberUnitsInt = numberUnits.IntValue : 7 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 22 numberUnits = kv.Value * this.WaveSize : 33.28 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 16.64 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 19.97 after applying Mark-based multiplier if any, numberUnits : 29.95 after applying at-least-one rule, numberUnits : 29.95 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 74.89 numberUnitsInt = numberUnits.IntValue : 74 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.51 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.51 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.51 after applying Mark-based multiplier if any, numberUnits : 2.27 after applying at-least-one rule, numberUnits : 2.27 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 5.67 numberUnitsInt = numberUnits.IntValue : 5 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 328 TypesForDirectAdd count by type: YounglingCommando => 119 Bomber => 56 Fighter => 71 ShieldBooster => 7 MissileShip => 74 LightStarship => 1 TypesForCarrierAdd count by type: 7/6/2012 12:54:34 AM (5.036) ----------------------------------- Triggering Normal Wave for player 8; wave size factor: 1.86; Game Time: 2:13:12 7/6/2012 12:54:34 AM (5.036) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:13:12 WaveSize factor: 1.86 Raw Units Dictionary Entries: ZenithAutoBomb => 42 Fighter => 39 ZenithViralShredder => 28 Bomber => 30 MissileShip => 20 Dreadnought => 1 LeechStarship => 1 7/6/2012 12:54:34 AM (5.036) ----------------------------------- Performing first CheckWave with size factor of 1.86 on wave at Game Time: 2:13:12 CheckWave: populating count of ZenithAutoBomb with base magnitude of 42 numberUnits = kv.Value * this.WaveSize : 78.04 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 39.02 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 39.02 after applying Mark-based multiplier if any, numberUnits : 58.53 after applying at-least-one rule, numberUnits : 58.53 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 146.33 numberUnitsInt = numberUnits.IntValue : 146 CheckWave: populating count of Fighter with base magnitude of 39 numberUnits = kv.Value * this.WaveSize : 72.47 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 36.23 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 43.48 after applying Mark-based multiplier if any, numberUnits : 65.22 after applying at-least-one rule, numberUnits : 65.22 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 163.04 numberUnitsInt = numberUnits.IntValue : 163 CheckWave: populating count of ZenithViralShredder with base magnitude of 28 numberUnits = kv.Value * this.WaveSize : 52.03 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 26.01 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 26.01 after applying Mark-based multiplier if any, numberUnits : 39.02 after applying at-least-one rule, numberUnits : 39.02 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 97.55 numberUnitsInt = numberUnits.IntValue : 97 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 30 numberUnits = kv.Value * this.WaveSize : 55.74 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 27.87 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 22.29 after applying Mark-based multiplier if any, numberUnits : 33.44 after applying at-least-one rule, numberUnits : 33.44 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 83.6 numberUnitsInt = numberUnits.IntValue : 83 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 20 numberUnits = kv.Value * this.WaveSize : 37.16 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 18.58 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 22.3 after applying Mark-based multiplier if any, numberUnits : 33.45 after applying at-least-one rule, numberUnits : 33.45 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 83.61 numberUnitsInt = numberUnits.IntValue : 83 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.86 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.86 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.86 after applying Mark-based multiplier if any, numberUnits : 2.79 after applying at-least-one rule, numberUnits : 2.79 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.97 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.86 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.86 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.86 after applying Mark-based multiplier if any, numberUnits : 2.79 after applying at-least-one rule, numberUnits : 2.79 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.97 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 574 TypesForDirectAdd count by type: ZenithAutoBomb => 146 Fighter => 163 ZenithViralShredder => 97 Bomber => 83 MissileShip => 83 Dreadnought => 1 LeechStarship => 1 TypesForCarrierAdd count by type: 7/6/2012 1:00:51 AM (5.036) ----------------------------------- Triggering Normal Wave for player 9; wave size factor: 0.62; Game Time: 2:18:50 7/6/2012 1:00:52 AM (5.036) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:18:50 WaveSize factor: 0.62 Raw Units Dictionary Entries: ShieldBooster => 35 Bomber => 30 YounglingCommando => 19 MissileShip => 20 Fighter => 32 Dreadnought => 1 7/6/2012 1:00:52 AM (5.036) ----------------------------------- Performing first CheckWave with size factor of 0.62 on wave at Game Time: 2:18:50 CheckWave: populating count of ShieldBooster with base magnitude of 35 numberUnits = kv.Value * this.WaveSize : 21.66 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.16 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.16 after applying Mark-based multiplier if any, numberUnits : 3.24 after applying at-least-one rule, numberUnits : 3.24 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 8.11 numberUnitsInt = numberUnits.IntValue : 8 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 30 numberUnits = kv.Value * this.WaveSize : 18.57 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 9.28 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 7.42 after applying Mark-based multiplier if any, numberUnits : 11.14 after applying at-least-one rule, numberUnits : 11.14 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 27.84 numberUnitsInt = numberUnits.IntValue : 27 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of YounglingCommando with base magnitude of 19 numberUnits = kv.Value * this.WaveSize : 11.76 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 5.88 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 11.76 after applying Mark-based multiplier if any, numberUnits : 17.64 after applying at-least-one rule, numberUnits : 17.64 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 44.1 numberUnitsInt = numberUnits.IntValue : 44 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 20 numberUnits = kv.Value * this.WaveSize : 12.38 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 6.19 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 7.43 after applying Mark-based multiplier if any, numberUnits : 11.14 after applying at-least-one rule, numberUnits : 11.14 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 27.85 numberUnitsInt = numberUnits.IntValue : 27 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 32 numberUnits = kv.Value * this.WaveSize : 19.8 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 9.9 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 11.88 after applying Mark-based multiplier if any, numberUnits : 17.82 after applying at-least-one rule, numberUnits : 17.82 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 44.56 numberUnitsInt = numberUnits.IntValue : 44 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.62 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.62 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.62 after applying Mark-based multiplier if any, numberUnits : 0.93 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 2.5 numberUnitsInt = numberUnits.IntValue : 2 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 151 TypesForDirectAdd count by type: ShieldBooster => 8 Bomber => 27 YounglingCommando => 44 MissileShip => 27 Fighter => 44 Dreadnought => 1 TypesForCarrierAdd count by type: 7/6/2012 11:39:56 PM (5.036) ----------------------------------- Triggering Normal Wave for player 8; wave size factor: 1.31; Game Time: 2:36:48 7/6/2012 11:39:56 PM (5.036) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:36:48 WaveSize factor: 1.31 Raw Units Dictionary Entries: ZenithViralShredder => 27 Fighter => 28 MissileShip => 24 ZenithAutoBomb => 21 Bomber => 29 Dreadnought => 1 LeechStarship => 1 7/6/2012 11:39:56 PM (5.036) ----------------------------------- Performing first CheckWave with size factor of 1.31 on wave at Game Time: 2:36:48 CheckWave: populating count of ZenithViralShredder with base magnitude of 27 numberUnits = kv.Value * this.WaveSize : 35.37 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 17.69 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 17.69 after applying Mark-based multiplier if any, numberUnits : 26.53 after applying at-least-one rule, numberUnits : 26.53 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 66.32 numberUnitsInt = numberUnits.IntValue : 66 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 28 numberUnits = kv.Value * this.WaveSize : 36.68 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 18.34 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 22.01 after applying Mark-based multiplier if any, numberUnits : 33.01 after applying at-least-one rule, numberUnits : 33.01 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 82.53 numberUnitsInt = numberUnits.IntValue : 82 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 24 numberUnits = kv.Value * this.WaveSize : 31.44 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 15.72 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 18.86 after applying Mark-based multiplier if any, numberUnits : 28.3 after applying at-least-one rule, numberUnits : 28.3 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 70.74 numberUnitsInt = numberUnits.IntValue : 70 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithAutoBomb with base magnitude of 21 numberUnits = kv.Value * this.WaveSize : 27.51 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 13.76 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 13.76 after applying Mark-based multiplier if any, numberUnits : 20.63 after applying at-least-one rule, numberUnits : 20.63 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 51.58 numberUnitsInt = numberUnits.IntValue : 51 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 29 numberUnits = kv.Value * this.WaveSize : 37.99 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.19 after applying Mark-based multiplier if any, numberUnits : 22.79 after applying at-least-one rule, numberUnits : 22.79 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 56.97 numberUnitsInt = numberUnits.IntValue : 56 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.31 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.31 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.31 after applying Mark-based multiplier if any, numberUnits : 1.97 after applying at-least-one rule, numberUnits : 1.97 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.91 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.31 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.31 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.31 after applying Mark-based multiplier if any, numberUnits : 1.97 after applying at-least-one rule, numberUnits : 1.97 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.91 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 327 TypesForDirectAdd count by type: ZenithViralShredder => 66 Fighter => 82 MissileShip => 70 ZenithAutoBomb => 51 Bomber => 56 Dreadnought => 1 LeechStarship => 1 TypesForCarrierAdd count by type: 7/6/2012 11:46:24 PM (5.036) ----------------------------------- Triggering Normal Wave for player 9; wave size factor: 1.26; Game Time: 2:42:59 7/6/2012 11:46:24 PM (5.036) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:42:59 WaveSize factor: 1.26 Raw Units Dictionary Entries: Bomber => 25 Fighter => 27 MissileShip => 17 YounglingCommando => 31 ShieldBooster => 32 Dreadnought => 1 7/6/2012 11:46:24 PM (5.036) ----------------------------------- Performing first CheckWave with size factor of 1.26 on wave at Game Time: 2:42:59 CheckWave: populating count of Bomber with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 31.42 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 15.71 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 12.57 after applying Mark-based multiplier if any, numberUnits : 18.85 after applying at-least-one rule, numberUnits : 18.85 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 47.12 numberUnitsInt = numberUnits.IntValue : 47 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 27 numberUnits = kv.Value * this.WaveSize : 33.93 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 16.97 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 20.36 after applying Mark-based multiplier if any, numberUnits : 30.54 after applying at-least-one rule, numberUnits : 30.54 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 76.35 numberUnitsInt = numberUnits.IntValue : 76 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 17 numberUnits = kv.Value * this.WaveSize : 21.37 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 10.68 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 12.82 after applying Mark-based multiplier if any, numberUnits : 19.23 after applying at-least-one rule, numberUnits : 19.23 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 48.07 numberUnitsInt = numberUnits.IntValue : 48 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of YounglingCommando with base magnitude of 31 numberUnits = kv.Value * this.WaveSize : 38.96 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.48 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 38.96 after applying Mark-based multiplier if any, numberUnits : 58.44 after applying at-least-one rule, numberUnits : 58.44 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 146.11 numberUnitsInt = numberUnits.IntValue : 146 CheckWave: populating count of ShieldBooster with base magnitude of 32 numberUnits = kv.Value * this.WaveSize : 40.22 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 4.02 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 4.02 after applying Mark-based multiplier if any, numberUnits : 6.02 after applying at-least-one rule, numberUnits : 6.02 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 15.06 numberUnitsInt = numberUnits.IntValue : 15 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.26 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.26 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.26 after applying Mark-based multiplier if any, numberUnits : 1.89 after applying at-least-one rule, numberUnits : 1.89 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.71 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 333 TypesForDirectAdd count by type: Bomber => 47 Fighter => 76 MissileShip => 48 YounglingCommando => 146 ShieldBooster => 15 Dreadnought => 1 TypesForCarrierAdd count by type: 7/7/2012 10:27:58 AM (5.036) ----------------------------------- Triggering Normal Wave for player 9; wave size factor: 0.61; Game Time: 2:54:42 7/7/2012 10:27:58 AM (5.036) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:54:42 WaveSize factor: 0.61 Raw Units Dictionary Entries: MissileShip => 22 YounglingCommando => 35 Bomber => 38 ShieldBooster => 27 Fighter => 31 LightStarship => 1 7/7/2012 10:27:58 AM (5.036) ----------------------------------- Performing first CheckWave with size factor of 0.61 on wave at Game Time: 2:54:42 CheckWave: populating count of MissileShip with base magnitude of 22 numberUnits = kv.Value * this.WaveSize : 13.41 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 6.7 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 8.04 after applying Mark-based multiplier if any, numberUnits : 12.06 after applying at-least-one rule, numberUnits : 12.06 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 30.16 numberUnitsInt = numberUnits.IntValue : 30 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of YounglingCommando with base magnitude of 35 numberUnits = kv.Value * this.WaveSize : 21.33 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 10.66 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 21.33 after applying Mark-based multiplier if any, numberUnits : 31.99 after applying at-least-one rule, numberUnits : 31.99 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 79.98 numberUnitsInt = numberUnits.IntValue : 79 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 38 numberUnits = kv.Value * this.WaveSize : 23.16 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 11.58 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 9.26 after applying Mark-based multiplier if any, numberUnits : 13.89 after applying at-least-one rule, numberUnits : 13.89 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 34.72 numberUnitsInt = numberUnits.IntValue : 34 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ShieldBooster with base magnitude of 27 numberUnits = kv.Value * this.WaveSize : 16.45 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.64 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.64 after applying Mark-based multiplier if any, numberUnits : 2.46 after applying at-least-one rule, numberUnits : 2.46 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.16 numberUnitsInt = numberUnits.IntValue : 6 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 31 numberUnits = kv.Value * this.WaveSize : 18.89 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 9.45 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 11.33 after applying Mark-based multiplier if any, numberUnits : 17 after applying at-least-one rule, numberUnits : 17 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 42.5 numberUnitsInt = numberUnits.IntValue : 42 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.61 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.61 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.61 after applying Mark-based multiplier if any, numberUnits : 0.91 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 2.5 numberUnitsInt = numberUnits.IntValue : 2 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 192 TypesForDirectAdd count by type: MissileShip => 30 YounglingCommando => 79 Bomber => 34 ShieldBooster => 6 Fighter => 42 LightStarship => 1 TypesForCarrierAdd count by type: 7/7/2012 3:59:12 PM (5.037) ----------------------------------- Triggering Normal Wave for player 8; wave size factor: 1.88; Game Time: 3:10:37 7/7/2012 3:59:13 PM (5.037) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:10:37 WaveSize factor: 1.88 Raw Units Dictionary Entries: Fighter => 28 ZenithAutoBomb => 23 ZenithViralShredder => 23 Bomber => 21 MissileShip => 24 LightStarship => 1 LeechStarship => 1 7/7/2012 3:59:13 PM (5.037) ----------------------------------- Performing first CheckWave with size factor of 1.88 on wave at Game Time: 3:10:37 CheckWave: populating count of Fighter with base magnitude of 28 numberUnits = kv.Value * this.WaveSize : 52.58 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 26.29 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 31.54 after applying Mark-based multiplier if any, numberUnits : 47.32 after applying at-least-one rule, numberUnits : 47.32 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 118.29 numberUnitsInt = numberUnits.IntValue : 118 CheckWave: populating count of ZenithAutoBomb with base magnitude of 23 numberUnits = kv.Value * this.WaveSize : 43.19 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 21.59 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 21.59 after applying Mark-based multiplier if any, numberUnits : 32.39 after applying at-least-one rule, numberUnits : 32.39 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 80.97 numberUnitsInt = numberUnits.IntValue : 80 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithViralShredder with base magnitude of 23 numberUnits = kv.Value * this.WaveSize : 43.19 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 21.59 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 21.59 after applying Mark-based multiplier if any, numberUnits : 32.39 after applying at-least-one rule, numberUnits : 32.39 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 80.97 numberUnitsInt = numberUnits.IntValue : 80 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 21 numberUnits = kv.Value * this.WaveSize : 39.43 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.72 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.77 after applying Mark-based multiplier if any, numberUnits : 23.65 after applying at-least-one rule, numberUnits : 23.65 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.13 numberUnitsInt = numberUnits.IntValue : 59 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 24 numberUnits = kv.Value * this.WaveSize : 45.06 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 22.53 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 27.04 after applying Mark-based multiplier if any, numberUnits : 40.56 after applying at-least-one rule, numberUnits : 40.56 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 101.39 numberUnitsInt = numberUnits.IntValue : 101 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.88 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.88 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.88 after applying Mark-based multiplier if any, numberUnits : 2.82 after applying at-least-one rule, numberUnits : 2.82 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 7.04 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.88 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.88 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.88 after applying Mark-based multiplier if any, numberUnits : 2.82 after applying at-least-one rule, numberUnits : 2.82 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 7.04 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 440 TypesForDirectAdd count by type: Fighter => 118 ZenithAutoBomb => 80 ZenithViralShredder => 80 Bomber => 59 MissileShip => 101 LightStarship => 1 LeechStarship => 1 TypesForCarrierAdd count by type: 7/7/2012 4:10:19 PM (5.037) ----------------------------------- Triggering Normal Wave for player 9; wave size factor: 1.17; Game Time: 3:17:12 7/7/2012 4:10:19 PM (5.037) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:17:12 WaveSize factor: 1.17 Raw Units Dictionary Entries: MissileShip => 25 Fighter => 25 YounglingCommando => 20 Bomber => 25 ShieldBooster => 27 LightStarship => 1 7/7/2012 4:10:19 PM (5.037) ----------------------------------- Performing first CheckWave with size factor of 1.17 on wave at Game Time: 3:17:12 CheckWave: populating count of MissileShip with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 29.27 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.64 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 17.56 after applying Mark-based multiplier if any, numberUnits : 26.34 after applying at-least-one rule, numberUnits : 26.34 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 65.86 numberUnitsInt = numberUnits.IntValue : 65 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 29.27 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.64 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 17.56 after applying Mark-based multiplier if any, numberUnits : 26.34 after applying at-least-one rule, numberUnits : 26.34 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 65.86 numberUnitsInt = numberUnits.IntValue : 65 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of YounglingCommando with base magnitude of 20 numberUnits = kv.Value * this.WaveSize : 23.42 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 11.71 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 23.42 after applying Mark-based multiplier if any, numberUnits : 35.13 after applying at-least-one rule, numberUnits : 35.13 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 87.82 numberUnitsInt = numberUnits.IntValue : 87 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 29.27 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.64 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 11.71 after applying Mark-based multiplier if any, numberUnits : 17.56 after applying at-least-one rule, numberUnits : 17.56 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 43.9 numberUnitsInt = numberUnits.IntValue : 43 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ShieldBooster with base magnitude of 27 numberUnits = kv.Value * this.WaveSize : 31.61 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3.16 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 3.16 after applying Mark-based multiplier if any, numberUnits : 4.74 after applying at-least-one rule, numberUnits : 4.74 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 11.84 numberUnitsInt = numberUnits.IntValue : 11 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.17 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.17 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.17 after applying Mark-based multiplier if any, numberUnits : 1.76 after applying at-least-one rule, numberUnits : 1.76 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.39 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 272 TypesForDirectAdd count by type: MissileShip => 65 Fighter => 65 YounglingCommando => 87 Bomber => 43 ShieldBooster => 11 LightStarship => 1 TypesForCarrierAdd count by type: 7/7/2012 10:57:28 PM (5.038) ----------------------------------- Triggering Normal Wave for player 8; wave size factor: 1.07 -because Diff >= 7 and entry_points = 3 and game time > 2 hours, wave time modifier range is 240:960 ; Game Time: 3:29:58 7/7/2012 10:57:29 PM (5.038) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:29:58 WaveSize factor: 1.07 Raw Units Dictionary Entries: MissileShip => 30 ZenithAutoBomb => 34 ZenithViralShredder => 27 Bomber => 31 Fighter => 28 LeechStarship => 1 LightStarship => 1 7/7/2012 10:57:29 PM (5.038) ----------------------------------- Performing first CheckWave with size factor of 1.07 on wave at Game Time: 3:29:58 CheckWave: populating count of MissileShip with base magnitude of 30 numberUnits = kv.Value * this.WaveSize : 32.22 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 16.11 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 19.33 after applying Mark-based multiplier if any, numberUnits : 29 after applying at-least-one rule, numberUnits : 29 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 72.49 numberUnitsInt = numberUnits.IntValue : 72 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithAutoBomb with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 36.52 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 18.26 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 18.26 after applying Mark-based multiplier if any, numberUnits : 27.39 after applying at-least-one rule, numberUnits : 27.39 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 68.47 numberUnitsInt = numberUnits.IntValue : 68 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithViralShredder with base magnitude of 27 numberUnits = kv.Value * this.WaveSize : 29 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.5 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 14.5 after applying Mark-based multiplier if any, numberUnits : 21.75 after applying at-least-one rule, numberUnits : 21.75 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 54.37 numberUnitsInt = numberUnits.IntValue : 54 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 31 numberUnits = kv.Value * this.WaveSize : 33.29 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 16.65 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 13.31 after applying Mark-based multiplier if any, numberUnits : 19.97 after applying at-least-one rule, numberUnits : 19.97 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 49.93 numberUnitsInt = numberUnits.IntValue : 49 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 28 numberUnits = kv.Value * this.WaveSize : 30.07 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 15.04 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 18.04 after applying Mark-based multiplier if any, numberUnits : 27.06 after applying at-least-one rule, numberUnits : 27.06 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 67.66 numberUnitsInt = numberUnits.IntValue : 67 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.07 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.07 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.07 after applying Mark-based multiplier if any, numberUnits : 1.61 after applying at-least-one rule, numberUnits : 1.61 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.03 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.07 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.07 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.07 after applying Mark-based multiplier if any, numberUnits : 1.61 after applying at-least-one rule, numberUnits : 1.61 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.03 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 312 TypesForDirectAdd count by type: MissileShip => 72 ZenithAutoBomb => 68 ZenithViralShredder => 54 Bomber => 49 Fighter => 67 LeechStarship => 1 LightStarship => 1 TypesForCarrierAdd count by type: 7/7/2012 11:38:19 PM (5.038) ----------------------------------- Triggering Normal Wave for player 9; wave size factor: 1.62 -because Diff >= 7 and entry_points = 4 and game time > 2 hours, wave time modifier range is 0:908 ; Game Time: 3:48:17 7/7/2012 11:38:20 PM (5.038) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:48:17 WaveSize factor: 1.62 Raw Units Dictionary Entries: YounglingCommando => 36 ShieldBooster => 31 Fighter => 35 Bomber => 25 MissileShip => 36 Dreadnought => 1 7/7/2012 11:38:20 PM (5.038) ----------------------------------- Performing first CheckWave with size factor of 1.62 on wave at Game Time: 3:48:17 CheckWave: populating count of YounglingCommando with base magnitude of 36 numberUnits = kv.Value * this.WaveSize : 58.25 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 29.12 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 58.25 after applying Mark-based multiplier if any, numberUnits : 87.37 after applying at-least-one rule, numberUnits : 87.37 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 218.42 numberUnitsInt = numberUnits.IntValue : 218 CheckWave: populating count of ShieldBooster with base magnitude of 31 numberUnits = kv.Value * this.WaveSize : 50.16 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 5.01 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 5.01 after applying Mark-based multiplier if any, numberUnits : 7.51 after applying at-least-one rule, numberUnits : 7.51 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 18.78 numberUnitsInt = numberUnits.IntValue : 18 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 35 numberUnits = kv.Value * this.WaveSize : 56.63 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 28.31 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 33.97 after applying Mark-based multiplier if any, numberUnits : 50.96 after applying at-least-one rule, numberUnits : 50.96 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 127.4 numberUnitsInt = numberUnits.IntValue : 127 CheckWave: populating count of Bomber with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 40.45 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 20.22 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 16.18 after applying Mark-based multiplier if any, numberUnits : 24.26 after applying at-least-one rule, numberUnits : 24.26 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 60.66 numberUnitsInt = numberUnits.IntValue : 60 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 36 numberUnits = kv.Value * this.WaveSize : 58.25 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 29.12 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34.95 after applying Mark-based multiplier if any, numberUnits : 52.42 after applying at-least-one rule, numberUnits : 52.42 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 131.05 numberUnitsInt = numberUnits.IntValue : 131 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.62 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.62 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.62 after applying Mark-based multiplier if any, numberUnits : 2.43 after applying at-least-one rule, numberUnits : 2.43 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.07 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 555 TypesForDirectAdd count by type: YounglingCommando => 218 ShieldBooster => 18 Fighter => 127 Bomber => 60 MissileShip => 131 Dreadnought => 1 TypesForCarrierAdd count by type: 7/7/2012 11:54:36 PM (5.038) ----------------------------------- Triggering Normal Wave for player 8; wave size factor: 1.49 -because Diff >= 7 and entry_points = 4 and game time > 2 hours, wave time modifier range is 0:960 ; Game Time: 3:56:46 7/7/2012 11:54:36 PM (5.038) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:56:46 WaveSize factor: 1.49 Raw Units Dictionary Entries: Fighter => 37 ZenithViralShredder => 33 ZenithAutoBomb => 33 Bomber => 28 MissileShip => 43 LeechStarship => 2 7/7/2012 11:54:36 PM (5.038) ----------------------------------- Performing first CheckWave with size factor of 1.49 on wave at Game Time: 3:56:46 CheckWave: populating count of Fighter with base magnitude of 37 numberUnits = kv.Value * this.WaveSize : 55.05 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 27.52 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 33.03 after applying Mark-based multiplier if any, numberUnits : 49.54 after applying at-least-one rule, numberUnits : 49.54 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 123.85 numberUnitsInt = numberUnits.IntValue : 123 CheckWave: populating count of ZenithViralShredder with base magnitude of 33 numberUnits = kv.Value * this.WaveSize : 49.1 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 24.55 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 24.55 after applying Mark-based multiplier if any, numberUnits : 36.82 after applying at-least-one rule, numberUnits : 36.82 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 92.06 numberUnitsInt = numberUnits.IntValue : 92 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithAutoBomb with base magnitude of 33 numberUnits = kv.Value * this.WaveSize : 49.1 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 24.55 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 24.55 after applying Mark-based multiplier if any, numberUnits : 36.82 after applying at-least-one rule, numberUnits : 36.82 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 92.06 numberUnitsInt = numberUnits.IntValue : 92 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 28 numberUnits = kv.Value * this.WaveSize : 41.66 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 20.83 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 16.66 after applying Mark-based multiplier if any, numberUnits : 24.99 after applying at-least-one rule, numberUnits : 24.99 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 62.47 numberUnitsInt = numberUnits.IntValue : 62 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 43 numberUnits = kv.Value * this.WaveSize : 63.98 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 31.99 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 38.38 after applying Mark-based multiplier if any, numberUnits : 57.57 after applying at-least-one rule, numberUnits : 57.57 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 143.94 numberUnitsInt = numberUnits.IntValue : 143 CheckWave: populating count of LeechStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2.98 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.98 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.98 after applying Mark-based multiplier if any, numberUnits : 4.46 after applying at-least-one rule, numberUnits : 4.46 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 11.16 numberUnitsInt = numberUnits.IntValue : 11 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 513 TypesForDirectAdd count by type: Fighter => 123 ZenithViralShredder => 92 ZenithAutoBomb => 92 Bomber => 62 MissileShip => 143 LeechStarship => 1 TypesForCarrierAdd count by type: 7/8/2012 3:41:36 PM (5.038) ----------------------------------- Triggering Normal Wave for player 9; wave size factor: 1.49 -because Diff >= 7 and entry_points = 4 and game time > 2 hours, wave time modifier range is 0:908 ; Game Time: 4:16:53 7/8/2012 3:41:37 PM (5.038) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:16:53 WaveSize factor: 1.49 Raw Units Dictionary Entries: ShieldBooster => 24 Bomber => 37 YounglingCommando => 35 MissileShip => 33 Fighter => 42 LightStarship => 1 7/8/2012 3:41:37 PM (5.038) ----------------------------------- Performing first CheckWave with size factor of 1.49 on wave at Game Time: 4:16:53 CheckWave: populating count of ShieldBooster with base magnitude of 24 numberUnits = kv.Value * this.WaveSize : 35.72 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3.57 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 3.57 after applying Mark-based multiplier if any, numberUnits : 5.35 after applying at-least-one rule, numberUnits : 5.35 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 13.38 numberUnitsInt = numberUnits.IntValue : 13 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 37 numberUnits = kv.Value * this.WaveSize : 55.08 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 27.54 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 22.02 after applying Mark-based multiplier if any, numberUnits : 33.04 after applying at-least-one rule, numberUnits : 33.04 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 82.59 numberUnitsInt = numberUnits.IntValue : 82 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of YounglingCommando with base magnitude of 35 numberUnits = kv.Value * this.WaveSize : 52.1 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 26.05 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 52.1 after applying Mark-based multiplier if any, numberUnits : 78.15 after applying at-least-one rule, numberUnits : 78.15 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 195.37 numberUnitsInt = numberUnits.IntValue : 195 CheckWave: populating count of MissileShip with base magnitude of 33 numberUnits = kv.Value * this.WaveSize : 49.12 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 24.56 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 29.47 after applying Mark-based multiplier if any, numberUnits : 44.21 after applying at-least-one rule, numberUnits : 44.21 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 110.52 numberUnitsInt = numberUnits.IntValue : 110 CheckWave: populating count of Fighter with base magnitude of 42 numberUnits = kv.Value * this.WaveSize : 62.52 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 31.26 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 37.51 after applying Mark-based multiplier if any, numberUnits : 56.26 after applying at-least-one rule, numberUnits : 56.26 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 140.66 numberUnitsInt = numberUnits.IntValue : 140 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.49 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.49 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.49 after applying Mark-based multiplier if any, numberUnits : 2.23 after applying at-least-one rule, numberUnits : 2.23 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 5.58 numberUnitsInt = numberUnits.IntValue : 5 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 541 TypesForDirectAdd count by type: ShieldBooster => 13 Bomber => 82 YounglingCommando => 195 MissileShip => 110 Fighter => 140 LightStarship => 1 TypesForCarrierAdd count by type: 7/8/2012 3:43:44 PM (5.038) ----------------------------------- Triggering Normal Wave for player 8; wave size factor: 1.21 -because Diff >= 7 and entry_points = 4 and game time > 2 hours, wave time modifier range is 0:960 ; Game Time: 4:18:34 7/8/2012 3:43:45 PM (5.038) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:18:34 WaveSize factor: 1.21 Raw Units Dictionary Entries: MissileShip => 37 ZenithAutoBomb => 35 Fighter => 38 ZenithViralShredder => 43 Bomber => 30 LightStarship => 2 7/8/2012 3:43:45 PM (5.038) ----------------------------------- Performing first CheckWave with size factor of 1.21 on wave at Game Time: 4:18:34 CheckWave: populating count of MissileShip with base magnitude of 37 numberUnits = kv.Value * this.WaveSize : 44.77 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 22.38 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 26.86 after applying Mark-based multiplier if any, numberUnits : 40.29 after applying at-least-one rule, numberUnits : 40.29 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 100.72 numberUnitsInt = numberUnits.IntValue : 100 CheckWave: populating count of ZenithAutoBomb with base magnitude of 35 numberUnits = kv.Value * this.WaveSize : 42.35 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 21.17 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 21.17 after applying Mark-based multiplier if any, numberUnits : 31.76 after applying at-least-one rule, numberUnits : 31.76 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 79.4 numberUnitsInt = numberUnits.IntValue : 79 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 38 numberUnits = kv.Value * this.WaveSize : 45.98 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 22.99 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 27.59 after applying Mark-based multiplier if any, numberUnits : 41.38 after applying at-least-one rule, numberUnits : 41.38 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 103.45 numberUnitsInt = numberUnits.IntValue : 103 CheckWave: populating count of ZenithViralShredder with base magnitude of 43 numberUnits = kv.Value * this.WaveSize : 52.03 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 26.01 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 26.01 after applying Mark-based multiplier if any, numberUnits : 39.02 after applying at-least-one rule, numberUnits : 39.02 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 97.55 numberUnitsInt = numberUnits.IntValue : 97 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 30 numberUnits = kv.Value * this.WaveSize : 36.3 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 18.15 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 14.52 after applying Mark-based multiplier if any, numberUnits : 21.77 after applying at-least-one rule, numberUnits : 21.77 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 54.43 numberUnitsInt = numberUnits.IntValue : 54 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LightStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2.42 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.42 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.42 after applying Mark-based multiplier if any, numberUnits : 3.63 after applying at-least-one rule, numberUnits : 3.63 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 9.07 numberUnitsInt = numberUnits.IntValue : 9 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 434 TypesForDirectAdd count by type: MissileShip => 100 ZenithAutoBomb => 79 Fighter => 103 ZenithViralShredder => 97 Bomber => 54 LightStarship => 1 TypesForCarrierAdd count by type: 7/8/2012 4:21:41 PM (5.038) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 4:36:38 7/8/2012 4:21:41 PM (5.038) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:36:39 WaveSize factor: 2 Raw Units Dictionary Entries: Cruiser => 23 ZenithAutoBombIII => 34 ZenithViralShredderIII => 34 BomberIII => 34 FighterIII => 29 BeamStarship => 1 DreadnoughtIII => 1 7/8/2012 4:21:41 PM (5.038) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 4:36:39 CheckWave: populating count of Cruiser with base magnitude of 23 numberUnits = kv.Value * this.WaveSize : 46 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 23 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 27.6 after applying Mark-based multiplier if any, numberUnits : 19.32 after applying at-least-one rule, numberUnits : 19.32 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 48.29 numberUnitsInt = numberUnits.IntValue : 48 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithAutoBombIII with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 68 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34 after applying Mark-based multiplier if any, numberUnits : 23.8 after applying at-least-one rule, numberUnits : 23.8 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.5 numberUnitsInt = numberUnits.IntValue : 59 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithViralShredderIII with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 68 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34 after applying Mark-based multiplier if any, numberUnits : 23.8 after applying at-least-one rule, numberUnits : 23.8 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.5 numberUnitsInt = numberUnits.IntValue : 59 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of BomberIII with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 68 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 27.19 after applying Mark-based multiplier if any, numberUnits : 19.03 after applying at-least-one rule, numberUnits : 19.03 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 47.58 numberUnitsInt = numberUnits.IntValue : 47 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of FighterIII with base magnitude of 29 numberUnits = kv.Value * this.WaveSize : 58 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 29 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34.8 after applying Mark-based multiplier if any, numberUnits : 24.36 after applying at-least-one rule, numberUnits : 24.36 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 60.89 numberUnitsInt = numberUnits.IntValue : 60 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of BeamStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 2.5 numberUnitsInt = numberUnits.IntValue : 2 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.4 after applying at-least-one rule, numberUnits : 1.4 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 3.5 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 275 TypesForDirectAdd count by type: Cruiser => 48 ZenithAutoBombIII => 59 ZenithViralShredderIII => 59 BomberIII => 47 FighterIII => 60 BeamStarship => 1 DreadnoughtIII => 1 TypesForCarrierAdd count by type: 7/8/2012 4:21:55 PM (5.038) ----------------------------------- Triggering Normal Wave for player 8; wave size factor: 1.02 -because Diff >= 7 and entry_points = 4 and game time > 2 hours, wave time modifier range is 0:960 ; Game Time: 4:36:53 7/8/2012 4:21:55 PM (5.038) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:36:53 WaveSize factor: 1.02 Raw Units Dictionary Entries: Bomber => 38 MissileShip => 34 ZenithAutoBomb => 34 Fighter => 35 ZenithViralShredder => 29 Dreadnought => 2 7/8/2012 4:21:55 PM (5.038) ----------------------------------- Performing first CheckWave with size factor of 1.02 on wave at Game Time: 4:36:53 CheckWave: populating count of Bomber with base magnitude of 38 numberUnits = kv.Value * this.WaveSize : 38.63 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.32 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.45 after applying Mark-based multiplier if any, numberUnits : 23.17 after applying at-least-one rule, numberUnits : 23.17 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 57.93 numberUnitsInt = numberUnits.IntValue : 57 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 34.56 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 17.28 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 20.74 after applying Mark-based multiplier if any, numberUnits : 31.11 after applying at-least-one rule, numberUnits : 31.11 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 77.77 numberUnitsInt = numberUnits.IntValue : 77 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithAutoBomb with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 34.56 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 17.28 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 17.28 after applying Mark-based multiplier if any, numberUnits : 25.92 after applying at-least-one rule, numberUnits : 25.92 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 64.81 numberUnitsInt = numberUnits.IntValue : 64 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 35 numberUnits = kv.Value * this.WaveSize : 35.58 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 17.79 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 21.35 after applying Mark-based multiplier if any, numberUnits : 32.02 after applying at-least-one rule, numberUnits : 32.02 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 80.05 numberUnitsInt = numberUnits.IntValue : 80 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithViralShredder with base magnitude of 29 numberUnits = kv.Value * this.WaveSize : 29.48 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.74 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 14.74 after applying Mark-based multiplier if any, numberUnits : 22.11 after applying at-least-one rule, numberUnits : 22.11 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 55.28 numberUnitsInt = numberUnits.IntValue : 55 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Dreadnought with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2.03 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.03 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.03 after applying Mark-based multiplier if any, numberUnits : 3.05 after applying at-least-one rule, numberUnits : 3.05 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 7.62 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 334 TypesForDirectAdd count by type: Bomber => 57 MissileShip => 77 ZenithAutoBomb => 64 Fighter => 80 ZenithViralShredder => 55 Dreadnought => 1 TypesForCarrierAdd count by type: 7/8/2012 11:52:29 PM (5.039) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 4:43:25 CheckWave: populating count of Cruiser with base magnitude of 23 numberUnits = kv.Value * this.WaveSize : 46 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 23 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 27.6 after applying Mark-based multiplier if any, numberUnits : 19.32 after applying at-least-one rule, numberUnits : 19.32 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 48.29 numberUnitsInt = numberUnits.IntValue : 48 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithAutoBombIII with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 68 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34 after applying Mark-based multiplier if any, numberUnits : 23.8 after applying at-least-one rule, numberUnits : 23.8 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.5 numberUnitsInt = numberUnits.IntValue : 59 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithViralShredderIII with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 68 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34 after applying Mark-based multiplier if any, numberUnits : 23.8 after applying at-least-one rule, numberUnits : 23.8 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.5 numberUnitsInt = numberUnits.IntValue : 59 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of BomberIII with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 68 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 27.19 after applying Mark-based multiplier if any, numberUnits : 19.03 after applying at-least-one rule, numberUnits : 19.03 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 47.58 numberUnitsInt = numberUnits.IntValue : 47 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of FighterIII with base magnitude of 29 numberUnits = kv.Value * this.WaveSize : 58 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 29 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34.8 after applying Mark-based multiplier if any, numberUnits : 24.36 after applying at-least-one rule, numberUnits : 24.36 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 60.89 numberUnitsInt = numberUnits.IntValue : 60 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of BeamStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 2.5 numberUnitsInt = numberUnits.IntValue : 2 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.4 after applying at-least-one rule, numberUnits : 1.4 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 3.5 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 275 TypesForDirectAdd count by type: Cruiser => 48 ZenithAutoBombIII => 59 ZenithViralShredderIII => 59 BomberIII => 47 FighterIII => 60 BeamStarship => 1 DreadnoughtIII => 1 TypesForCarrierAdd count by type: 7/8/2012 11:58:07 PM (5.039) ----------------------------------- Triggering Normal Wave for player 9; wave size factor: 1.66 -because Diff >= 7 and entry_points = 4 and game time > 2 hours, wave time modifier range is 0:908 ; Game Time: 4:48:41 7/8/2012 11:58:08 PM (5.039) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:48:41 WaveSize factor: 1.66 Raw Units Dictionary Entries: ShieldBooster => 32 Bomber => 24 YounglingCommando => 37 MissileShip => 31 Fighter => 36 LightStarship => 1 7/8/2012 11:58:08 PM (5.039) ----------------------------------- Performing first CheckWave with size factor of 1.66 on wave at Game Time: 4:48:41 CheckWave: populating count of ShieldBooster with base magnitude of 32 numberUnits = kv.Value * this.WaveSize : 52.97 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 5.29 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 5.29 after applying Mark-based multiplier if any, numberUnits : 7.93 after applying at-least-one rule, numberUnits : 7.93 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 19.83 numberUnitsInt = numberUnits.IntValue : 19 CheckWave: populating count of Bomber with base magnitude of 24 numberUnits = kv.Value * this.WaveSize : 39.73 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.86 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.89 after applying Mark-based multiplier if any, numberUnits : 23.83 after applying at-least-one rule, numberUnits : 23.83 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.58 numberUnitsInt = numberUnits.IntValue : 59 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of YounglingCommando with base magnitude of 37 numberUnits = kv.Value * this.WaveSize : 61.25 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 30.62 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 61.25 after applying Mark-based multiplier if any, numberUnits : 91.87 after applying at-least-one rule, numberUnits : 91.87 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 229.67 numberUnitsInt = numberUnits.IntValue : 229 CheckWave: populating count of MissileShip with base magnitude of 31 numberUnits = kv.Value * this.WaveSize : 51.31 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 25.66 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 30.79 after applying Mark-based multiplier if any, numberUnits : 46.18 after applying at-least-one rule, numberUnits : 46.18 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 115.45 numberUnitsInt = numberUnits.IntValue : 115 CheckWave: populating count of Fighter with base magnitude of 36 numberUnits = kv.Value * this.WaveSize : 59.59 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 29.79 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 35.75 after applying Mark-based multiplier if any, numberUnits : 53.63 after applying at-least-one rule, numberUnits : 53.63 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 134.07 numberUnitsInt = numberUnits.IntValue : 134 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.66 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.66 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.66 after applying Mark-based multiplier if any, numberUnits : 2.48 after applying at-least-one rule, numberUnits : 2.48 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.21 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 557 TypesForDirectAdd count by type: ShieldBooster => 19 Bomber => 59 YounglingCommando => 229 MissileShip => 115 Fighter => 134 LightStarship => 1 TypesForCarrierAdd count by type: 7/9/2012 12:04:05 AM (5.039) ----------------------------------- Performing first CheckWave with size factor of 1.66 on wave at Game Time: 4:50:51 CheckWave: populating count of ShieldBooster with base magnitude of 32 numberUnits = kv.Value * this.WaveSize : 52.97 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 5.29 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 5.29 after applying Mark-based multiplier if any, numberUnits : 7.93 after applying at-least-one rule, numberUnits : 7.93 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 19.83 numberUnitsInt = numberUnits.IntValue : 19 CheckWave: populating count of Bomber with base magnitude of 24 numberUnits = kv.Value * this.WaveSize : 39.73 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.86 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.89 after applying Mark-based multiplier if any, numberUnits : 23.83 after applying at-least-one rule, numberUnits : 23.83 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.58 numberUnitsInt = numberUnits.IntValue : 59 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of YounglingCommando with base magnitude of 37 numberUnits = kv.Value * this.WaveSize : 61.25 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 30.62 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 61.25 after applying Mark-based multiplier if any, numberUnits : 91.87 after applying at-least-one rule, numberUnits : 91.87 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 229.67 numberUnitsInt = numberUnits.IntValue : 229 CheckWave: populating count of MissileShip with base magnitude of 31 numberUnits = kv.Value * this.WaveSize : 51.31 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 25.66 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 30.79 after applying Mark-based multiplier if any, numberUnits : 46.18 after applying at-least-one rule, numberUnits : 46.18 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 115.45 numberUnitsInt = numberUnits.IntValue : 115 CheckWave: populating count of Fighter with base magnitude of 36 numberUnits = kv.Value * this.WaveSize : 59.59 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 29.79 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 35.75 after applying Mark-based multiplier if any, numberUnits : 53.63 after applying at-least-one rule, numberUnits : 53.63 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 134.07 numberUnitsInt = numberUnits.IntValue : 134 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.66 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.66 after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.66 after applying Mark-based multiplier if any, numberUnits : 2.48 after applying at-least-one rule, numberUnits : 2.48 after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.21 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 557 TypesForDirectAdd count by type: ShieldBooster => 19 Bomber => 59 YounglingCommando => 229 MissileShip => 115 Fighter => 134 LightStarship => 1 TypesForCarrierAdd count by type: