12/1/2010 12:57:38 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:11 12/1/2010 12:57:38 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:11 12/1/2010 12:57:38 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:11 WaveSize factor: 1 Raw Units Dictionary Entries: Fighter => 14 Raider => 17 SpacePlane => 15 Bomber => 15 Dreadnought => 1 MissileShip => 11 12/1/2010 12:57:38 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:11 WaveSize factor: 1 Raw Units Dictionary Entries: Fighter => 14 SpacePlane => 17 MissileShip => 12 Bomber => 19 Raider => 10 LeechStarship => 1 12/1/2010 12:57:38 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:11 WaveSize factor: 1 Raw Units Dictionary Entries: EtherJet => 21 SpacePlane => 12 Raptor => 18 AutocannonMinipod => 21 LeechStarship => 1 12/1/2010 12:57:38 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:11 WaveSize factor: 1 Raw Units Dictionary Entries: AutocannonMinipod => 12 SpaceTank => 8 MicroFighter => 7 MissileShip => 7 Raptor => 10 Fighter => 8 Bomber => 7 EtherJet => 8 SpacePlane => 5 LightStarship => 1 12/1/2010 12:57:38 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:11 CheckWave: populating count of Fighter with base magnitude of 14 numberUnits = kv.Value * this.WaveSize : 14 after applying ShipCapMultiplier if any, numberUnits : 7 after applying CanUseNeinzulRegenerator if any, numberUnits : 7 after applying Mark-based multiplier if any, numberUnits : 7 after applying at-least-one rule, numberUnits : 7 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 21 numberUnitsInt = numberUnits.IntValue : 21 after at-least-effective-ship-cap-rule, numberUnitsInt : 89 CheckWave: populating count of Raider with base magnitude of 17 numberUnits = kv.Value * this.WaveSize : 17 after applying ShipCapMultiplier if any, numberUnits : 21.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 21.25 after applying Mark-based multiplier if any, numberUnits : 21.25 after applying at-least-one rule, numberUnits : 21.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 63.75 numberUnitsInt = numberUnits.IntValue : 63 after at-least-effective-ship-cap-rule, numberUnitsInt : 222 CheckWave: populating count of SpacePlane with base magnitude of 15 numberUnits = kv.Value * this.WaveSize : 15 after applying ShipCapMultiplier if any, numberUnits : 13.13 after applying CanUseNeinzulRegenerator if any, numberUnits : 13.13 after applying Mark-based multiplier if any, numberUnits : 13.13 after applying at-least-one rule, numberUnits : 13.13 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 39.38 numberUnitsInt = numberUnits.IntValue : 39 after at-least-effective-ship-cap-rule, numberUnitsInt : 155 CheckWave: populating count of Bomber 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 : 89 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 MissileShip with base magnitude of 11 numberUnits = kv.Value * this.WaveSize : 11 after applying ShipCapMultiplier if any, numberUnits : 5.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 5.5 after applying Mark-based multiplier if any, numberUnits : 5.5 after applying at-least-one rule, numberUnits : 5.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 16.5 numberUnitsInt = numberUnits.IntValue : 16 after at-least-effective-ship-cap-rule, numberUnitsInt : 89 Wave total ships: 645 TypesForDirectAdd count by type: Fighter => 89 Raider => 222 SpacePlane => 155 Bomber => 89 Dreadnought => 1 MissileShip => 89 TypesForCarrierAdd count by type: 12/1/2010 12:57:38 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:11 CheckWave: populating count of Fighter with base magnitude of 14 numberUnits = kv.Value * this.WaveSize : 14 after applying ShipCapMultiplier if any, numberUnits : 7 after applying CanUseNeinzulRegenerator if any, numberUnits : 7 after applying Mark-based multiplier if any, numberUnits : 7 after applying at-least-one rule, numberUnits : 7 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 21 numberUnitsInt = numberUnits.IntValue : 21 after at-least-effective-ship-cap-rule, numberUnitsInt : 89 CheckWave: populating count of SpacePlane with base magnitude of 17 numberUnits = kv.Value * this.WaveSize : 17 after applying ShipCapMultiplier if any, numberUnits : 14.88 after applying CanUseNeinzulRegenerator if any, numberUnits : 14.88 after applying Mark-based multiplier if any, numberUnits : 14.88 after applying at-least-one rule, numberUnits : 14.88 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 44.63 numberUnitsInt = numberUnits.IntValue : 44 after at-least-effective-ship-cap-rule, numberUnitsInt : 155 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 : 89 CheckWave: populating count of Bomber with base magnitude of 19 numberUnits = kv.Value * this.WaveSize : 19 after applying ShipCapMultiplier if any, numberUnits : 9.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 9.5 after applying Mark-based multiplier if any, numberUnits : 9.5 after applying at-least-one rule, numberUnits : 9.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 28.5 numberUnitsInt = numberUnits.IntValue : 28 after at-least-effective-ship-cap-rule, numberUnitsInt : 89 CheckWave: populating count of Raider with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 10 after applying ShipCapMultiplier if any, numberUnits : 12.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 12.5 after applying Mark-based multiplier if any, numberUnits : 12.5 after applying at-least-one rule, numberUnits : 12.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 37.5 numberUnitsInt = numberUnits.IntValue : 37 after at-least-effective-ship-cap-rule, numberUnitsInt : 222 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: 645 TypesForDirectAdd count by type: Fighter => 89 SpacePlane => 155 MissileShip => 89 Bomber => 89 Raider => 222 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:57:38 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:11 CheckWave: populating count of EtherJet with base magnitude of 21 numberUnits = kv.Value * this.WaveSize : 21 after applying ShipCapMultiplier if any, numberUnits : 15.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 15.75 after applying Mark-based multiplier if any, numberUnits : 15.75 after applying at-least-one rule, numberUnits : 15.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 47.25 numberUnitsInt = numberUnits.IntValue : 47 after at-least-effective-ship-cap-rule, numberUnitsInt : 133 CheckWave: populating count of SpacePlane with base magnitude of 12 numberUnits = kv.Value * this.WaveSize : 12 after applying ShipCapMultiplier if any, numberUnits : 10.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 10.5 after applying Mark-based multiplier if any, numberUnits : 10.5 after applying at-least-one rule, numberUnits : 10.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 31.5 numberUnitsInt = numberUnits.IntValue : 31 after at-least-effective-ship-cap-rule, numberUnitsInt : 155 CheckWave: populating count of Raptor with base magnitude of 18 numberUnits = kv.Value * this.WaveSize : 18 after applying ShipCapMultiplier if any, numberUnits : 9 after applying CanUseNeinzulRegenerator if any, numberUnits : 9 after applying Mark-based multiplier if any, numberUnits : 9 after applying at-least-one rule, numberUnits : 9 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 27 numberUnitsInt = numberUnits.IntValue : 27 after at-least-effective-ship-cap-rule, numberUnitsInt : 89 CheckWave: populating count of AutocannonMinipod with base magnitude of 21 numberUnits = kv.Value * this.WaveSize : 21 after applying ShipCapMultiplier if any, numberUnits : 21 after applying CanUseNeinzulRegenerator if any, numberUnits : 21 after applying Mark-based multiplier if any, numberUnits : 21 after applying at-least-one rule, numberUnits : 21 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 63 numberUnitsInt = numberUnits.IntValue : 63 after at-least-effective-ship-cap-rule, numberUnitsInt : 178 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: 556 TypesForDirectAdd count by type: EtherJet => 133 SpacePlane => 155 Raptor => 89 AutocannonMinipod => 178 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:57:38 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:11 CheckWave: populating count of AutocannonMinipod with base magnitude of 12 numberUnits = kv.Value * this.WaveSize : 12 after applying ShipCapMultiplier if any, numberUnits : 12 after applying CanUseNeinzulRegenerator if any, numberUnits : 12 after applying Mark-based multiplier if any, numberUnits : 12 after applying at-least-one rule, numberUnits : 12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 36 numberUnitsInt = numberUnits.IntValue : 36 after at-least-effective-ship-cap-rule, numberUnitsInt : 178 CheckWave: populating count of SpaceTank with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 8 after applying ShipCapMultiplier if any, numberUnits : 4 after applying CanUseNeinzulRegenerator if any, numberUnits : 4 after applying Mark-based multiplier if any, numberUnits : 4 after applying at-least-one rule, numberUnits : 4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 12 numberUnitsInt = numberUnits.IntValue : 12 after at-least-effective-ship-cap-rule, numberUnitsInt : 89 CheckWave: populating count of MicroFighter with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 7 after applying ShipCapMultiplier if any, numberUnits : 5.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 5.25 after applying Mark-based multiplier if any, numberUnits : 5.25 after applying at-least-one rule, numberUnits : 5.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 15.75 numberUnitsInt = numberUnits.IntValue : 15 after at-least-effective-ship-cap-rule, numberUnitsInt : 133 CheckWave: populating count of MissileShip with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 7 after applying ShipCapMultiplier if any, numberUnits : 3.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.5 after applying Mark-based multiplier if any, numberUnits : 3.5 after applying at-least-one rule, numberUnits : 3.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 10.5 numberUnitsInt = numberUnits.IntValue : 10 after at-least-effective-ship-cap-rule, numberUnitsInt : 89 CheckWave: populating count of Raptor with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 10 after applying ShipCapMultiplier if any, numberUnits : 5 after applying CanUseNeinzulRegenerator if any, numberUnits : 5 after applying Mark-based multiplier if any, numberUnits : 5 after applying at-least-one rule, numberUnits : 5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 15 numberUnitsInt = numberUnits.IntValue : 15 after at-least-effective-ship-cap-rule, numberUnitsInt : 89 CheckWave: populating count of Fighter with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 8 after applying ShipCapMultiplier if any, numberUnits : 4 after applying CanUseNeinzulRegenerator if any, numberUnits : 4 after applying Mark-based multiplier if any, numberUnits : 4 after applying at-least-one rule, numberUnits : 4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 12 numberUnitsInt = numberUnits.IntValue : 12 after at-least-effective-ship-cap-rule, numberUnitsInt : 89 CheckWave: populating count of Bomber with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 7 after applying ShipCapMultiplier if any, numberUnits : 3.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.5 after applying Mark-based multiplier if any, numberUnits : 3.5 after applying at-least-one rule, numberUnits : 3.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 10.5 numberUnitsInt = numberUnits.IntValue : 10 after at-least-effective-ship-cap-rule, numberUnitsInt : 89 CheckWave: populating count of EtherJet with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 8 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 : 133 CheckWave: populating count of SpacePlane with base magnitude of 5 numberUnits = kv.Value * this.WaveSize : 5 after applying ShipCapMultiplier if any, numberUnits : 4.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 4.38 after applying Mark-based multiplier if any, numberUnits : 4.38 after applying at-least-one rule, numberUnits : 4.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 13.13 numberUnitsInt = numberUnits.IntValue : 13 after at-least-effective-ship-cap-rule, numberUnitsInt : 155 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: 1045 TypesForDirectAdd count by type: AutocannonMinipod => 178 SpaceTank => 89 MicroFighter => 133 MissileShip => 89 Raptor => 89 Fighter => 89 Bomber => 89 EtherJet => 133 SpacePlane => 111 LightStarship => 1 TypesForCarrierAdd count by type: SpacePlane => 44