12/1/2010 10:41:36 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 12/1/2010 10:41:36 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 12/1/2010 10:41:36 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:40 WaveSize factor: 1 Raw Units Dictionary Entries: ZenithBombardment => 70 LeechStarship => 1 12/1/2010 10:41:36 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:40 CheckWave: populating count of ZenithBombardment with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 70 after applying ShipCapMultiplier if any, numberUnits : 8.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 8.75 after applying Mark-based multiplier if any, numberUnits : 8.75 after applying at-least-one rule, numberUnits : 8.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 26.25 numberUnitsInt = numberUnits.IntValue : 26 after at-least-effective-ship-cap-rule, numberUnitsInt : 26 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 27 TypesForDirectAdd count by type: ZenithBombardment => 26 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 10:52:22 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 12/1/2010 10:52:22 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 12/1/2010 10:52:23 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:41 WaveSize factor: 1 Raw Units Dictionary Entries: MissileShip => 70 LeechStarship => 1 12/1/2010 10:52:23 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:41 WaveSize factor: 1 Raw Units Dictionary Entries: ElectricShuttle => 70 LightStarship => 1 12/1/2010 10:52:23 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:41 CheckWave: populating count of MissileShip with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 70 after applying ShipCapMultiplier if any, numberUnits : 35 after applying CanUseNeinzulRegenerator if any, numberUnits : 35 after applying Mark-based multiplier if any, numberUnits : 35 after applying at-least-one rule, numberUnits : 35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 105 numberUnitsInt = numberUnits.IntValue : 105 after at-least-effective-ship-cap-rule, numberUnitsInt : 105 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 106 TypesForDirectAdd count by type: MissileShip => 105 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 10:52:23 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:41 CheckWave: populating count of ElectricShuttle with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 70 after applying ShipCapMultiplier if any, numberUnits : 8.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 8.75 after applying Mark-based multiplier if any, numberUnits : 8.75 after applying at-least-one rule, numberUnits : 8.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 26.25 numberUnitsInt = numberUnits.IntValue : 26 after at-least-effective-ship-cap-rule, numberUnitsInt : 26 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 27 TypesForDirectAdd count by type: ElectricShuttle => 26 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 10:53:41 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 12/1/2010 10:53:41 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 12/1/2010 10:53:41 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:41 WaveSize factor: 1 Raw Units Dictionary Entries: Raider => 70 Dreadnought => 1 12/1/2010 10:53:41 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:41 WaveSize factor: 1 Raw Units Dictionary Entries: MissileShip => 70 LightStarship => 1 12/1/2010 10:53:41 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:41 CheckWave: populating count of Raider with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 70 after applying ShipCapMultiplier if any, numberUnits : 87.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 87.5 after applying Mark-based multiplier if any, numberUnits : 87.5 after applying at-least-one rule, numberUnits : 87.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 262.5 numberUnitsInt = numberUnits.IntValue : 262 after at-least-effective-ship-cap-rule, numberUnitsInt : 262 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 263 TypesForDirectAdd count by type: Raider => 262 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 10:53:41 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:41 CheckWave: populating count of MissileShip with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 70 after applying ShipCapMultiplier if any, numberUnits : 35 after applying CanUseNeinzulRegenerator if any, numberUnits : 35 after applying Mark-based multiplier if any, numberUnits : 35 after applying at-least-one rule, numberUnits : 35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 105 numberUnitsInt = numberUnits.IntValue : 105 after at-least-effective-ship-cap-rule, numberUnitsInt : 105 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 106 TypesForDirectAdd count by type: MissileShip => 105 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 10:56:08 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 12/1/2010 10:56:08 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 12/1/2010 10:56:08 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:41 WaveSize factor: 1 Raw Units Dictionary Entries: Bomber => 70 LeechStarship => 1 12/1/2010 10:56:08 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:41 WaveSize factor: 1 Raw Units Dictionary Entries: ElectricShuttle => 70 Dreadnought => 1 12/1/2010 10:56:08 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:41 CheckWave: populating count of Bomber with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 70 after applying ShipCapMultiplier if any, numberUnits : 35 after applying CanUseNeinzulRegenerator if any, numberUnits : 35 after applying Mark-based multiplier if any, numberUnits : 35 after applying at-least-one rule, numberUnits : 35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 105 numberUnitsInt = numberUnits.IntValue : 105 after at-least-effective-ship-cap-rule, numberUnitsInt : 105 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 106 TypesForDirectAdd count by type: Bomber => 105 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 10:56:08 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:41 CheckWave: populating count of ElectricShuttle with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 70 after applying ShipCapMultiplier if any, numberUnits : 8.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 8.75 after applying Mark-based multiplier if any, numberUnits : 8.75 after applying at-least-one rule, numberUnits : 8.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 26.25 numberUnitsInt = numberUnits.IntValue : 26 after at-least-effective-ship-cap-rule, numberUnitsInt : 26 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 27 TypesForDirectAdd count by type: ElectricShuttle => 26 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 11:02:51 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 12/1/2010 11:02:51 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 12/1/2010 11:02:52 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:41 WaveSize factor: 1 Raw Units Dictionary Entries: SpireGravityRipper => 7 MissileShip => 12 Fighter => 15 VorticularCutlass => 20 Dreadnought => 1 Bomber => 16 12/1/2010 11:02:52 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:41 WaveSize factor: 1 Raw Units Dictionary Entries: Fighter => 15 Bomber => 16 AutocannonMinipod => 15 MissileShip => 12 ZenithParalyzer => 12 LightStarship => 1 12/1/2010 11:02:52 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:41 CheckWave: populating count of SpireGravityRipper with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 7 after applying ShipCapMultiplier if any, numberUnits : 1.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.75 after applying Mark-based multiplier if any, numberUnits : 1.75 after applying at-least-one rule, numberUnits : 1.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.25 numberUnitsInt = numberUnits.IntValue : 5 after at-least-effective-ship-cap-rule, numberUnitsInt : 49 CheckWave: populating count of MissileShip with base magnitude of 12 numberUnits = kv.Value * this.WaveSize : 12 after applying ShipCapMultiplier if any, numberUnits : 6 after applying CanUseNeinzulRegenerator if any, numberUnits : 6 after applying Mark-based multiplier if any, numberUnits : 6 after applying at-least-one rule, numberUnits : 6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 18 numberUnitsInt = numberUnits.IntValue : 18 after at-least-effective-ship-cap-rule, numberUnitsInt : 98 CheckWave: populating count of Fighter with base magnitude of 15 numberUnits = kv.Value * this.WaveSize : 15 after applying ShipCapMultiplier if any, numberUnits : 7.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 7.5 after applying Mark-based multiplier if any, numberUnits : 7.5 after applying at-least-one rule, numberUnits : 7.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 22.5 numberUnitsInt = numberUnits.IntValue : 22 after at-least-effective-ship-cap-rule, numberUnitsInt : 98 CheckWave: populating count of VorticularCutlass with base magnitude of 20 numberUnits = kv.Value * this.WaveSize : 20 after applying ShipCapMultiplier if any, numberUnits : 20 after applying CanUseNeinzulRegenerator if any, numberUnits : 20 after applying Mark-based multiplier if any, numberUnits : 20 after applying at-least-one rule, numberUnits : 20 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 60 numberUnitsInt = numberUnits.IntValue : 60 after at-least-effective-ship-cap-rule, numberUnitsInt : 196 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of Bomber with base magnitude of 16 numberUnits = kv.Value * this.WaveSize : 16 after applying ShipCapMultiplier if any, numberUnits : 8 after applying CanUseNeinzulRegenerator if any, numberUnits : 8 after applying Mark-based multiplier if any, numberUnits : 8 after applying at-least-one rule, numberUnits : 8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 24 numberUnitsInt = numberUnits.IntValue : 24 after at-least-effective-ship-cap-rule, numberUnitsInt : 98 Wave total ships: 540 TypesForDirectAdd count by type: SpireGravityRipper => 49 MissileShip => 98 Fighter => 98 VorticularCutlass => 196 Dreadnought => 1 Bomber => 98 TypesForCarrierAdd count by type: 12/1/2010 11:02:52 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:41 CheckWave: populating count of Fighter with base magnitude of 15 numberUnits = kv.Value * this.WaveSize : 15 after applying ShipCapMultiplier if any, numberUnits : 7.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 7.5 after applying Mark-based multiplier if any, numberUnits : 7.5 after applying at-least-one rule, numberUnits : 7.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 22.5 numberUnitsInt = numberUnits.IntValue : 22 after at-least-effective-ship-cap-rule, numberUnitsInt : 98 CheckWave: populating count of Bomber with base magnitude of 16 numberUnits = kv.Value * this.WaveSize : 16 after applying ShipCapMultiplier if any, numberUnits : 8 after applying CanUseNeinzulRegenerator if any, numberUnits : 8 after applying Mark-based multiplier if any, numberUnits : 8 after applying at-least-one rule, numberUnits : 8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 24 numberUnitsInt = numberUnits.IntValue : 24 after at-least-effective-ship-cap-rule, numberUnitsInt : 98 CheckWave: populating count of AutocannonMinipod with base magnitude of 15 numberUnits = kv.Value * this.WaveSize : 15 after applying ShipCapMultiplier if any, numberUnits : 15 after applying CanUseNeinzulRegenerator if any, numberUnits : 15 after applying Mark-based multiplier if any, numberUnits : 15 after applying at-least-one rule, numberUnits : 15 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 45 numberUnitsInt = numberUnits.IntValue : 45 after at-least-effective-ship-cap-rule, numberUnitsInt : 196 CheckWave: populating count of MissileShip with base magnitude of 12 numberUnits = kv.Value * this.WaveSize : 12 after applying ShipCapMultiplier if any, numberUnits : 6 after applying CanUseNeinzulRegenerator if any, numberUnits : 6 after applying Mark-based multiplier if any, numberUnits : 6 after applying at-least-one rule, numberUnits : 6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 18 numberUnitsInt = numberUnits.IntValue : 18 after at-least-effective-ship-cap-rule, numberUnitsInt : 98 CheckWave: populating count of ZenithParalyzer with base magnitude of 12 numberUnits = kv.Value * this.WaveSize : 12 after applying ShipCapMultiplier if any, numberUnits : 6 after applying CanUseNeinzulRegenerator if any, numberUnits : 6 after applying Mark-based multiplier if any, numberUnits : 6 after applying at-least-one rule, numberUnits : 6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 18 numberUnitsInt = numberUnits.IntValue : 18 after at-least-effective-ship-cap-rule, numberUnitsInt : 98 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 589 TypesForDirectAdd count by type: Fighter => 98 Bomber => 98 AutocannonMinipod => 196 MissileShip => 98 ZenithParalyzer => 98 LightStarship => 1 TypesForCarrierAdd count by type: