11/30/2010 9:23:04 PM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 0:04:35 11/30/2010 9:23:05 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:04:36 WaveSize factor: 2 Raw Units Dictionary Entries: Cruiser => 64 BomberIII => 67 MicroFighterIII => 60 FighterIII => 47 ZenithMirrorIII => 58 SniperIII => 58 LeechStarshipIII => 1 11/30/2010 9:23:05 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 0:04:36 CheckWave: populating count of Cruiser with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 128 after applying ShipCapMultiplier if any, numberUnits : 64 after applying CanUseNeinzulRegenerator if any, numberUnits : 64 after applying Mark-based multiplier if any, numberUnits : 51.19 after applying at-least-one rule, numberUnits : 51.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 153.56 numberUnitsInt = numberUnits.IntValue : 153 after at-least-effective-ship-cap-rule, numberUnitsInt : 153 CheckWave: populating count of BomberIII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 134 after applying ShipCapMultiplier if any, numberUnits : 67 after applying CanUseNeinzulRegenerator if any, numberUnits : 67 after applying Mark-based multiplier if any, numberUnits : 53.59 after applying at-least-one rule, numberUnits : 53.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 160.76 numberUnitsInt = numberUnits.IntValue : 160 after at-least-effective-ship-cap-rule, numberUnitsInt : 160 CheckWave: populating count of MicroFighterIII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 120 after applying ShipCapMultiplier if any, numberUnits : 90 after applying CanUseNeinzulRegenerator if any, numberUnits : 90 after applying Mark-based multiplier if any, numberUnits : 71.98 after applying at-least-one rule, numberUnits : 71.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 215.95 numberUnitsInt = numberUnits.IntValue : 215 after at-least-effective-ship-cap-rule, numberUnitsInt : 215 CheckWave: populating count of FighterIII with base magnitude of 47 numberUnits = kv.Value * this.WaveSize : 94 after applying ShipCapMultiplier if any, numberUnits : 47 after applying CanUseNeinzulRegenerator if any, numberUnits : 47 after applying Mark-based multiplier if any, numberUnits : 37.59 after applying at-least-one rule, numberUnits : 37.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 112.77 numberUnitsInt = numberUnits.IntValue : 112 after at-least-effective-ship-cap-rule, numberUnitsInt : 112 CheckWave: populating count of ZenithMirrorIII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 116 after applying ShipCapMultiplier if any, numberUnits : 58 after applying CanUseNeinzulRegenerator if any, numberUnits : 58 after applying Mark-based multiplier if any, numberUnits : 46.39 after applying at-least-one rule, numberUnits : 46.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 139.17 numberUnitsInt = numberUnits.IntValue : 139 after at-least-effective-ship-cap-rule, numberUnitsInt : 139 CheckWave: populating count of SniperIII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 116 after applying ShipCapMultiplier if any, numberUnits : 11.58 after applying CanUseNeinzulRegenerator if any, numberUnits : 11.58 after applying Mark-based multiplier if any, numberUnits : 9.26 after applying at-least-one rule, numberUnits : 9.26 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 27.79 numberUnitsInt = numberUnits.IntValue : 27 after at-least-effective-ship-cap-rule, numberUnitsInt : 27 CheckWave: populating count of LeechStarshipIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 807 TypesForDirectAdd count by type: Cruiser => 153 BomberIII => 160 MicroFighterIII => 215 FighterIII => 112 ZenithMirrorIII => 139 SniperIII => 27 LeechStarshipIII => 1 TypesForCarrierAdd count by type: 11/30/2010 9:39:30 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.41; Game Time: 2:29:41 11/30/2010 9:45:32 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.57; Game Time: 2:35:29 11/30/2010 9:45:32 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:35:29 WaveSize factor: 1.57 Raw Units Dictionary Entries: Parasite => 263 Dreadnought => 1 11/30/2010 9:45:32 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:35:29 WaveSize factor: 1.57 Raw Units Dictionary Entries: Bomber => 292 LeechStarship => 1 11/30/2010 9:45:32 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:35:29 WaveSize factor: 1.57 Raw Units Dictionary Entries: Raider => 323 LightStarship => 1 11/30/2010 9:45:32 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:35:29 WaveSize factor: 1.57 Raw Units Dictionary Entries: ZenithBeamFrigate => 263 LightStarship => 1 11/30/2010 9:45:32 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.57 on wave at Game Time: 2:35:29 CheckWave: populating count of Parasite with base magnitude of 263 numberUnits = kv.Value * this.WaveSize : 412.86 after applying ShipCapMultiplier if any, numberUnits : 309.65 after applying CanUseNeinzulRegenerator if any, numberUnits : 309.65 after applying Mark-based multiplier if any, numberUnits : 309.65 after applying at-least-one rule, numberUnits : 309.65 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 928.94 numberUnitsInt = numberUnits.IntValue : 928 after at-least-effective-ship-cap-rule, numberUnitsInt : 928 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.57 after applying ShipCapMultiplier if any, numberUnits : 1.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.57 after applying Mark-based multiplier if any, numberUnits : 1.57 after applying at-least-one rule, numberUnits : 1.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, 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: 929 TypesForDirectAdd count by type: Parasite => 928 Dreadnought => 1 TypesForCarrierAdd count by type: 11/30/2010 9:45:32 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.57 on wave at Game Time: 2:35:29 CheckWave: populating count of Bomber with base magnitude of 292 numberUnits = kv.Value * this.WaveSize : 458.39 after applying ShipCapMultiplier if any, numberUnits : 229.19 after applying CanUseNeinzulRegenerator if any, numberUnits : 229.19 after applying Mark-based multiplier if any, numberUnits : 229.19 after applying at-least-one rule, numberUnits : 229.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 687.58 numberUnitsInt = numberUnits.IntValue : 687 after at-least-effective-ship-cap-rule, numberUnitsInt : 687 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.57 after applying ShipCapMultiplier if any, numberUnits : 1.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.57 after applying Mark-based multiplier if any, numberUnits : 1.57 after applying at-least-one rule, numberUnits : 1.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, 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: 688 TypesForDirectAdd count by type: Bomber => 687 LeechStarship => 1 TypesForCarrierAdd count by type: 11/30/2010 9:45:32 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.57 on wave at Game Time: 2:35:29 CheckWave: populating count of Raider with base magnitude of 323 numberUnits = kv.Value * this.WaveSize : 507.05 after applying ShipCapMultiplier if any, numberUnits : 633.82 after applying CanUseNeinzulRegenerator if any, numberUnits : 633.82 after applying Mark-based multiplier if any, numberUnits : 633.82 after applying at-least-one rule, numberUnits : 633.82 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 1901.45 numberUnitsInt = numberUnits.IntValue : 1901 after at-least-effective-ship-cap-rule, numberUnitsInt : 1901 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.57 after applying ShipCapMultiplier if any, numberUnits : 1.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.57 after applying Mark-based multiplier if any, numberUnits : 1.57 after applying at-least-one rule, numberUnits : 1.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, 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: 1902 TypesForDirectAdd count by type: Raider => 1000 LightStarship => 1 TypesForCarrierAdd count by type: Raider => 901 11/30/2010 9:45:32 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.57 on wave at Game Time: 2:35:29 CheckWave: populating count of ZenithBeamFrigate with base magnitude of 263 numberUnits = kv.Value * this.WaveSize : 412.86 after applying ShipCapMultiplier if any, numberUnits : 103.22 after applying CanUseNeinzulRegenerator if any, numberUnits : 103.22 after applying Mark-based multiplier if any, numberUnits : 103.22 after applying at-least-one rule, numberUnits : 103.22 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 309.65 numberUnitsInt = numberUnits.IntValue : 309 after at-least-effective-ship-cap-rule, numberUnitsInt : 309 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.57 after applying ShipCapMultiplier if any, numberUnits : 1.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.57 after applying Mark-based multiplier if any, numberUnits : 1.57 after applying at-least-one rule, numberUnits : 1.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, 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: 310 TypesForDirectAdd count by type: ZenithBeamFrigate => 309 LightStarship => 1 TypesForCarrierAdd count by type: 11/30/2010 10:06:46 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.79; Game Time: 2:52:09 11/30/2010 10:06:47 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:52:09 WaveSize factor: 0.79 Raw Units Dictionary Entries: MissileShip => 306 LeechStarship => 1 11/30/2010 10:06:47 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:52:09 WaveSize factor: 0.79 Raw Units Dictionary Entries: Raider => 286 Dreadnought => 1 11/30/2010 10:06:47 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:52:09 WaveSize factor: 0.79 Raw Units Dictionary Entries: Raider => 315 Dreadnought => 1 11/30/2010 10:06:47 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:52:09 WaveSize factor: 0.79 Raw Units Dictionary Entries: Parasite => 281 LeechStarship => 1 11/30/2010 10:06:47 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.79 on wave at Game Time: 2:52:09 CheckWave: populating count of MissileShip with base magnitude of 306 numberUnits = kv.Value * this.WaveSize : 242.57 after applying ShipCapMultiplier if any, numberUnits : 121.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 121.29 after applying Mark-based multiplier if any, numberUnits : 121.29 after applying at-least-one rule, numberUnits : 121.29 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 363.86 numberUnitsInt = numberUnits.IntValue : 363 after at-least-effective-ship-cap-rule, numberUnitsInt : 363 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.79 after applying ShipCapMultiplier if any, numberUnits : 0.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.79 after applying Mark-based multiplier if any, numberUnits : 0.79 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: 364 TypesForDirectAdd count by type: MissileShip => 363 LeechStarship => 1 TypesForCarrierAdd count by type: 11/30/2010 10:06:47 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.79 on wave at Game Time: 2:52:09 CheckWave: populating count of Raider with base magnitude of 286 numberUnits = kv.Value * this.WaveSize : 226.72 after applying ShipCapMultiplier if any, numberUnits : 283.4 after applying CanUseNeinzulRegenerator if any, numberUnits : 283.4 after applying Mark-based multiplier if any, numberUnits : 283.4 after applying at-least-one rule, numberUnits : 283.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 850.2 numberUnitsInt = numberUnits.IntValue : 850 after at-least-effective-ship-cap-rule, numberUnitsInt : 850 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.79 after applying ShipCapMultiplier if any, numberUnits : 0.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.79 after applying Mark-based multiplier if any, numberUnits : 0.79 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: 851 TypesForDirectAdd count by type: Raider => 850 Dreadnought => 1 TypesForCarrierAdd count by type: 11/30/2010 10:06:47 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.79 on wave at Game Time: 2:52:09 CheckWave: populating count of Raider with base magnitude of 315 numberUnits = kv.Value * this.WaveSize : 249.71 after applying ShipCapMultiplier if any, numberUnits : 312.14 after applying CanUseNeinzulRegenerator if any, numberUnits : 312.14 after applying Mark-based multiplier if any, numberUnits : 312.14 after applying at-least-one rule, numberUnits : 312.14 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 936.41 numberUnitsInt = numberUnits.IntValue : 936 after at-least-effective-ship-cap-rule, numberUnitsInt : 936 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.79 after applying ShipCapMultiplier if any, numberUnits : 0.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.79 after applying Mark-based multiplier if any, numberUnits : 0.79 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: 937 TypesForDirectAdd count by type: Raider => 936 Dreadnought => 1 TypesForCarrierAdd count by type: 11/30/2010 10:06:47 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.79 on wave at Game Time: 2:52:09 CheckWave: populating count of Parasite with base magnitude of 281 numberUnits = kv.Value * this.WaveSize : 222.76 after applying ShipCapMultiplier if any, numberUnits : 167.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 167.07 after applying Mark-based multiplier if any, numberUnits : 167.07 after applying at-least-one rule, numberUnits : 167.07 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 501.2 numberUnitsInt = numberUnits.IntValue : 501 after at-least-effective-ship-cap-rule, numberUnitsInt : 501 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.79 after applying ShipCapMultiplier if any, numberUnits : 0.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.79 after applying Mark-based multiplier if any, numberUnits : 0.79 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: 502 TypesForDirectAdd count by type: Parasite => 501 LeechStarship => 1 TypesForCarrierAdd count by type: 11/30/2010 10:17:34 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.52; Game Time: 3:01:42 11/30/2010 10:22:49 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.7; Game Time: 3:06:53 11/30/2010 10:22:49 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:06:53 WaveSize factor: 0.7 Raw Units Dictionary Entries: ZenithBeamFrigate => 326 LeechStarship => 1 11/30/2010 10:22:49 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:06:53 WaveSize factor: 0.7 Raw Units Dictionary Entries: Fighter => 297 Dreadnought => 3 11/30/2010 10:22:49 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:06:53 WaveSize factor: 0.7 Raw Units Dictionary Entries: Parasite => 304 Dreadnought => 1 11/30/2010 10:22:49 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:06:53 WaveSize factor: 0.7 Raw Units Dictionary Entries: Parasite => 291 Dreadnought => 1 11/30/2010 10:22:49 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.7 on wave at Game Time: 3:06:53 CheckWave: populating count of ZenithBeamFrigate with base magnitude of 326 numberUnits = kv.Value * this.WaveSize : 228.42 after applying ShipCapMultiplier if any, numberUnits : 57.11 after applying CanUseNeinzulRegenerator if any, numberUnits : 57.11 after applying Mark-based multiplier if any, numberUnits : 57.11 after applying at-least-one rule, numberUnits : 57.11 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 171.32 numberUnitsInt = numberUnits.IntValue : 171 after at-least-effective-ship-cap-rule, numberUnitsInt : 171 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.7 after applying ShipCapMultiplier if any, numberUnits : 0.7 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.7 after applying Mark-based multiplier if any, numberUnits : 0.7 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: 172 TypesForDirectAdd count by type: ZenithBeamFrigate => 171 LeechStarship => 1 TypesForCarrierAdd count by type: 11/30/2010 10:22:49 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.7 on wave at Game Time: 3:06:53 CheckWave: populating count of Fighter with base magnitude of 297 numberUnits = kv.Value * this.WaveSize : 208.1 after applying ShipCapMultiplier if any, numberUnits : 104.05 after applying CanUseNeinzulRegenerator if any, numberUnits : 104.05 after applying Mark-based multiplier if any, numberUnits : 104.05 after applying at-least-one rule, numberUnits : 104.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 312.15 numberUnitsInt = numberUnits.IntValue : 312 after at-least-effective-ship-cap-rule, numberUnitsInt : 312 CheckWave: populating count of Dreadnought with base magnitude of 3 numberUnits = kv.Value * this.WaveSize : 2.1 after applying ShipCapMultiplier if any, numberUnits : 2.1 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.1 after applying Mark-based multiplier if any, numberUnits : 2.1 after applying at-least-one rule, numberUnits : 2.1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.31 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 313 TypesForDirectAdd count by type: Fighter => 312 Dreadnought => 1 TypesForCarrierAdd count by type: 11/30/2010 10:22:49 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.7 on wave at Game Time: 3:06:53 CheckWave: populating count of Parasite with base magnitude of 304 numberUnits = kv.Value * this.WaveSize : 213.01 after applying ShipCapMultiplier if any, numberUnits : 159.76 after applying CanUseNeinzulRegenerator if any, numberUnits : 159.76 after applying Mark-based multiplier if any, numberUnits : 159.76 after applying at-least-one rule, numberUnits : 159.76 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 479.27 numberUnitsInt = numberUnits.IntValue : 479 after at-least-effective-ship-cap-rule, numberUnitsInt : 479 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.7 after applying ShipCapMultiplier if any, numberUnits : 0.7 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.7 after applying Mark-based multiplier if any, numberUnits : 0.7 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: 480 TypesForDirectAdd count by type: Parasite => 479 Dreadnought => 1 TypesForCarrierAdd count by type: 11/30/2010 10:22:49 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.7 on wave at Game Time: 3:06:53 CheckWave: populating count of Parasite with base magnitude of 291 numberUnits = kv.Value * this.WaveSize : 203.9 after applying ShipCapMultiplier if any, numberUnits : 152.92 after applying CanUseNeinzulRegenerator if any, numberUnits : 152.92 after applying Mark-based multiplier if any, numberUnits : 152.92 after applying at-least-one rule, numberUnits : 152.92 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 458.77 numberUnitsInt = numberUnits.IntValue : 458 after at-least-effective-ship-cap-rule, numberUnitsInt : 458 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.7 after applying ShipCapMultiplier if any, numberUnits : 0.7 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.7 after applying Mark-based multiplier if any, numberUnits : 0.7 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: 459 TypesForDirectAdd count by type: Parasite => 458 Dreadnought => 1 TypesForCarrierAdd count by type: 11/30/2010 10:39:46 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.88; Game Time: 3:20:13 11/30/2010 10:57:03 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.37; Game Time: 3:35:44 11/30/2010 10:57:04 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:35:44 WaveSize factor: 1.37 Raw Units Dictionary Entries: Bomber => 282 LeechStarship => 1 11/30/2010 10:57:04 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:35:44 WaveSize factor: 1.37 Raw Units Dictionary Entries: MissileShip => 267 Dreadnought => 1 11/30/2010 10:57:04 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:35:44 WaveSize factor: 1.37 Raw Units Dictionary Entries: MissileShip => 311 LeechStarship => 1 11/30/2010 10:57:04 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:35:44 WaveSize factor: 1.37 Raw Units Dictionary Entries: Parasite => 296 LightStarship => 1 11/30/2010 10:57:04 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.37 on wave at Game Time: 3:35:44 CheckWave: populating count of Bomber with base magnitude of 282 numberUnits = kv.Value * this.WaveSize : 387.13 after applying ShipCapMultiplier if any, numberUnits : 193.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 193.57 after applying Mark-based multiplier if any, numberUnits : 193.57 after applying at-least-one rule, numberUnits : 193.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 580.7 numberUnitsInt = numberUnits.IntValue : 580 after at-least-effective-ship-cap-rule, numberUnitsInt : 580 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.37 after applying ShipCapMultiplier if any, numberUnits : 1.37 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.37 after applying Mark-based multiplier if any, numberUnits : 1.37 after applying at-least-one rule, numberUnits : 1.37 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.12 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 581 TypesForDirectAdd count by type: Bomber => 580 LeechStarship => 1 TypesForCarrierAdd count by type: 11/30/2010 10:57:04 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.37 on wave at Game Time: 3:35:44 CheckWave: populating count of MissileShip with base magnitude of 267 numberUnits = kv.Value * this.WaveSize : 366.54 after applying ShipCapMultiplier if any, numberUnits : 183.27 after applying CanUseNeinzulRegenerator if any, numberUnits : 183.27 after applying Mark-based multiplier if any, numberUnits : 183.27 after applying at-least-one rule, numberUnits : 183.27 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 549.81 numberUnitsInt = numberUnits.IntValue : 549 after at-least-effective-ship-cap-rule, numberUnitsInt : 549 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.37 after applying ShipCapMultiplier if any, numberUnits : 1.37 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.37 after applying Mark-based multiplier if any, numberUnits : 1.37 after applying at-least-one rule, numberUnits : 1.37 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.12 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 550 TypesForDirectAdd count by type: MissileShip => 549 Dreadnought => 1 TypesForCarrierAdd count by type: 11/30/2010 10:57:04 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.37 on wave at Game Time: 3:35:44 CheckWave: populating count of MissileShip with base magnitude of 311 numberUnits = kv.Value * this.WaveSize : 426.94 after applying ShipCapMultiplier if any, numberUnits : 213.47 after applying CanUseNeinzulRegenerator if any, numberUnits : 213.47 after applying Mark-based multiplier if any, numberUnits : 213.47 after applying at-least-one rule, numberUnits : 213.47 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 640.41 numberUnitsInt = numberUnits.IntValue : 640 after at-least-effective-ship-cap-rule, numberUnitsInt : 640 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.37 after applying ShipCapMultiplier if any, numberUnits : 1.37 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.37 after applying Mark-based multiplier if any, numberUnits : 1.37 after applying at-least-one rule, numberUnits : 1.37 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.12 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 641 TypesForDirectAdd count by type: MissileShip => 640 LeechStarship => 1 TypesForCarrierAdd count by type: 11/30/2010 10:57:04 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.37 on wave at Game Time: 3:35:44 CheckWave: populating count of Parasite with base magnitude of 296 numberUnits = kv.Value * this.WaveSize : 406.35 after applying ShipCapMultiplier if any, numberUnits : 304.76 after applying CanUseNeinzulRegenerator if any, numberUnits : 304.76 after applying Mark-based multiplier if any, numberUnits : 304.76 after applying at-least-one rule, numberUnits : 304.76 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 914.29 numberUnitsInt = numberUnits.IntValue : 914 after at-least-effective-ship-cap-rule, numberUnitsInt : 914 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.37 after applying ShipCapMultiplier if any, numberUnits : 1.37 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.37 after applying Mark-based multiplier if any, numberUnits : 1.37 after applying at-least-one rule, numberUnits : 1.37 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.12 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 915 TypesForDirectAdd count by type: Parasite => 914 LightStarship => 1 TypesForCarrierAdd count by type: 11/30/2010 11:07:16 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.13; Game Time: 3:43:52 11/30/2010 11:17:02 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.79; Game Time: 3:52:22 11/30/2010 11:17:03 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:52:22 WaveSize factor: 0.79 Raw Units Dictionary Entries: Fighter => 240 LightStarship => 1 11/30/2010 11:17:03 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:52:22 WaveSize factor: 0.79 Raw Units Dictionary Entries: MissileShip => 267 Dreadnought => 1 11/30/2010 11:17:03 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:52:22 WaveSize factor: 0.79 Raw Units Dictionary Entries: Spider => 222 Dreadnought => 1 11/30/2010 11:17:03 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 3:52:22 WaveSize factor: 0.79 Raw Units Dictionary Entries: MissileShip => 285 LightStarship => 1 11/30/2010 11:17:03 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.79 on wave at Game Time: 3:52:22 CheckWave: populating count of Fighter with base magnitude of 240 numberUnits = kv.Value * this.WaveSize : 189.9 after applying ShipCapMultiplier if any, numberUnits : 94.95 after applying CanUseNeinzulRegenerator if any, numberUnits : 94.95 after applying Mark-based multiplier if any, numberUnits : 94.95 after applying at-least-one rule, numberUnits : 94.95 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 284.85 numberUnitsInt = numberUnits.IntValue : 284 after at-least-effective-ship-cap-rule, numberUnitsInt : 284 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.79 after applying ShipCapMultiplier if any, numberUnits : 0.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.79 after applying Mark-based multiplier if any, numberUnits : 0.79 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: 285 TypesForDirectAdd count by type: Fighter => 284 LightStarship => 1 TypesForCarrierAdd count by type: 11/30/2010 11:17:03 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.79 on wave at Game Time: 3:52:22 CheckWave: populating count of MissileShip with base magnitude of 267 numberUnits = kv.Value * this.WaveSize : 211.27 after applying ShipCapMultiplier if any, numberUnits : 105.63 after applying CanUseNeinzulRegenerator if any, numberUnits : 105.63 after applying Mark-based multiplier if any, numberUnits : 105.63 after applying at-least-one rule, numberUnits : 105.63 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 316.9 numberUnitsInt = numberUnits.IntValue : 316 after at-least-effective-ship-cap-rule, numberUnitsInt : 316 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.79 after applying ShipCapMultiplier if any, numberUnits : 0.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.79 after applying Mark-based multiplier if any, numberUnits : 0.79 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: 317 TypesForDirectAdd count by type: MissileShip => 316 Dreadnought => 1 TypesForCarrierAdd count by type: 11/30/2010 11:17:03 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.79 on wave at Game Time: 3:52:22 CheckWave: populating count of Spider with base magnitude of 222 numberUnits = kv.Value * this.WaveSize : 175.66 after applying ShipCapMultiplier if any, numberUnits : 87.83 after applying CanUseNeinzulRegenerator if any, numberUnits : 87.83 after applying Mark-based multiplier if any, numberUnits : 87.83 after applying at-least-one rule, numberUnits : 87.83 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 263.49 numberUnitsInt = numberUnits.IntValue : 263 after at-least-effective-ship-cap-rule, numberUnitsInt : 263 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.79 after applying ShipCapMultiplier if any, numberUnits : 0.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.79 after applying Mark-based multiplier if any, numberUnits : 0.79 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: 264 TypesForDirectAdd count by type: Spider => 263 Dreadnought => 1 TypesForCarrierAdd count by type: 11/30/2010 11:17:03 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.79 on wave at Game Time: 3:52:22 CheckWave: populating count of MissileShip with base magnitude of 285 numberUnits = kv.Value * this.WaveSize : 225.51 after applying ShipCapMultiplier if any, numberUnits : 112.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 112.75 after applying Mark-based multiplier if any, numberUnits : 112.75 after applying at-least-one rule, numberUnits : 112.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 338.26 numberUnitsInt = numberUnits.IntValue : 338 after at-least-effective-ship-cap-rule, numberUnitsInt : 338 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.79 after applying ShipCapMultiplier if any, numberUnits : 0.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.79 after applying Mark-based multiplier if any, numberUnits : 0.79 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: 339 TypesForDirectAdd count by type: MissileShip => 338 LightStarship => 1 TypesForCarrierAdd count by type: 11/30/2010 11:31:45 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.02; Game Time: 4:05:18 11/30/2010 11:44:02 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.09; Game Time: 4:15:19 11/30/2010 11:44:02 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:15:19 WaveSize factor: 1.09 Raw Units Dictionary Entries: Parasite => 126 Dreadnought => 1 11/30/2010 11:44:02 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:15:19 WaveSize factor: 1.09 Raw Units Dictionary Entries: Parasite => 131 LightStarship => 1 11/30/2010 11:44:02 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:15:19 WaveSize factor: 1.09 Raw Units Dictionary Entries: MissileShip => 132 LightStarship => 1 11/30/2010 11:44:02 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:15:19 WaveSize factor: 1.09 Raw Units Dictionary Entries: Parasite => 119 Dreadnought => 1 11/30/2010 11:44:02 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.09 on wave at Game Time: 4:15:19 CheckWave: populating count of Parasite with base magnitude of 126 numberUnits = kv.Value * this.WaveSize : 137.6 after applying ShipCapMultiplier if any, numberUnits : 103.2 after applying CanUseNeinzulRegenerator if any, numberUnits : 103.2 after applying Mark-based multiplier if any, numberUnits : 103.2 after applying at-least-one rule, numberUnits : 103.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 309.59 numberUnitsInt = numberUnits.IntValue : 309 after at-least-effective-ship-cap-rule, numberUnitsInt : 309 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.09 after applying ShipCapMultiplier if any, numberUnits : 1.09 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.09 after applying Mark-based multiplier if any, numberUnits : 1.09 after applying at-least-one rule, numberUnits : 1.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.28 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 310 TypesForDirectAdd count by type: Parasite => 309 Dreadnought => 1 TypesForCarrierAdd count by type: 11/30/2010 11:44:02 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.09 on wave at Game Time: 4:15:19 CheckWave: populating count of Parasite with base magnitude of 131 numberUnits = kv.Value * this.WaveSize : 143.06 after applying ShipCapMultiplier if any, numberUnits : 107.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 107.29 after applying Mark-based multiplier if any, numberUnits : 107.29 after applying at-least-one rule, numberUnits : 107.29 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 321.88 numberUnitsInt = numberUnits.IntValue : 321 after at-least-effective-ship-cap-rule, numberUnitsInt : 321 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.09 after applying ShipCapMultiplier if any, numberUnits : 1.09 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.09 after applying Mark-based multiplier if any, numberUnits : 1.09 after applying at-least-one rule, numberUnits : 1.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.28 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 322 TypesForDirectAdd count by type: Parasite => 321 LightStarship => 1 TypesForCarrierAdd count by type: 11/30/2010 11:44:02 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.09 on wave at Game Time: 4:15:19 CheckWave: populating count of MissileShip with base magnitude of 132 numberUnits = kv.Value * this.WaveSize : 144.15 after applying ShipCapMultiplier if any, numberUnits : 72.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 72.07 after applying Mark-based multiplier if any, numberUnits : 72.07 after applying at-least-one rule, numberUnits : 72.07 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 216.22 numberUnitsInt = numberUnits.IntValue : 216 after at-least-effective-ship-cap-rule, numberUnitsInt : 216 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.09 after applying ShipCapMultiplier if any, numberUnits : 1.09 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.09 after applying Mark-based multiplier if any, numberUnits : 1.09 after applying at-least-one rule, numberUnits : 1.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.28 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 217 TypesForDirectAdd count by type: MissileShip => 216 LightStarship => 1 TypesForCarrierAdd count by type: 11/30/2010 11:44:02 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.09 on wave at Game Time: 4:15:19 CheckWave: populating count of Parasite with base magnitude of 119 numberUnits = kv.Value * this.WaveSize : 129.95 after applying ShipCapMultiplier if any, numberUnits : 97.46 after applying CanUseNeinzulRegenerator if any, numberUnits : 97.46 after applying Mark-based multiplier if any, numberUnits : 97.46 after applying at-least-one rule, numberUnits : 97.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 292.39 numberUnitsInt = numberUnits.IntValue : 292 after at-least-effective-ship-cap-rule, numberUnitsInt : 292 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.09 after applying ShipCapMultiplier if any, numberUnits : 1.09 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.09 after applying Mark-based multiplier if any, numberUnits : 1.09 after applying at-least-one rule, numberUnits : 1.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.28 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 293 TypesForDirectAdd count by type: Parasite => 292 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 12:01:20 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.95; Game Time: 4:25:22 12/1/2010 12:18:36 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.69; Game Time: 4:39:50 12/1/2010 12:25:01 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.43; Game Time: 4:45:21 12/1/2010 12:25:02 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:45:21 WaveSize factor: 1.43 Raw Units Dictionary Entries: Fighter => 105 LightStarship => 1 12/1/2010 12:25:02 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:45:21 WaveSize factor: 1.43 Raw Units Dictionary Entries: Parasite => 105 Dreadnought => 1 12/1/2010 12:25:02 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:45:21 WaveSize factor: 1.43 Raw Units Dictionary Entries: MissileShip => 105 LightStarship => 1 12/1/2010 12:25:02 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 4:45:21 WaveSize factor: 1.43 Raw Units Dictionary Entries: Spider => 105 Dreadnought => 1 12/1/2010 12:25:02 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.43 on wave at Game Time: 4:45:21 CheckWave: populating count of Fighter with base magnitude of 105 numberUnits = kv.Value * this.WaveSize : 150.07 after applying ShipCapMultiplier if any, numberUnits : 75.03 after applying CanUseNeinzulRegenerator if any, numberUnits : 75.03 after applying Mark-based multiplier if any, numberUnits : 75.03 after applying at-least-one rule, numberUnits : 75.03 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 225.1 numberUnitsInt = numberUnits.IntValue : 225 after at-least-effective-ship-cap-rule, numberUnitsInt : 225 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.43 after applying ShipCapMultiplier if any, numberUnits : 1.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.43 after applying Mark-based multiplier if any, numberUnits : 1.43 after applying at-least-one rule, numberUnits : 1.43 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.29 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 226 TypesForDirectAdd count by type: Fighter => 225 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:25:02 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.43 on wave at Game Time: 4:45:21 CheckWave: populating count of Parasite with base magnitude of 105 numberUnits = kv.Value * this.WaveSize : 150.07 after applying ShipCapMultiplier if any, numberUnits : 112.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 112.55 after applying Mark-based multiplier if any, numberUnits : 112.55 after applying at-least-one rule, numberUnits : 112.55 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 337.65 numberUnitsInt = numberUnits.IntValue : 337 after at-least-effective-ship-cap-rule, numberUnitsInt : 337 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.43 after applying ShipCapMultiplier if any, numberUnits : 1.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.43 after applying Mark-based multiplier if any, numberUnits : 1.43 after applying at-least-one rule, numberUnits : 1.43 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.29 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 338 TypesForDirectAdd count by type: Parasite => 337 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 12:25:02 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.43 on wave at Game Time: 4:45:21 CheckWave: populating count of MissileShip with base magnitude of 105 numberUnits = kv.Value * this.WaveSize : 150.07 after applying ShipCapMultiplier if any, numberUnits : 75.03 after applying CanUseNeinzulRegenerator if any, numberUnits : 75.03 after applying Mark-based multiplier if any, numberUnits : 75.03 after applying at-least-one rule, numberUnits : 75.03 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 225.1 numberUnitsInt = numberUnits.IntValue : 225 after at-least-effective-ship-cap-rule, numberUnitsInt : 225 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.43 after applying ShipCapMultiplier if any, numberUnits : 1.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.43 after applying Mark-based multiplier if any, numberUnits : 1.43 after applying at-least-one rule, numberUnits : 1.43 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.29 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 226 TypesForDirectAdd count by type: MissileShip => 225 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:25:02 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.43 on wave at Game Time: 4:45:21 CheckWave: populating count of Spider with base magnitude of 105 numberUnits = kv.Value * this.WaveSize : 150.07 after applying ShipCapMultiplier if any, numberUnits : 75.03 after applying CanUseNeinzulRegenerator if any, numberUnits : 75.03 after applying Mark-based multiplier if any, numberUnits : 75.03 after applying at-least-one rule, numberUnits : 75.03 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 225.1 numberUnitsInt = numberUnits.IntValue : 225 after at-least-effective-ship-cap-rule, numberUnitsInt : 225 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.43 after applying ShipCapMultiplier if any, numberUnits : 1.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.43 after applying Mark-based multiplier if any, numberUnits : 1.43 after applying at-least-one rule, numberUnits : 1.43 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.29 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 226 TypesForDirectAdd count by type: Spider => 225 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 12:47:07 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.22; Game Time: 5:05:27 12/1/2010 12:47:33 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.98; Game Time: 5:05:53 12/1/2010 12:47:34 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 5:05:53 WaveSize factor: 0.98 Raw Units Dictionary Entries: Bomber => 135 LightStarship => 1 12/1/2010 12:47:34 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 5:05:53 WaveSize factor: 0.98 Raw Units Dictionary Entries: Spider => 108 LightStarship => 1 12/1/2010 12:47:34 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 5:05:53 WaveSize factor: 0.98 Raw Units Dictionary Entries: Bomber => 135 LightStarship => 1 12/1/2010 12:47:34 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 5:05:53 WaveSize factor: 0.98 Raw Units Dictionary Entries: ZenithBeamFrigate => 120 Dreadnought => 1 12/1/2010 12:47:34 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.98 on wave at Game Time: 5:05:53 CheckWave: populating count of Bomber with base magnitude of 135 numberUnits = kv.Value * this.WaveSize : 131.87 after applying ShipCapMultiplier if any, numberUnits : 65.93 after applying CanUseNeinzulRegenerator if any, numberUnits : 65.93 after applying Mark-based multiplier if any, numberUnits : 65.93 after applying at-least-one rule, numberUnits : 65.93 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 197.8 numberUnitsInt = numberUnits.IntValue : 197 after at-least-effective-ship-cap-rule, numberUnitsInt : 197 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.98 after applying ShipCapMultiplier if any, numberUnits : 0.98 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.98 after applying Mark-based multiplier if any, numberUnits : 0.98 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: 198 TypesForDirectAdd count by type: Bomber => 197 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:47:34 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.98 on wave at Game Time: 5:05:53 CheckWave: populating count of Spider with base magnitude of 108 numberUnits = kv.Value * this.WaveSize : 105.5 after applying ShipCapMultiplier if any, numberUnits : 52.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.75 after applying Mark-based multiplier if any, numberUnits : 52.75 after applying at-least-one rule, numberUnits : 52.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 158.24 numberUnitsInt = numberUnits.IntValue : 158 after at-least-effective-ship-cap-rule, numberUnitsInt : 158 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.98 after applying ShipCapMultiplier if any, numberUnits : 0.98 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.98 after applying Mark-based multiplier if any, numberUnits : 0.98 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: 159 TypesForDirectAdd count by type: Spider => 158 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:47:34 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.98 on wave at Game Time: 5:05:53 CheckWave: populating count of Bomber with base magnitude of 135 numberUnits = kv.Value * this.WaveSize : 131.87 after applying ShipCapMultiplier if any, numberUnits : 65.93 after applying CanUseNeinzulRegenerator if any, numberUnits : 65.93 after applying Mark-based multiplier if any, numberUnits : 65.93 after applying at-least-one rule, numberUnits : 65.93 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 197.8 numberUnitsInt = numberUnits.IntValue : 197 after at-least-effective-ship-cap-rule, numberUnitsInt : 197 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.98 after applying ShipCapMultiplier if any, numberUnits : 0.98 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.98 after applying Mark-based multiplier if any, numberUnits : 0.98 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: 198 TypesForDirectAdd count by type: Bomber => 197 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:47:34 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.98 on wave at Game Time: 5:05:53 CheckWave: populating count of ZenithBeamFrigate with base magnitude of 120 numberUnits = kv.Value * this.WaveSize : 117.22 after applying ShipCapMultiplier if any, numberUnits : 29.3 after applying CanUseNeinzulRegenerator if any, numberUnits : 29.3 after applying Mark-based multiplier if any, numberUnits : 29.3 after applying at-least-one rule, numberUnits : 29.3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 87.91 numberUnitsInt = numberUnits.IntValue : 87 after at-least-effective-ship-cap-rule, numberUnitsInt : 87 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.98 after applying ShipCapMultiplier if any, numberUnits : 0.98 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.98 after applying Mark-based multiplier if any, numberUnits : 0.98 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: 88 TypesForDirectAdd count by type: ZenithBeamFrigate => 87 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 1:03:29 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.67; Game Time: 5:20:02 12/1/2010 1:03:30 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 5:20:02 WaveSize factor: 0.67 Raw Units Dictionary Entries: Fighter => 130 LightStarship => 1 12/1/2010 1:03:30 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 5:20:02 WaveSize factor: 0.67 Raw Units Dictionary Entries: Spider => 120 Dreadnought => 1 12/1/2010 1:03:30 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 5:20:02 WaveSize factor: 0.67 Raw Units Dictionary Entries: Bomber => 125 LeechStarship => 1 12/1/2010 1:03:30 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 5:20:02 WaveSize factor: 0.67 Raw Units Dictionary Entries: Bomber => 144 LightStarship => 1 12/1/2010 1:03:30 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.67 on wave at Game Time: 5:20:02 CheckWave: populating count of Fighter with base magnitude of 130 numberUnits = kv.Value * this.WaveSize : 87.47 after applying ShipCapMultiplier if any, numberUnits : 43.74 after applying CanUseNeinzulRegenerator if any, numberUnits : 43.74 after applying Mark-based multiplier if any, numberUnits : 43.74 after applying at-least-one rule, numberUnits : 43.74 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 131.21 numberUnitsInt = numberUnits.IntValue : 131 after at-least-effective-ship-cap-rule, numberUnitsInt : 131 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.67 after applying ShipCapMultiplier if any, numberUnits : 0.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.67 after applying Mark-based multiplier if any, numberUnits : 0.67 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: 132 TypesForDirectAdd count by type: Fighter => 131 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 1:03:30 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.67 on wave at Game Time: 5:20:02 CheckWave: populating count of Spider with base magnitude of 120 numberUnits = kv.Value * this.WaveSize : 80.74 after applying ShipCapMultiplier if any, numberUnits : 40.37 after applying CanUseNeinzulRegenerator if any, numberUnits : 40.37 after applying Mark-based multiplier if any, numberUnits : 40.37 after applying at-least-one rule, numberUnits : 40.37 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 121.11 numberUnitsInt = numberUnits.IntValue : 121 after at-least-effective-ship-cap-rule, numberUnitsInt : 121 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.67 after applying ShipCapMultiplier if any, numberUnits : 0.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.67 after applying Mark-based multiplier if any, numberUnits : 0.67 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: 122 TypesForDirectAdd count by type: Spider => 121 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 1:03:30 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.67 on wave at Game Time: 5:20:02 CheckWave: populating count of Bomber with base magnitude of 125 numberUnits = kv.Value * this.WaveSize : 84.11 after applying ShipCapMultiplier if any, numberUnits : 42.05 after applying CanUseNeinzulRegenerator if any, numberUnits : 42.05 after applying Mark-based multiplier if any, numberUnits : 42.05 after applying at-least-one rule, numberUnits : 42.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 126.16 numberUnitsInt = numberUnits.IntValue : 126 after at-least-effective-ship-cap-rule, numberUnitsInt : 126 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.67 after applying ShipCapMultiplier if any, numberUnits : 0.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.67 after applying Mark-based multiplier if any, numberUnits : 0.67 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: 127 TypesForDirectAdd count by type: Bomber => 126 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 1:03:30 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.67 on wave at Game Time: 5:20:02 CheckWave: populating count of Bomber with base magnitude of 144 numberUnits = kv.Value * this.WaveSize : 96.89 after applying ShipCapMultiplier if any, numberUnits : 48.45 after applying CanUseNeinzulRegenerator if any, numberUnits : 48.45 after applying Mark-based multiplier if any, numberUnits : 48.45 after applying at-least-one rule, numberUnits : 48.45 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 145.34 numberUnitsInt = numberUnits.IntValue : 145 after at-least-effective-ship-cap-rule, numberUnitsInt : 145 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.67 after applying ShipCapMultiplier if any, numberUnits : 0.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.67 after applying Mark-based multiplier if any, numberUnits : 0.67 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: 146 TypesForDirectAdd count by type: Bomber => 145 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 1:23:56 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.55; Game Time: 5:37:56 12/1/2010 1:43:14 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.55; Game Time: 5:52:37 12/1/2010 1:43:15 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 5:52:37 WaveSize factor: 1.55 Raw Units Dictionary Entries: Parasite => 149 LightStarship => 1 12/1/2010 1:43:15 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 5:52:37 WaveSize factor: 1.55 Raw Units Dictionary Entries: ZenithBeamFrigate => 153 Dreadnought => 1 12/1/2010 1:43:15 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 5:52:37 WaveSize factor: 1.55 Raw Units Dictionary Entries: Raider => 138 LightStarship => 1 12/1/2010 1:43:15 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 5:52:37 WaveSize factor: 1.55 Raw Units Dictionary Entries: MissileShip => 124 LightStarship => 1 12/1/2010 1:43:15 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.55 on wave at Game Time: 5:52:37 CheckWave: populating count of Parasite with base magnitude of 149 numberUnits = kv.Value * this.WaveSize : 231.07 after applying ShipCapMultiplier if any, numberUnits : 173.3 after applying CanUseNeinzulRegenerator if any, numberUnits : 173.3 after applying Mark-based multiplier if any, numberUnits : 173.3 after applying at-least-one rule, numberUnits : 173.3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 519.9 numberUnitsInt = numberUnits.IntValue : 519 after at-least-effective-ship-cap-rule, numberUnitsInt : 519 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.55 after applying ShipCapMultiplier if any, numberUnits : 1.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.55 after applying Mark-based multiplier if any, numberUnits : 1.55 after applying at-least-one rule, numberUnits : 1.55 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.65 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 520 TypesForDirectAdd count by type: Parasite => 519 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 1:43:15 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.55 on wave at Game Time: 5:52:37 CheckWave: populating count of ZenithBeamFrigate with base magnitude of 153 numberUnits = kv.Value * this.WaveSize : 237.27 after applying ShipCapMultiplier if any, numberUnits : 59.32 after applying CanUseNeinzulRegenerator if any, numberUnits : 59.32 after applying Mark-based multiplier if any, numberUnits : 59.32 after applying at-least-one rule, numberUnits : 59.32 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 177.95 numberUnitsInt = numberUnits.IntValue : 177 after at-least-effective-ship-cap-rule, numberUnitsInt : 177 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.55 after applying ShipCapMultiplier if any, numberUnits : 1.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.55 after applying Mark-based multiplier if any, numberUnits : 1.55 after applying at-least-one rule, numberUnits : 1.55 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.65 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 178 TypesForDirectAdd count by type: ZenithBeamFrigate => 177 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 1:43:15 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.55 on wave at Game Time: 5:52:37 CheckWave: populating count of Raider with base magnitude of 138 numberUnits = kv.Value * this.WaveSize : 214.01 after applying ShipCapMultiplier if any, numberUnits : 267.51 after applying CanUseNeinzulRegenerator if any, numberUnits : 267.51 after applying Mark-based multiplier if any, numberUnits : 267.51 after applying at-least-one rule, numberUnits : 267.51 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 802.53 numberUnitsInt = numberUnits.IntValue : 802 after at-least-effective-ship-cap-rule, numberUnitsInt : 802 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.55 after applying ShipCapMultiplier if any, numberUnits : 1.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.55 after applying Mark-based multiplier if any, numberUnits : 1.55 after applying at-least-one rule, numberUnits : 1.55 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.65 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 803 TypesForDirectAdd count by type: Raider => 802 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 1:43:15 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.55 on wave at Game Time: 5:52:37 CheckWave: populating count of MissileShip with base magnitude of 124 numberUnits = kv.Value * this.WaveSize : 192.3 after applying ShipCapMultiplier if any, numberUnits : 96.15 after applying CanUseNeinzulRegenerator if any, numberUnits : 96.15 after applying Mark-based multiplier if any, numberUnits : 96.15 after applying at-least-one rule, numberUnits : 96.15 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 288.45 numberUnitsInt = numberUnits.IntValue : 288 after at-least-effective-ship-cap-rule, numberUnitsInt : 288 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.55 after applying ShipCapMultiplier if any, numberUnits : 1.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.55 after applying Mark-based multiplier if any, numberUnits : 1.55 after applying at-least-one rule, numberUnits : 1.55 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.65 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 289 TypesForDirectAdd count by type: MissileShip => 288 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 2:01:46 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.43; Game Time: 6:07:53 12/1/2010 2:10:02 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.11; Game Time: 6:16:01 12/1/2010 2:10:03 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:16:01 WaveSize factor: 1.11 Raw Units Dictionary Entries: Spider => 133 Dreadnought => 1 12/1/2010 2:10:03 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:16:01 WaveSize factor: 1.11 Raw Units Dictionary Entries: ZenithBeamFrigate => 124 LeechStarship => 1 12/1/2010 2:10:03 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:16:01 WaveSize factor: 1.11 Raw Units Dictionary Entries: MissileShip => 143 Dreadnought => 1 12/1/2010 2:10:03 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:16:01 WaveSize factor: 1.11 Raw Units Dictionary Entries: Bomber => 148 Dreadnought => 1 12/1/2010 2:10:03 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.11 on wave at Game Time: 6:16:01 CheckWave: populating count of Spider with base magnitude of 133 numberUnits = kv.Value * this.WaveSize : 148.07 after applying ShipCapMultiplier if any, numberUnits : 74.03 after applying CanUseNeinzulRegenerator if any, numberUnits : 74.03 after applying Mark-based multiplier if any, numberUnits : 74.03 after applying at-least-one rule, numberUnits : 74.03 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 222.1 numberUnitsInt = numberUnits.IntValue : 222 after at-least-effective-ship-cap-rule, numberUnitsInt : 222 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.11 after applying ShipCapMultiplier if any, numberUnits : 1.11 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.11 after applying Mark-based multiplier if any, numberUnits : 1.11 after applying at-least-one rule, numberUnits : 1.11 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.34 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 223 TypesForDirectAdd count by type: Spider => 222 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 2:10:03 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.11 on wave at Game Time: 6:16:01 CheckWave: populating count of ZenithBeamFrigate with base magnitude of 124 numberUnits = kv.Value * this.WaveSize : 138.05 after applying ShipCapMultiplier if any, numberUnits : 34.51 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.51 after applying Mark-based multiplier if any, numberUnits : 34.51 after applying at-least-one rule, numberUnits : 34.51 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 103.54 numberUnitsInt = numberUnits.IntValue : 103 after at-least-effective-ship-cap-rule, numberUnitsInt : 103 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.11 after applying ShipCapMultiplier if any, numberUnits : 1.11 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.11 after applying Mark-based multiplier if any, numberUnits : 1.11 after applying at-least-one rule, numberUnits : 1.11 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.34 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 104 TypesForDirectAdd count by type: ZenithBeamFrigate => 103 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 2:10:03 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.11 on wave at Game Time: 6:16:01 CheckWave: populating count of MissileShip with base magnitude of 143 numberUnits = kv.Value * this.WaveSize : 159.2 after applying ShipCapMultiplier if any, numberUnits : 79.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 79.6 after applying Mark-based multiplier if any, numberUnits : 79.6 after applying at-least-one rule, numberUnits : 79.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 238.8 numberUnitsInt = numberUnits.IntValue : 238 after at-least-effective-ship-cap-rule, numberUnitsInt : 238 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.11 after applying ShipCapMultiplier if any, numberUnits : 1.11 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.11 after applying Mark-based multiplier if any, numberUnits : 1.11 after applying at-least-one rule, numberUnits : 1.11 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.34 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 239 TypesForDirectAdd count by type: MissileShip => 238 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 2:10:03 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.11 on wave at Game Time: 6:16:01 CheckWave: populating count of Bomber with base magnitude of 148 numberUnits = kv.Value * this.WaveSize : 164.77 after applying ShipCapMultiplier if any, numberUnits : 82.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 82.38 after applying Mark-based multiplier if any, numberUnits : 82.38 after applying at-least-one rule, numberUnits : 82.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 247.15 numberUnitsInt = numberUnits.IntValue : 247 after at-least-effective-ship-cap-rule, numberUnitsInt : 247 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.11 after applying ShipCapMultiplier if any, numberUnits : 1.11 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.11 after applying Mark-based multiplier if any, numberUnits : 1.11 after applying at-least-one rule, numberUnits : 1.11 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.34 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 248 TypesForDirectAdd count by type: Bomber => 247 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 2:16:40 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.7; Game Time: 6:22:33 12/1/2010 2:21:21 AM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 6:27:07 12/1/2010 2:21:22 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:27:08 WaveSize factor: 2 Raw Units Dictionary Entries: ParasiteIII => 150 WarbirdStarship => 1 12/1/2010 2:21:22 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 6:27:08 CheckWave: populating count of ParasiteIII with base magnitude of 150 numberUnits = kv.Value * this.WaveSize : 300 after applying ShipCapMultiplier if any, numberUnits : 225 after applying CanUseNeinzulRegenerator if any, numberUnits : 225 after applying Mark-based multiplier if any, numberUnits : 179.96 after applying at-least-one rule, numberUnits : 179.96 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 539.87 numberUnitsInt = numberUnits.IntValue : 539 after at-least-effective-ship-cap-rule, numberUnitsInt : 539 CheckWave: populating count of WarbirdStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 540 TypesForDirectAdd count by type: ParasiteIII => 539 WarbirdStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 2:24:51 AM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 6:30:32 12/1/2010 2:24:52 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:30:32 WaveSize factor: 2 Raw Units Dictionary Entries: BomberIII => 19 SpiderIII => 17 ParasiteIII => 9 ZenithBeamFrigateIII => 16 Cruiser => 17 ZenithBombardmentIII => 18 RaiderIII => 18 FighterIII => 25 DreadnoughtIII => 1 12/1/2010 2:24:52 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 6:30:32 CheckWave: populating count of BomberIII with base magnitude of 19 numberUnits = kv.Value * this.WaveSize : 38 after applying ShipCapMultiplier if any, numberUnits : 19 after applying CanUseNeinzulRegenerator if any, numberUnits : 19 after applying Mark-based multiplier if any, numberUnits : 15.2 after applying at-least-one rule, numberUnits : 15.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 45.59 numberUnitsInt = numberUnits.IntValue : 45 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of SpiderIII with base magnitude of 17 numberUnits = kv.Value * this.WaveSize : 34 after applying ShipCapMultiplier if any, numberUnits : 17 after applying CanUseNeinzulRegenerator if any, numberUnits : 17 after applying Mark-based multiplier if any, numberUnits : 13.6 after applying at-least-one rule, numberUnits : 13.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 40.79 numberUnitsInt = numberUnits.IntValue : 40 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of ParasiteIII with base magnitude of 9 numberUnits = kv.Value * this.WaveSize : 18 after applying ShipCapMultiplier if any, numberUnits : 13.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 13.5 after applying Mark-based multiplier if any, numberUnits : 10.8 after applying at-least-one rule, numberUnits : 10.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 32.39 numberUnitsInt = numberUnits.IntValue : 32 after at-least-effective-ship-cap-rule, numberUnitsInt : 85 CheckWave: populating count of ZenithBeamFrigateIII with base magnitude of 16 numberUnits = kv.Value * this.WaveSize : 32 after applying ShipCapMultiplier if any, numberUnits : 8 after applying CanUseNeinzulRegenerator if any, numberUnits : 8 after applying Mark-based multiplier if any, numberUnits : 6.4 after applying at-least-one rule, numberUnits : 6.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 19.2 numberUnitsInt = numberUnits.IntValue : 19 after at-least-effective-ship-cap-rule, numberUnitsInt : 28 CheckWave: populating count of Cruiser with base magnitude of 17 numberUnits = kv.Value * this.WaveSize : 34 after applying ShipCapMultiplier if any, numberUnits : 17 after applying CanUseNeinzulRegenerator if any, numberUnits : 17 after applying Mark-based multiplier if any, numberUnits : 13.6 after applying at-least-one rule, numberUnits : 13.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 40.79 numberUnitsInt = numberUnits.IntValue : 40 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 18 numberUnits = kv.Value * this.WaveSize : 36 after applying ShipCapMultiplier if any, numberUnits : 4.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 4.5 after applying Mark-based multiplier if any, numberUnits : 3.6 after applying at-least-one rule, numberUnits : 3.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 10.8 numberUnitsInt = numberUnits.IntValue : 10 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of RaiderIII with base magnitude of 18 numberUnits = kv.Value * this.WaveSize : 36 after applying ShipCapMultiplier if any, numberUnits : 45 after applying CanUseNeinzulRegenerator if any, numberUnits : 45 after applying Mark-based multiplier if any, numberUnits : 35.99 after applying at-least-one rule, numberUnits : 35.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 107.97 numberUnitsInt = numberUnits.IntValue : 107 after at-least-effective-ship-cap-rule, numberUnitsInt : 141 CheckWave: populating count of FighterIII with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 50 after applying ShipCapMultiplier if any, numberUnits : 25 after applying CanUseNeinzulRegenerator if any, numberUnits : 25 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 : 59.99 numberUnitsInt = numberUnits.IntValue : 59 after at-least-effective-ship-cap-rule, numberUnitsInt : 59 CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 496 TypesForDirectAdd count by type: BomberIII => 56 SpiderIII => 56 ParasiteIII => 85 ZenithBeamFrigateIII => 28 Cruiser => 56 ZenithBombardmentIII => 14 RaiderIII => 141 FighterIII => 59 DreadnoughtIII => 1 TypesForCarrierAdd count by type: 12/1/2010 11:05:39 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 6:30:45 CheckWave: populating count of ParasiteIII with base magnitude of 150 numberUnits = kv.Value * this.WaveSize : 300 after applying ShipCapMultiplier if any, numberUnits : 225 after applying CanUseNeinzulRegenerator if any, numberUnits : 225 after applying Mark-based multiplier if any, numberUnits : 179.96 after applying at-least-one rule, numberUnits : 179.96 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 539.87 numberUnitsInt = numberUnits.IntValue : 539 after at-least-effective-ship-cap-rule, numberUnitsInt : 539 CheckWave: populating count of WarbirdStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 540 TypesForDirectAdd count by type: ParasiteIII => 539 WarbirdStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 11:05:39 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 6:30:45 CheckWave: populating count of BomberIII with base magnitude of 19 numberUnits = kv.Value * this.WaveSize : 38 after applying ShipCapMultiplier if any, numberUnits : 19 after applying CanUseNeinzulRegenerator if any, numberUnits : 19 after applying Mark-based multiplier if any, numberUnits : 15.2 after applying at-least-one rule, numberUnits : 15.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 45.59 numberUnitsInt = numberUnits.IntValue : 45 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of SpiderIII with base magnitude of 17 numberUnits = kv.Value * this.WaveSize : 34 after applying ShipCapMultiplier if any, numberUnits : 17 after applying CanUseNeinzulRegenerator if any, numberUnits : 17 after applying Mark-based multiplier if any, numberUnits : 13.6 after applying at-least-one rule, numberUnits : 13.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 40.79 numberUnitsInt = numberUnits.IntValue : 40 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of ParasiteIII with base magnitude of 9 numberUnits = kv.Value * this.WaveSize : 18 after applying ShipCapMultiplier if any, numberUnits : 13.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 13.5 after applying Mark-based multiplier if any, numberUnits : 10.8 after applying at-least-one rule, numberUnits : 10.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 32.39 numberUnitsInt = numberUnits.IntValue : 32 after at-least-effective-ship-cap-rule, numberUnitsInt : 85 CheckWave: populating count of ZenithBeamFrigateIII with base magnitude of 16 numberUnits = kv.Value * this.WaveSize : 32 after applying ShipCapMultiplier if any, numberUnits : 8 after applying CanUseNeinzulRegenerator if any, numberUnits : 8 after applying Mark-based multiplier if any, numberUnits : 6.4 after applying at-least-one rule, numberUnits : 6.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 19.2 numberUnitsInt = numberUnits.IntValue : 19 after at-least-effective-ship-cap-rule, numberUnitsInt : 28 CheckWave: populating count of Cruiser with base magnitude of 17 numberUnits = kv.Value * this.WaveSize : 34 after applying ShipCapMultiplier if any, numberUnits : 17 after applying CanUseNeinzulRegenerator if any, numberUnits : 17 after applying Mark-based multiplier if any, numberUnits : 13.6 after applying at-least-one rule, numberUnits : 13.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 40.79 numberUnitsInt = numberUnits.IntValue : 40 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 18 numberUnits = kv.Value * this.WaveSize : 36 after applying ShipCapMultiplier if any, numberUnits : 4.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 4.5 after applying Mark-based multiplier if any, numberUnits : 3.6 after applying at-least-one rule, numberUnits : 3.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 10.8 numberUnitsInt = numberUnits.IntValue : 10 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of RaiderIII with base magnitude of 18 numberUnits = kv.Value * this.WaveSize : 36 after applying ShipCapMultiplier if any, numberUnits : 45 after applying CanUseNeinzulRegenerator if any, numberUnits : 45 after applying Mark-based multiplier if any, numberUnits : 35.99 after applying at-least-one rule, numberUnits : 35.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 107.97 numberUnitsInt = numberUnits.IntValue : 107 after at-least-effective-ship-cap-rule, numberUnitsInt : 141 CheckWave: populating count of FighterIII with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 50 after applying ShipCapMultiplier if any, numberUnits : 25 after applying CanUseNeinzulRegenerator if any, numberUnits : 25 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 : 59.99 numberUnitsInt = numberUnits.IntValue : 59 after at-least-effective-ship-cap-rule, numberUnitsInt : 59 CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 496 TypesForDirectAdd count by type: BomberIII => 56 SpiderIII => 56 ParasiteIII => 85 ZenithBeamFrigateIII => 28 Cruiser => 56 ZenithBombardmentIII => 14 RaiderIII => 141 FighterIII => 59 DreadnoughtIII => 1 TypesForCarrierAdd count by type: 12/1/2010 11:08:05 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.73; Game Time: 6:31:27 12/1/2010 11:08:06 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:31:27 WaveSize factor: 0.73 Raw Units Dictionary Entries: Spider => 144 LeechStarship => 1 12/1/2010 11:08:06 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:31:27 WaveSize factor: 0.73 Raw Units Dictionary Entries: MissileShip => 131 Dreadnought => 1 12/1/2010 11:08:06 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:31:27 WaveSize factor: 0.73 Raw Units Dictionary Entries: Bomber => 146 LeechStarship => 1 12/1/2010 11:08:06 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:31:27 WaveSize factor: 0.73 Raw Units Dictionary Entries: Bomber => 142 Dreadnought => 1 12/1/2010 11:08:06 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.73 on wave at Game Time: 6:31:27 CheckWave: populating count of Spider with base magnitude of 144 numberUnits = kv.Value * this.WaveSize : 105.68 after applying ShipCapMultiplier if any, numberUnits : 52.84 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.84 after applying Mark-based multiplier if any, numberUnits : 52.84 after applying at-least-one rule, numberUnits : 52.84 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 158.52 numberUnitsInt = numberUnits.IntValue : 158 after at-least-effective-ship-cap-rule, numberUnitsInt : 158 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.73 after applying ShipCapMultiplier if any, numberUnits : 0.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.73 after applying Mark-based multiplier if any, numberUnits : 0.73 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: 159 TypesForDirectAdd count by type: Spider => 158 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 11:08:06 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.73 on wave at Game Time: 6:31:27 CheckWave: populating count of MissileShip with base magnitude of 131 numberUnits = kv.Value * this.WaveSize : 96.14 after applying ShipCapMultiplier if any, numberUnits : 48.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 48.07 after applying Mark-based multiplier if any, numberUnits : 48.07 after applying at-least-one rule, numberUnits : 48.07 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 144.21 numberUnitsInt = numberUnits.IntValue : 144 after at-least-effective-ship-cap-rule, numberUnitsInt : 144 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.73 after applying ShipCapMultiplier if any, numberUnits : 0.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.73 after applying Mark-based multiplier if any, numberUnits : 0.73 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: 145 TypesForDirectAdd count by type: MissileShip => 144 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 11:08:06 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.73 on wave at Game Time: 6:31:27 CheckWave: populating count of Bomber with base magnitude of 146 numberUnits = kv.Value * this.WaveSize : 107.15 after applying ShipCapMultiplier if any, numberUnits : 53.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 53.57 after applying Mark-based multiplier if any, numberUnits : 53.57 after applying at-least-one rule, numberUnits : 53.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 160.72 numberUnitsInt = numberUnits.IntValue : 160 after at-least-effective-ship-cap-rule, numberUnitsInt : 160 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.73 after applying ShipCapMultiplier if any, numberUnits : 0.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.73 after applying Mark-based multiplier if any, numberUnits : 0.73 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: 161 TypesForDirectAdd count by type: Bomber => 160 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 11:08:06 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.73 on wave at Game Time: 6:31:27 CheckWave: populating count of Bomber with base magnitude of 142 numberUnits = kv.Value * this.WaveSize : 104.21 after applying ShipCapMultiplier if any, numberUnits : 52.11 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.11 after applying Mark-based multiplier if any, numberUnits : 52.11 after applying at-least-one rule, numberUnits : 52.11 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 156.32 numberUnitsInt = numberUnits.IntValue : 156 after at-least-effective-ship-cap-rule, numberUnitsInt : 156 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.73 after applying ShipCapMultiplier if any, numberUnits : 0.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.73 after applying Mark-based multiplier if any, numberUnits : 0.73 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: 157 TypesForDirectAdd count by type: Bomber => 156 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 11:08:47 AM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 6:32:01 12/1/2010 11:08:48 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:32:01 WaveSize factor: 2 Raw Units Dictionary Entries: FighterIII => 9 TeleportRaiderIII => 12 SpiderIII => 11 MicroFighterIII => 18 ZenithBombardmentIII => 9 YounglingWeaselIII => 6 BomberIII => 3 TeleportBattleStationIII => 10 DreadnoughtIII => 1 Cruiser => 6 12/1/2010 11:08:48 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 6:32:01 CheckWave: populating count of FighterIII with base magnitude of 9 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 : 7.2 after applying at-least-one rule, numberUnits : 7.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 21.59 numberUnitsInt = numberUnits.IntValue : 21 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of TeleportRaiderIII with base magnitude of 12 numberUnits = kv.Value * this.WaveSize : 24 after applying ShipCapMultiplier if any, numberUnits : 30 after applying CanUseNeinzulRegenerator if any, numberUnits : 30 after applying Mark-based multiplier if any, numberUnits : 23.99 after applying at-least-one rule, numberUnits : 23.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 71.98 numberUnitsInt = numberUnits.IntValue : 71 after at-least-effective-ship-cap-rule, numberUnitsInt : 141 CheckWave: populating count of SpiderIII with base magnitude of 11 numberUnits = kv.Value * this.WaveSize : 22 after applying ShipCapMultiplier if any, numberUnits : 11 after applying CanUseNeinzulRegenerator if any, numberUnits : 11 after applying Mark-based multiplier if any, numberUnits : 8.8 after applying at-least-one rule, numberUnits : 8.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 26.39 numberUnitsInt = numberUnits.IntValue : 26 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of MicroFighterIII with base magnitude of 18 numberUnits = kv.Value * this.WaveSize : 36 after applying ShipCapMultiplier if any, numberUnits : 27 after applying CanUseNeinzulRegenerator if any, numberUnits : 27 after applying Mark-based multiplier if any, numberUnits : 21.59 after applying at-least-one rule, numberUnits : 21.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 64.78 numberUnitsInt = numberUnits.IntValue : 64 after at-least-effective-ship-cap-rule, numberUnitsInt : 85 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 9 numberUnits = kv.Value * this.WaveSize : 18 after applying ShipCapMultiplier if any, numberUnits : 2.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.25 after applying Mark-based multiplier if any, numberUnits : 1.8 after applying at-least-one rule, numberUnits : 1.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.4 numberUnitsInt = numberUnits.IntValue : 5 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of YounglingWeaselIII with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 12 after applying ShipCapMultiplier if any, numberUnits : 6 after applying CanUseNeinzulRegenerator if any, numberUnits : 12 after applying Mark-based multiplier if any, numberUnits : 9.6 after applying at-least-one rule, numberUnits : 9.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 28.79 numberUnitsInt = numberUnits.IntValue : 28 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of BomberIII with base magnitude of 3 numberUnits = kv.Value * this.WaveSize : 6 after applying ShipCapMultiplier if any, numberUnits : 3 after applying CanUseNeinzulRegenerator if any, numberUnits : 3 after applying Mark-based multiplier if any, numberUnits : 2.4 after applying at-least-one rule, numberUnits : 2.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.2 numberUnitsInt = numberUnits.IntValue : 7 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of TeleportBattleStationIII with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 20 after applying ShipCapMultiplier if any, numberUnits : 2.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.5 after applying Mark-based multiplier if any, numberUnits : 2 after applying at-least-one rule, numberUnits : 2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6 numberUnitsInt = numberUnits.IntValue : 5 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 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 Cruiser with base magnitude of 6 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 : 4.8 after applying at-least-one rule, numberUnits : 4.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 14.4 numberUnitsInt = numberUnits.IntValue : 14 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 Wave total ships: 535 TypesForDirectAdd count by type: FighterIII => 56 TeleportRaiderIII => 141 SpiderIII => 56 MicroFighterIII => 85 ZenithBombardmentIII => 14 YounglingWeaselIII => 56 BomberIII => 56 TeleportBattleStationIII => 14 DreadnoughtIII => 1 Cruiser => 56 TypesForCarrierAdd count by type: 12/1/2010 11:30:10 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.39; Game Time: 6:51:43 12/1/2010 11:39:11 AM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.33; Game Time: 6:59:18 12/1/2010 11:39:11 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:59:18 WaveSize factor: 1.33 Raw Units Dictionary Entries: Parasite => 342 LeechStarship => 1 12/1/2010 11:39:11 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:59:18 WaveSize factor: 1.33 Raw Units Dictionary Entries: ZenithBeamFrigate => 344 LeechStarship => 1 12/1/2010 11:39:11 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:59:18 WaveSize factor: 1.33 Raw Units Dictionary Entries: Bomber => 351 Dreadnought => 1 12/1/2010 11:39:11 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 6:59:18 WaveSize factor: 1.33 Raw Units Dictionary Entries: ZenithBeamFrigate => 304 LightStarship => 1 12/1/2010 11:39:11 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.33 on wave at Game Time: 6:59:18 CheckWave: populating count of Parasite with base magnitude of 342 numberUnits = kv.Value * this.WaveSize : 453.22 after applying ShipCapMultiplier if any, numberUnits : 339.91 after applying CanUseNeinzulRegenerator if any, numberUnits : 339.91 after applying Mark-based multiplier if any, numberUnits : 339.91 after applying at-least-one rule, numberUnits : 339.91 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 1019.74 numberUnitsInt = numberUnits.IntValue : 1019 after at-least-effective-ship-cap-rule, numberUnitsInt : 1019 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.33 after applying ShipCapMultiplier if any, numberUnits : 1.33 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.33 after applying Mark-based multiplier if any, numberUnits : 1.33 after applying at-least-one rule, numberUnits : 1.33 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.98 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1020 TypesForDirectAdd count by type: Parasite => 1000 LeechStarship => 1 TypesForCarrierAdd count by type: Parasite => 19 12/1/2010 11:39:11 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.33 on wave at Game Time: 6:59:18 CheckWave: populating count of ZenithBeamFrigate with base magnitude of 344 numberUnits = kv.Value * this.WaveSize : 455.87 after applying ShipCapMultiplier if any, numberUnits : 113.97 after applying CanUseNeinzulRegenerator if any, numberUnits : 113.97 after applying Mark-based multiplier if any, numberUnits : 113.97 after applying at-least-one rule, numberUnits : 113.97 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 341.9 numberUnitsInt = numberUnits.IntValue : 341 after at-least-effective-ship-cap-rule, numberUnitsInt : 341 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.33 after applying ShipCapMultiplier if any, numberUnits : 1.33 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.33 after applying Mark-based multiplier if any, numberUnits : 1.33 after applying at-least-one rule, numberUnits : 1.33 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.98 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 342 TypesForDirectAdd count by type: ZenithBeamFrigate => 341 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 11:39:11 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.33 on wave at Game Time: 6:59:18 CheckWave: populating count of Bomber with base magnitude of 351 numberUnits = kv.Value * this.WaveSize : 465.14 after applying ShipCapMultiplier if any, numberUnits : 232.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 232.57 after applying Mark-based multiplier if any, numberUnits : 232.57 after applying at-least-one rule, numberUnits : 232.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 697.72 numberUnitsInt = numberUnits.IntValue : 697 after at-least-effective-ship-cap-rule, numberUnitsInt : 697 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.33 after applying ShipCapMultiplier if any, numberUnits : 1.33 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.33 after applying Mark-based multiplier if any, numberUnits : 1.33 after applying at-least-one rule, numberUnits : 1.33 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.98 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 698 TypesForDirectAdd count by type: Bomber => 697 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 11:39:11 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.33 on wave at Game Time: 6:59:18 CheckWave: populating count of ZenithBeamFrigate with base magnitude of 304 numberUnits = kv.Value * this.WaveSize : 402.86 after applying ShipCapMultiplier if any, numberUnits : 100.71 after applying CanUseNeinzulRegenerator if any, numberUnits : 100.71 after applying Mark-based multiplier if any, numberUnits : 100.71 after applying at-least-one rule, numberUnits : 100.71 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 302.14 numberUnitsInt = numberUnits.IntValue : 302 after at-least-effective-ship-cap-rule, numberUnitsInt : 302 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.33 after applying ShipCapMultiplier if any, numberUnits : 1.33 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.33 after applying Mark-based multiplier if any, numberUnits : 1.33 after applying at-least-one rule, numberUnits : 1.33 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.98 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 303 TypesForDirectAdd count by type: ZenithBeamFrigate => 302 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 11:55:17 AM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 7:14:48 12/1/2010 11:55:17 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:14:49 WaveSize factor: 2 Raw Units Dictionary Entries: MicroFighterIII => 26 SpiderIII => 23 Cruiser => 21 TeleportBattleStationIII => 20 ZenithBombardmentIII => 27 BomberIII => 27 FighterIII => 25 YounglingWeaselIII => 20 TeleportRaiderIII => 24 LeechStarshipIII => 1 12/1/2010 11:55:17 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 7:14:49 CheckWave: populating count of MicroFighterIII with base magnitude of 26 numberUnits = kv.Value * this.WaveSize : 52 after applying ShipCapMultiplier if any, numberUnits : 39 after applying CanUseNeinzulRegenerator if any, numberUnits : 39 after applying Mark-based multiplier if any, numberUnits : 31.19 after applying at-least-one rule, numberUnits : 31.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 93.58 numberUnitsInt = numberUnits.IntValue : 93 after at-least-effective-ship-cap-rule, numberUnitsInt : 93 CheckWave: populating count of SpiderIII with base magnitude of 23 numberUnits = kv.Value * this.WaveSize : 46 after applying ShipCapMultiplier if any, numberUnits : 23 after applying CanUseNeinzulRegenerator if any, numberUnits : 23 after applying Mark-based multiplier if any, numberUnits : 18.4 after applying at-least-one rule, numberUnits : 18.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 55.19 numberUnitsInt = numberUnits.IntValue : 55 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of Cruiser with base magnitude of 21 numberUnits = kv.Value * this.WaveSize : 42 after applying ShipCapMultiplier if any, numberUnits : 21 after applying CanUseNeinzulRegenerator if any, numberUnits : 21 after applying Mark-based multiplier if any, numberUnits : 16.8 after applying at-least-one rule, numberUnits : 16.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 50.39 numberUnitsInt = numberUnits.IntValue : 50 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of TeleportBattleStationIII with base magnitude of 20 numberUnits = kv.Value * this.WaveSize : 40 after applying ShipCapMultiplier if any, numberUnits : 5 after applying CanUseNeinzulRegenerator if any, numberUnits : 5 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 : 11 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 27 numberUnits = kv.Value * this.WaveSize : 54 after applying ShipCapMultiplier if any, numberUnits : 6.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 6.75 after applying Mark-based multiplier if any, numberUnits : 5.4 after applying at-least-one rule, numberUnits : 5.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 16.2 numberUnitsInt = numberUnits.IntValue : 16 after at-least-effective-ship-cap-rule, numberUnitsInt : 16 CheckWave: populating count of BomberIII with base magnitude of 27 numberUnits = kv.Value * this.WaveSize : 54 after applying ShipCapMultiplier if any, numberUnits : 27 after applying CanUseNeinzulRegenerator if any, numberUnits : 27 after applying Mark-based multiplier if any, numberUnits : 21.59 after applying at-least-one rule, numberUnits : 21.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 64.78 numberUnitsInt = numberUnits.IntValue : 64 after at-least-effective-ship-cap-rule, numberUnitsInt : 64 CheckWave: populating count of FighterIII with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 50 after applying ShipCapMultiplier if any, numberUnits : 25 after applying CanUseNeinzulRegenerator if any, numberUnits : 25 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 : 59.99 numberUnitsInt = numberUnits.IntValue : 59 after at-least-effective-ship-cap-rule, numberUnitsInt : 59 CheckWave: populating count of YounglingWeaselIII with base magnitude of 20 numberUnits = kv.Value * this.WaveSize : 40 after applying ShipCapMultiplier if any, numberUnits : 20 after applying CanUseNeinzulRegenerator if any, numberUnits : 40 after applying Mark-based multiplier if any, numberUnits : 31.99 after applying at-least-one rule, numberUnits : 31.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 95.98 numberUnitsInt = numberUnits.IntValue : 95 after at-least-effective-ship-cap-rule, numberUnitsInt : 95 CheckWave: populating count of TeleportRaiderIII with base magnitude of 24 numberUnits = kv.Value * this.WaveSize : 48 after applying ShipCapMultiplier if any, numberUnits : 60 after applying CanUseNeinzulRegenerator if any, numberUnits : 60 after applying Mark-based multiplier if any, numberUnits : 47.99 after applying at-least-one rule, numberUnits : 47.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 143.96 numberUnitsInt = numberUnits.IntValue : 143 after at-least-effective-ship-cap-rule, numberUnitsInt : 143 CheckWave: populating count of LeechStarshipIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 597 TypesForDirectAdd count by type: MicroFighterIII => 93 SpiderIII => 56 Cruiser => 56 TeleportBattleStationIII => 14 ZenithBombardmentIII => 16 BomberIII => 64 FighterIII => 59 YounglingWeaselIII => 95 TeleportRaiderIII => 143 LeechStarshipIII => 1 TypesForCarrierAdd count by type: 12/1/2010 11:58:54 AM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 7:16:22 12/1/2010 11:58:55 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:16:23 WaveSize factor: 2 Raw Units Dictionary Entries: BomberIII => 36 Cruiser => 48 ZenithBombardmentIII => 34 ZenithBeamFrigateIII => 39 RaiderIII => 40 FighterIII => 39 SpiderIII => 45 ParasiteIII => 34 BeamStarship => 1 12/1/2010 11:58:55 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 7:16:23 CheckWave: populating count of BomberIII with base magnitude of 36 numberUnits = kv.Value * this.WaveSize : 72 after applying ShipCapMultiplier if any, numberUnits : 36 after applying CanUseNeinzulRegenerator if any, numberUnits : 36 after applying Mark-based multiplier if any, numberUnits : 28.79 after applying at-least-one rule, numberUnits : 28.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 86.38 numberUnitsInt = numberUnits.IntValue : 86 after at-least-effective-ship-cap-rule, numberUnitsInt : 86 CheckWave: populating count of Cruiser with base magnitude of 48 numberUnits = kv.Value * this.WaveSize : 96 after applying ShipCapMultiplier if any, numberUnits : 48 after applying CanUseNeinzulRegenerator if any, numberUnits : 48 after applying Mark-based multiplier if any, numberUnits : 38.39 after applying at-least-one rule, numberUnits : 38.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 115.17 numberUnitsInt = numberUnits.IntValue : 115 after at-least-effective-ship-cap-rule, numberUnitsInt : 115 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 68 after applying ShipCapMultiplier if any, numberUnits : 8.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 8.5 after applying Mark-based multiplier if any, numberUnits : 6.8 after applying at-least-one rule, numberUnits : 6.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 20.4 numberUnitsInt = numberUnits.IntValue : 20 after at-least-effective-ship-cap-rule, numberUnitsInt : 20 CheckWave: populating count of ZenithBeamFrigateIII with base magnitude of 39 numberUnits = kv.Value * this.WaveSize : 78 after applying ShipCapMultiplier if any, numberUnits : 19.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 19.5 after applying Mark-based multiplier if any, numberUnits : 15.6 after applying at-least-one rule, numberUnits : 15.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 46.79 numberUnitsInt = numberUnits.IntValue : 46 after at-least-effective-ship-cap-rule, numberUnitsInt : 46 CheckWave: populating count of RaiderIII with base magnitude of 40 numberUnits = kv.Value * this.WaveSize : 80 after applying ShipCapMultiplier if any, numberUnits : 100 after applying CanUseNeinzulRegenerator if any, numberUnits : 100 after applying Mark-based multiplier if any, numberUnits : 79.98 after applying at-least-one rule, numberUnits : 79.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 239.94 numberUnitsInt = numberUnits.IntValue : 239 after at-least-effective-ship-cap-rule, numberUnitsInt : 239 CheckWave: populating count of FighterIII with base magnitude of 39 numberUnits = kv.Value * this.WaveSize : 78 after applying ShipCapMultiplier if any, numberUnits : 39 after applying CanUseNeinzulRegenerator if any, numberUnits : 39 after applying Mark-based multiplier if any, numberUnits : 31.19 after applying at-least-one rule, numberUnits : 31.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 93.58 numberUnitsInt = numberUnits.IntValue : 93 after at-least-effective-ship-cap-rule, numberUnitsInt : 93 CheckWave: populating count of SpiderIII with base magnitude of 45 numberUnits = kv.Value * this.WaveSize : 90 after applying ShipCapMultiplier if any, numberUnits : 45 after applying CanUseNeinzulRegenerator if any, numberUnits : 45 after applying Mark-based multiplier if any, numberUnits : 35.99 after applying at-least-one rule, numberUnits : 35.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 107.97 numberUnitsInt = numberUnits.IntValue : 107 after at-least-effective-ship-cap-rule, numberUnitsInt : 107 CheckWave: populating count of ParasiteIII with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 68 after applying ShipCapMultiplier if any, numberUnits : 51 after applying CanUseNeinzulRegenerator if any, numberUnits : 51 after applying Mark-based multiplier if any, numberUnits : 40.79 after applying at-least-one rule, numberUnits : 40.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 122.37 numberUnitsInt = numberUnits.IntValue : 122 after at-least-effective-ship-cap-rule, numberUnitsInt : 122 CheckWave: populating count of BeamStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 829 TypesForDirectAdd count by type: BomberIII => 86 Cruiser => 115 ZenithBombardmentIII => 20 ZenithBeamFrigateIII => 46 RaiderIII => 239 FighterIII => 93 SpiderIII => 107 ParasiteIII => 122 BeamStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 11:59:28 AM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 7:16:51 12/1/2010 11:59:29 AM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:16:52 WaveSize factor: 2 Raw Units Dictionary Entries: SpiderIII => 27 ZenithBombardmentIII => 25 TeleportRaiderIII => 28 TeleportBattleStationIII => 31 YounglingWeaselIII => 22 MicroFighterIII => 26 BomberIII => 22 FighterIII => 24 Cruiser => 26 WarbirdStarship => 1 12/1/2010 11:59:29 AM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 7:16:52 CheckWave: populating count of SpiderIII with base magnitude of 27 numberUnits = kv.Value * this.WaveSize : 54 after applying ShipCapMultiplier if any, numberUnits : 27 after applying CanUseNeinzulRegenerator if any, numberUnits : 27 after applying Mark-based multiplier if any, numberUnits : 21.59 after applying at-least-one rule, numberUnits : 21.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 64.78 numberUnitsInt = numberUnits.IntValue : 64 after at-least-effective-ship-cap-rule, numberUnitsInt : 64 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 50 after applying ShipCapMultiplier if any, numberUnits : 6.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 6.25 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 : 14 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of TeleportRaiderIII with base magnitude of 28 numberUnits = kv.Value * this.WaveSize : 56 after applying ShipCapMultiplier if any, numberUnits : 70 after applying CanUseNeinzulRegenerator if any, numberUnits : 70 after applying Mark-based multiplier if any, numberUnits : 55.99 after applying at-least-one rule, numberUnits : 55.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 167.96 numberUnitsInt = numberUnits.IntValue : 167 after at-least-effective-ship-cap-rule, numberUnitsInt : 167 CheckWave: populating count of TeleportBattleStationIII with base magnitude of 31 numberUnits = kv.Value * this.WaveSize : 62 after applying ShipCapMultiplier if any, numberUnits : 7.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 7.75 after applying Mark-based multiplier if any, numberUnits : 6.2 after applying at-least-one rule, numberUnits : 6.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 18.6 numberUnitsInt = numberUnits.IntValue : 18 after at-least-effective-ship-cap-rule, numberUnitsInt : 18 CheckWave: populating count of YounglingWeaselIII with base magnitude of 22 numberUnits = kv.Value * this.WaveSize : 44 after applying ShipCapMultiplier if any, numberUnits : 22 after applying CanUseNeinzulRegenerator if any, numberUnits : 44 after applying Mark-based multiplier if any, numberUnits : 35.19 after applying at-least-one rule, numberUnits : 35.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 105.57 numberUnitsInt = numberUnits.IntValue : 105 after at-least-effective-ship-cap-rule, numberUnitsInt : 105 CheckWave: populating count of MicroFighterIII with base magnitude of 26 numberUnits = kv.Value * this.WaveSize : 52 after applying ShipCapMultiplier if any, numberUnits : 39 after applying CanUseNeinzulRegenerator if any, numberUnits : 39 after applying Mark-based multiplier if any, numberUnits : 31.19 after applying at-least-one rule, numberUnits : 31.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 93.58 numberUnitsInt = numberUnits.IntValue : 93 after at-least-effective-ship-cap-rule, numberUnitsInt : 93 CheckWave: populating count of BomberIII with base magnitude of 22 numberUnits = kv.Value * this.WaveSize : 44 after applying ShipCapMultiplier if any, numberUnits : 22 after applying CanUseNeinzulRegenerator if any, numberUnits : 22 after applying Mark-based multiplier if any, numberUnits : 17.6 after applying at-least-one rule, numberUnits : 17.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 52.79 numberUnitsInt = numberUnits.IntValue : 52 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of FighterIII with base magnitude of 24 numberUnits = kv.Value * this.WaveSize : 48 after applying ShipCapMultiplier if any, numberUnits : 24 after applying CanUseNeinzulRegenerator if any, numberUnits : 24 after applying Mark-based multiplier if any, numberUnits : 19.2 after applying at-least-one rule, numberUnits : 19.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 57.59 numberUnitsInt = numberUnits.IntValue : 57 after at-least-effective-ship-cap-rule, numberUnitsInt : 57 CheckWave: populating count of Cruiser with base magnitude of 26 numberUnits = kv.Value * this.WaveSize : 52 after applying ShipCapMultiplier if any, numberUnits : 26 after applying CanUseNeinzulRegenerator if any, numberUnits : 26 after applying Mark-based multiplier if any, numberUnits : 20.79 after applying at-least-one rule, numberUnits : 20.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 62.38 numberUnitsInt = numberUnits.IntValue : 62 after at-least-effective-ship-cap-rule, numberUnitsInt : 62 CheckWave: populating count of WarbirdStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 637 TypesForDirectAdd count by type: SpiderIII => 64 ZenithBombardmentIII => 14 TeleportRaiderIII => 167 TeleportBattleStationIII => 18 YounglingWeaselIII => 105 MicroFighterIII => 93 BomberIII => 56 FighterIII => 57 Cruiser => 62 WarbirdStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:00:01 PM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 7:17:24 12/1/2010 12:00:01 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:17:24 WaveSize factor: 2 Raw Units Dictionary Entries: SpiderIII => 26 BomberIII => 19 YounglingWeaselIII => 26 MicroFighterIII => 20 ZenithBombardmentIII => 18 TeleportRaiderIII => 22 FighterIII => 24 TeleportBattleStationIII => 21 Cruiser => 19 DreadnoughtIII => 1 12/1/2010 12:00:01 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 7:17:24 CheckWave: populating count of SpiderIII with base magnitude of 26 numberUnits = kv.Value * this.WaveSize : 52 after applying ShipCapMultiplier if any, numberUnits : 26 after applying CanUseNeinzulRegenerator if any, numberUnits : 26 after applying Mark-based multiplier if any, numberUnits : 20.79 after applying at-least-one rule, numberUnits : 20.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 62.38 numberUnitsInt = numberUnits.IntValue : 62 after at-least-effective-ship-cap-rule, numberUnitsInt : 62 CheckWave: populating count of BomberIII with base magnitude of 19 numberUnits = kv.Value * this.WaveSize : 38 after applying ShipCapMultiplier if any, numberUnits : 19 after applying CanUseNeinzulRegenerator if any, numberUnits : 19 after applying Mark-based multiplier if any, numberUnits : 15.2 after applying at-least-one rule, numberUnits : 15.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 45.59 numberUnitsInt = numberUnits.IntValue : 45 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of YounglingWeaselIII with base magnitude of 26 numberUnits = kv.Value * this.WaveSize : 52 after applying ShipCapMultiplier if any, numberUnits : 26 after applying CanUseNeinzulRegenerator if any, numberUnits : 52 after applying Mark-based multiplier if any, numberUnits : 41.59 after applying at-least-one rule, numberUnits : 41.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 124.77 numberUnitsInt = numberUnits.IntValue : 124 after at-least-effective-ship-cap-rule, numberUnitsInt : 124 CheckWave: populating count of MicroFighterIII with base magnitude of 20 numberUnits = kv.Value * this.WaveSize : 40 after applying ShipCapMultiplier if any, numberUnits : 30 after applying CanUseNeinzulRegenerator if any, numberUnits : 30 after applying Mark-based multiplier if any, numberUnits : 23.99 after applying at-least-one rule, numberUnits : 23.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 71.98 numberUnitsInt = numberUnits.IntValue : 71 after at-least-effective-ship-cap-rule, numberUnitsInt : 85 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 18 numberUnits = kv.Value * this.WaveSize : 36 after applying ShipCapMultiplier if any, numberUnits : 4.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 4.5 after applying Mark-based multiplier if any, numberUnits : 3.6 after applying at-least-one rule, numberUnits : 3.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 10.8 numberUnitsInt = numberUnits.IntValue : 10 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of TeleportRaiderIII with base magnitude of 22 numberUnits = kv.Value * this.WaveSize : 44 after applying ShipCapMultiplier if any, numberUnits : 55 after applying CanUseNeinzulRegenerator if any, numberUnits : 55 after applying Mark-based multiplier if any, numberUnits : 43.99 after applying at-least-one rule, numberUnits : 43.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 131.97 numberUnitsInt = numberUnits.IntValue : 131 after at-least-effective-ship-cap-rule, numberUnitsInt : 141 CheckWave: populating count of FighterIII with base magnitude of 24 numberUnits = kv.Value * this.WaveSize : 48 after applying ShipCapMultiplier if any, numberUnits : 24 after applying CanUseNeinzulRegenerator if any, numberUnits : 24 after applying Mark-based multiplier if any, numberUnits : 19.2 after applying at-least-one rule, numberUnits : 19.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 57.59 numberUnitsInt = numberUnits.IntValue : 57 after at-least-effective-ship-cap-rule, numberUnitsInt : 57 CheckWave: populating count of TeleportBattleStationIII with base magnitude of 21 numberUnits = kv.Value * this.WaveSize : 42 after applying ShipCapMultiplier if any, numberUnits : 5.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 5.25 after applying Mark-based multiplier if any, numberUnits : 4.2 after applying at-least-one rule, numberUnits : 4.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 12.6 numberUnitsInt = numberUnits.IntValue : 12 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of Cruiser with base magnitude of 19 numberUnits = kv.Value * this.WaveSize : 38 after applying ShipCapMultiplier if any, numberUnits : 19 after applying CanUseNeinzulRegenerator if any, numberUnits : 19 after applying Mark-based multiplier if any, numberUnits : 15.2 after applying at-least-one rule, numberUnits : 15.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 45.59 numberUnitsInt = numberUnits.IntValue : 45 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 610 TypesForDirectAdd count by type: SpiderIII => 62 BomberIII => 56 YounglingWeaselIII => 124 MicroFighterIII => 85 ZenithBombardmentIII => 14 TeleportRaiderIII => 141 FighterIII => 57 TeleportBattleStationIII => 14 Cruiser => 56 DreadnoughtIII => 1 TypesForCarrierAdd count by type: 12/1/2010 12:02:50 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.32; Game Time: 7:19:29 12/1/2010 12:13:57 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.46; Game Time: 7:30:03 12/1/2010 12:13:58 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:30:03 WaveSize factor: 1.46 Raw Units Dictionary Entries: ZenithBombardment => 353 LeechStarship => 1 12/1/2010 12:13:58 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:30:03 WaveSize factor: 1.46 Raw Units Dictionary Entries: ZenithBombardment => 361 LeechStarship => 1 12/1/2010 12:13:58 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:30:03 WaveSize factor: 1.46 Raw Units Dictionary Entries: ZenithBeamFrigate => 327 Dreadnought => 1 12/1/2010 12:13:58 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:30:03 WaveSize factor: 1.46 Raw Units Dictionary Entries: Bomber => 353 LightStarship => 1 12/1/2010 12:13:58 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.46 on wave at Game Time: 7:30:03 CheckWave: populating count of ZenithBombardment with base magnitude of 353 numberUnits = kv.Value * this.WaveSize : 516.57 after applying ShipCapMultiplier if any, numberUnits : 64.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 64.57 after applying Mark-based multiplier if any, numberUnits : 64.57 after applying at-least-one rule, numberUnits : 64.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 193.71 numberUnitsInt = numberUnits.IntValue : 193 after at-least-effective-ship-cap-rule, numberUnitsInt : 193 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.46 after applying ShipCapMultiplier if any, numberUnits : 1.46 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.46 after applying Mark-based multiplier if any, numberUnits : 1.46 after applying at-least-one rule, numberUnits : 1.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, 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: 194 TypesForDirectAdd count by type: ZenithBombardment => 193 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:13:58 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.46 on wave at Game Time: 7:30:03 CheckWave: populating count of ZenithBombardment with base magnitude of 361 numberUnits = kv.Value * this.WaveSize : 528.28 after applying ShipCapMultiplier if any, numberUnits : 66.03 after applying CanUseNeinzulRegenerator if any, numberUnits : 66.03 after applying Mark-based multiplier if any, numberUnits : 66.03 after applying at-least-one rule, numberUnits : 66.03 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 198.1 numberUnitsInt = numberUnits.IntValue : 198 after at-least-effective-ship-cap-rule, numberUnitsInt : 198 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.46 after applying ShipCapMultiplier if any, numberUnits : 1.46 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.46 after applying Mark-based multiplier if any, numberUnits : 1.46 after applying at-least-one rule, numberUnits : 1.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, 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: 199 TypesForDirectAdd count by type: ZenithBombardment => 198 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:13:58 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.46 on wave at Game Time: 7:30:03 CheckWave: populating count of ZenithBeamFrigate with base magnitude of 327 numberUnits = kv.Value * this.WaveSize : 478.52 after applying ShipCapMultiplier if any, numberUnits : 119.63 after applying CanUseNeinzulRegenerator if any, numberUnits : 119.63 after applying Mark-based multiplier if any, numberUnits : 119.63 after applying at-least-one rule, numberUnits : 119.63 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 358.89 numberUnitsInt = numberUnits.IntValue : 358 after at-least-effective-ship-cap-rule, numberUnitsInt : 358 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.46 after applying ShipCapMultiplier if any, numberUnits : 1.46 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.46 after applying Mark-based multiplier if any, numberUnits : 1.46 after applying at-least-one rule, numberUnits : 1.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, 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: 359 TypesForDirectAdd count by type: ZenithBeamFrigate => 358 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 12:13:58 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.46 on wave at Game Time: 7:30:03 CheckWave: populating count of Bomber with base magnitude of 353 numberUnits = kv.Value * this.WaveSize : 516.57 after applying ShipCapMultiplier if any, numberUnits : 258.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 258.29 after applying Mark-based multiplier if any, numberUnits : 258.29 after applying at-least-one rule, numberUnits : 258.29 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 774.86 numberUnitsInt = numberUnits.IntValue : 774 after at-least-effective-ship-cap-rule, numberUnitsInt : 774 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.46 after applying ShipCapMultiplier if any, numberUnits : 1.46 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.46 after applying Mark-based multiplier if any, numberUnits : 1.46 after applying at-least-one rule, numberUnits : 1.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, 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: 775 TypesForDirectAdd count by type: Bomber => 774 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:22:42 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.83; Game Time: 7:36:50 12/1/2010 12:29:59 PM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 7:43:53 12/1/2010 12:30:00 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:43:53 WaveSize factor: 2 Raw Units Dictionary Entries: ZenithBombardmentIII => 38 FighterIII => 48 ZenithBeamFrigateIII => 42 Cruiser => 39 ParasiteIII => 35 RaiderIII => 33 SpiderIII => 40 BomberIII => 34 YounglingNanoswarmIII => 38 WarbirdStarship => 1 12/1/2010 12:30:00 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 7:43:53 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 38 numberUnits = kv.Value * this.WaveSize : 76 after applying ShipCapMultiplier if any, numberUnits : 9.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 9.5 after applying Mark-based multiplier if any, numberUnits : 7.6 after applying at-least-one rule, numberUnits : 7.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 22.79 numberUnitsInt = numberUnits.IntValue : 22 after at-least-effective-ship-cap-rule, numberUnitsInt : 22 CheckWave: populating count of FighterIII with base magnitude of 48 numberUnits = kv.Value * this.WaveSize : 96 after applying ShipCapMultiplier if any, numberUnits : 48 after applying CanUseNeinzulRegenerator if any, numberUnits : 48 after applying Mark-based multiplier if any, numberUnits : 38.39 after applying at-least-one rule, numberUnits : 38.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 115.17 numberUnitsInt = numberUnits.IntValue : 115 after at-least-effective-ship-cap-rule, numberUnitsInt : 115 CheckWave: populating count of ZenithBeamFrigateIII with base magnitude of 42 numberUnits = kv.Value * this.WaveSize : 84 after applying ShipCapMultiplier if any, numberUnits : 21 after applying CanUseNeinzulRegenerator if any, numberUnits : 21 after applying Mark-based multiplier if any, numberUnits : 16.8 after applying at-least-one rule, numberUnits : 16.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 50.39 numberUnitsInt = numberUnits.IntValue : 50 after at-least-effective-ship-cap-rule, numberUnitsInt : 50 CheckWave: populating count of Cruiser with base magnitude of 39 numberUnits = kv.Value * this.WaveSize : 78 after applying ShipCapMultiplier if any, numberUnits : 39 after applying CanUseNeinzulRegenerator if any, numberUnits : 39 after applying Mark-based multiplier if any, numberUnits : 31.19 after applying at-least-one rule, numberUnits : 31.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 93.58 numberUnitsInt = numberUnits.IntValue : 93 after at-least-effective-ship-cap-rule, numberUnitsInt : 93 CheckWave: populating count of ParasiteIII with base magnitude of 35 numberUnits = kv.Value * this.WaveSize : 70 after applying ShipCapMultiplier if any, numberUnits : 52.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.5 after applying Mark-based multiplier if any, numberUnits : 41.99 after applying at-least-one rule, numberUnits : 41.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 125.97 numberUnitsInt = numberUnits.IntValue : 125 after at-least-effective-ship-cap-rule, numberUnitsInt : 125 CheckWave: populating count of RaiderIII with base magnitude of 33 numberUnits = kv.Value * this.WaveSize : 66 after applying ShipCapMultiplier if any, numberUnits : 82.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 82.5 after applying Mark-based multiplier if any, numberUnits : 65.98 after applying at-least-one rule, numberUnits : 65.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 197.95 numberUnitsInt = numberUnits.IntValue : 197 after at-least-effective-ship-cap-rule, numberUnitsInt : 197 CheckWave: populating count of SpiderIII with base magnitude of 40 numberUnits = kv.Value * this.WaveSize : 80 after applying ShipCapMultiplier if any, numberUnits : 40 after applying CanUseNeinzulRegenerator if any, numberUnits : 40 after applying Mark-based multiplier if any, numberUnits : 31.99 after applying at-least-one rule, numberUnits : 31.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 95.98 numberUnitsInt = numberUnits.IntValue : 95 after at-least-effective-ship-cap-rule, numberUnitsInt : 95 CheckWave: populating count of BomberIII with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 68 after applying ShipCapMultiplier if any, numberUnits : 34 after applying CanUseNeinzulRegenerator if any, numberUnits : 34 after applying Mark-based multiplier if any, numberUnits : 27.19 after applying at-least-one rule, numberUnits : 27.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 81.58 numberUnitsInt = numberUnits.IntValue : 81 after at-least-effective-ship-cap-rule, numberUnitsInt : 81 CheckWave: populating count of YounglingNanoswarmIII with base magnitude of 38 numberUnits = kv.Value * this.WaveSize : 76 after applying ShipCapMultiplier if any, numberUnits : 38 after applying CanUseNeinzulRegenerator if any, numberUnits : 76 after applying Mark-based multiplier if any, numberUnits : 60.79 after applying at-least-one rule, numberUnits : 60.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 182.36 numberUnitsInt = numberUnits.IntValue : 182 after at-least-effective-ship-cap-rule, numberUnitsInt : 182 CheckWave: populating count of WarbirdStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 961 TypesForDirectAdd count by type: ZenithBombardmentIII => 22 FighterIII => 115 ZenithBeamFrigateIII => 50 Cruiser => 93 ParasiteIII => 125 RaiderIII => 197 SpiderIII => 95 BomberIII => 81 YounglingNanoswarmIII => 182 WarbirdStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:30:05 PM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 7:43:58 12/1/2010 12:30:05 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:43:59 WaveSize factor: 2 Raw Units Dictionary Entries: YounglingNanoswarmIII => 29 FighterIII => 35 ParasiteIII => 35 RaiderIII => 46 BomberIII => 31 ZenithBeamFrigateIII => 28 SpiderIII => 29 ZenithBombardmentIII => 36 Cruiser => 33 BomberStarshipII => 1 12/1/2010 12:30:05 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 7:43:59 CheckWave: populating count of YounglingNanoswarmIII with base magnitude of 29 numberUnits = kv.Value * this.WaveSize : 58 after applying ShipCapMultiplier if any, numberUnits : 29 after applying CanUseNeinzulRegenerator if any, numberUnits : 58 after applying Mark-based multiplier if any, numberUnits : 46.39 after applying at-least-one rule, numberUnits : 46.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 139.17 numberUnitsInt = numberUnits.IntValue : 139 after at-least-effective-ship-cap-rule, numberUnitsInt : 139 CheckWave: populating count of FighterIII with base magnitude of 35 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 : 27.99 after applying at-least-one rule, numberUnits : 27.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 83.98 numberUnitsInt = numberUnits.IntValue : 83 after at-least-effective-ship-cap-rule, numberUnitsInt : 83 CheckWave: populating count of ParasiteIII with base magnitude of 35 numberUnits = kv.Value * this.WaveSize : 70 after applying ShipCapMultiplier if any, numberUnits : 52.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.5 after applying Mark-based multiplier if any, numberUnits : 41.99 after applying at-least-one rule, numberUnits : 41.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 125.97 numberUnitsInt = numberUnits.IntValue : 125 after at-least-effective-ship-cap-rule, numberUnitsInt : 125 CheckWave: populating count of RaiderIII with base magnitude of 46 numberUnits = kv.Value * this.WaveSize : 92 after applying ShipCapMultiplier if any, numberUnits : 115 after applying CanUseNeinzulRegenerator if any, numberUnits : 115 after applying Mark-based multiplier if any, numberUnits : 91.98 after applying at-least-one rule, numberUnits : 91.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 275.93 numberUnitsInt = numberUnits.IntValue : 275 after at-least-effective-ship-cap-rule, numberUnitsInt : 275 CheckWave: populating count of BomberIII with base magnitude of 31 numberUnits = kv.Value * this.WaveSize : 62 after applying ShipCapMultiplier if any, numberUnits : 31 after applying CanUseNeinzulRegenerator if any, numberUnits : 31 after applying Mark-based multiplier if any, numberUnits : 24.79 after applying at-least-one rule, numberUnits : 24.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 74.38 numberUnitsInt = numberUnits.IntValue : 74 after at-least-effective-ship-cap-rule, numberUnitsInt : 74 CheckWave: populating count of ZenithBeamFrigateIII with base magnitude of 28 numberUnits = kv.Value * this.WaveSize : 56 after applying ShipCapMultiplier if any, numberUnits : 14 after applying CanUseNeinzulRegenerator if any, numberUnits : 14 after applying Mark-based multiplier if any, numberUnits : 11.2 after applying at-least-one rule, numberUnits : 11.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 33.59 numberUnitsInt = numberUnits.IntValue : 33 after at-least-effective-ship-cap-rule, numberUnitsInt : 33 CheckWave: populating count of SpiderIII with base magnitude of 29 numberUnits = kv.Value * this.WaveSize : 58 after applying ShipCapMultiplier if any, numberUnits : 29 after applying CanUseNeinzulRegenerator if any, numberUnits : 29 after applying Mark-based multiplier if any, numberUnits : 23.19 after applying at-least-one rule, numberUnits : 23.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 69.58 numberUnitsInt = numberUnits.IntValue : 69 after at-least-effective-ship-cap-rule, numberUnitsInt : 69 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 36 numberUnits = kv.Value * this.WaveSize : 72 after applying ShipCapMultiplier if any, numberUnits : 9 after applying CanUseNeinzulRegenerator if any, numberUnits : 9 after applying Mark-based multiplier if any, numberUnits : 7.2 after applying at-least-one rule, numberUnits : 7.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 21.59 numberUnitsInt = numberUnits.IntValue : 21 after at-least-effective-ship-cap-rule, numberUnitsInt : 21 CheckWave: populating count of Cruiser with base magnitude of 33 numberUnits = kv.Value * this.WaveSize : 66 after applying ShipCapMultiplier if any, numberUnits : 33 after applying CanUseNeinzulRegenerator if any, numberUnits : 33 after applying Mark-based multiplier if any, numberUnits : 26.39 after applying at-least-one rule, numberUnits : 26.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 79.18 numberUnitsInt = numberUnits.IntValue : 79 after at-least-effective-ship-cap-rule, numberUnitsInt : 79 CheckWave: populating count of BomberStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.8 after applying at-least-one rule, numberUnits : 1.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.4 numberUnitsInt = numberUnits.IntValue : 5 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 899 TypesForDirectAdd count by type: YounglingNanoswarmIII => 139 FighterIII => 83 ParasiteIII => 125 RaiderIII => 275 BomberIII => 74 ZenithBeamFrigateIII => 33 SpiderIII => 69 ZenithBombardmentIII => 21 Cruiser => 79 BomberStarshipII => 1 TypesForCarrierAdd count by type: 12/1/2010 12:30:26 PM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 7:44:14 12/1/2010 12:30:27 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:44:14 WaveSize factor: 2 Raw Units Dictionary Entries: ZenithBombardmentIII => 30 FighterIII => 21 MicroFighterIII => 29 TeleportBattleStationIII => 24 Cruiser => 20 YounglingWeaselIII => 19 BomberIII => 22 TeleportRaiderIII => 28 YounglingNanoswarmIII => 14 SpiderIII => 29 DreadnoughtIII => 1 12/1/2010 12:30:27 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 7:44:14 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 30 numberUnits = kv.Value * this.WaveSize : 60 after applying ShipCapMultiplier if any, numberUnits : 7.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 7.5 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 : 17 after at-least-effective-ship-cap-rule, numberUnitsInt : 17 CheckWave: populating count of FighterIII with base magnitude of 21 numberUnits = kv.Value * this.WaveSize : 42 after applying ShipCapMultiplier if any, numberUnits : 21 after applying CanUseNeinzulRegenerator if any, numberUnits : 21 after applying Mark-based multiplier if any, numberUnits : 16.8 after applying at-least-one rule, numberUnits : 16.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 50.39 numberUnitsInt = numberUnits.IntValue : 50 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of MicroFighterIII with base magnitude of 29 numberUnits = kv.Value * this.WaveSize : 58 after applying ShipCapMultiplier if any, numberUnits : 43.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 43.5 after applying Mark-based multiplier if any, numberUnits : 34.79 after applying at-least-one rule, numberUnits : 34.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 104.37 numberUnitsInt = numberUnits.IntValue : 104 after at-least-effective-ship-cap-rule, numberUnitsInt : 104 CheckWave: populating count of TeleportBattleStationIII with base magnitude of 24 numberUnits = kv.Value * this.WaveSize : 48 after applying ShipCapMultiplier if any, numberUnits : 6 after applying CanUseNeinzulRegenerator if any, numberUnits : 6 after applying Mark-based multiplier if any, numberUnits : 4.8 after applying at-least-one rule, numberUnits : 4.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 14.4 numberUnitsInt = numberUnits.IntValue : 14 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of Cruiser with base magnitude of 20 numberUnits = kv.Value * this.WaveSize : 40 after applying ShipCapMultiplier if any, numberUnits : 20 after applying CanUseNeinzulRegenerator if any, numberUnits : 20 after applying Mark-based multiplier if any, numberUnits : 16 after applying at-least-one rule, numberUnits : 16 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 47.99 numberUnitsInt = numberUnits.IntValue : 47 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of YounglingWeaselIII with base magnitude of 19 numberUnits = kv.Value * this.WaveSize : 38 after applying ShipCapMultiplier if any, numberUnits : 19 after applying CanUseNeinzulRegenerator if any, numberUnits : 38 after applying Mark-based multiplier if any, numberUnits : 30.39 after applying at-least-one rule, numberUnits : 30.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 91.18 numberUnitsInt = numberUnits.IntValue : 91 after at-least-effective-ship-cap-rule, numberUnitsInt : 91 CheckWave: populating count of BomberIII with base magnitude of 22 numberUnits = kv.Value * this.WaveSize : 44 after applying ShipCapMultiplier if any, numberUnits : 22 after applying CanUseNeinzulRegenerator if any, numberUnits : 22 after applying Mark-based multiplier if any, numberUnits : 17.6 after applying at-least-one rule, numberUnits : 17.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 52.79 numberUnitsInt = numberUnits.IntValue : 52 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of TeleportRaiderIII with base magnitude of 28 numberUnits = kv.Value * this.WaveSize : 56 after applying ShipCapMultiplier if any, numberUnits : 70 after applying CanUseNeinzulRegenerator if any, numberUnits : 70 after applying Mark-based multiplier if any, numberUnits : 55.99 after applying at-least-one rule, numberUnits : 55.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 167.96 numberUnitsInt = numberUnits.IntValue : 167 after at-least-effective-ship-cap-rule, numberUnitsInt : 167 CheckWave: populating count of YounglingNanoswarmIII with base magnitude of 14 numberUnits = kv.Value * this.WaveSize : 28 after applying ShipCapMultiplier if any, numberUnits : 14 after applying CanUseNeinzulRegenerator if any, numberUnits : 28 after applying Mark-based multiplier if any, numberUnits : 22.39 after applying at-least-one rule, numberUnits : 22.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 67.18 numberUnitsInt = numberUnits.IntValue : 67 after at-least-effective-ship-cap-rule, numberUnitsInt : 67 CheckWave: populating count of SpiderIII with base magnitude of 29 numberUnits = kv.Value * this.WaveSize : 58 after applying ShipCapMultiplier if any, numberUnits : 29 after applying CanUseNeinzulRegenerator if any, numberUnits : 29 after applying Mark-based multiplier if any, numberUnits : 23.19 after applying at-least-one rule, numberUnits : 23.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 69.58 numberUnitsInt = numberUnits.IntValue : 69 after at-least-effective-ship-cap-rule, numberUnitsInt : 69 CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 698 TypesForDirectAdd count by type: ZenithBombardmentIII => 17 FighterIII => 56 MicroFighterIII => 104 TeleportBattleStationIII => 14 Cruiser => 56 YounglingWeaselIII => 91 BomberIII => 56 TeleportRaiderIII => 167 YounglingNanoswarmIII => 67 SpiderIII => 69 DreadnoughtIII => 1 TypesForCarrierAdd count by type: 12/1/2010 12:42:35 PM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 7:52:37 12/1/2010 12:42:36 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:52:38 WaveSize factor: 2 Raw Units Dictionary Entries: ZenithBombardmentIII => 16 SpiderIII => 26 TeleportBattleStationIII => 20 YounglingNanoswarmIII => 18 YounglingWeaselIII => 33 MicroFighterIII => 19 Cruiser => 30 FighterIII => 27 BomberIII => 18 TeleportRaiderIII => 21 BeamStarship => 1 12/1/2010 12:42:36 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 7:52:38 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 16 numberUnits = kv.Value * this.WaveSize : 32 after applying ShipCapMultiplier if any, numberUnits : 4 after applying CanUseNeinzulRegenerator if any, numberUnits : 4 after applying Mark-based multiplier if any, numberUnits : 3.2 after applying at-least-one rule, numberUnits : 3.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.6 numberUnitsInt = numberUnits.IntValue : 9 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of SpiderIII with base magnitude of 26 numberUnits = kv.Value * this.WaveSize : 52 after applying ShipCapMultiplier if any, numberUnits : 26 after applying CanUseNeinzulRegenerator if any, numberUnits : 26 after applying Mark-based multiplier if any, numberUnits : 20.79 after applying at-least-one rule, numberUnits : 20.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 62.38 numberUnitsInt = numberUnits.IntValue : 62 after at-least-effective-ship-cap-rule, numberUnitsInt : 62 CheckWave: populating count of TeleportBattleStationIII with base magnitude of 20 numberUnits = kv.Value * this.WaveSize : 40 after applying ShipCapMultiplier if any, numberUnits : 5 after applying CanUseNeinzulRegenerator if any, numberUnits : 5 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 : 11 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of YounglingNanoswarmIII with base magnitude of 18 numberUnits = kv.Value * this.WaveSize : 36 after applying ShipCapMultiplier if any, numberUnits : 18 after applying CanUseNeinzulRegenerator if any, numberUnits : 36 after applying Mark-based multiplier if any, numberUnits : 28.79 after applying at-least-one rule, numberUnits : 28.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 86.38 numberUnitsInt = numberUnits.IntValue : 86 after at-least-effective-ship-cap-rule, numberUnitsInt : 86 CheckWave: populating count of YounglingWeaselIII with base magnitude of 33 numberUnits = kv.Value * this.WaveSize : 66 after applying ShipCapMultiplier if any, numberUnits : 33 after applying CanUseNeinzulRegenerator if any, numberUnits : 66 after applying Mark-based multiplier if any, numberUnits : 52.79 after applying at-least-one rule, numberUnits : 52.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 158.36 numberUnitsInt = numberUnits.IntValue : 158 after at-least-effective-ship-cap-rule, numberUnitsInt : 158 CheckWave: populating count of MicroFighterIII with base magnitude of 19 numberUnits = kv.Value * this.WaveSize : 38 after applying ShipCapMultiplier if any, numberUnits : 28.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 28.5 after applying Mark-based multiplier if any, numberUnits : 22.79 after applying at-least-one rule, numberUnits : 22.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 68.38 numberUnitsInt = numberUnits.IntValue : 68 after at-least-effective-ship-cap-rule, numberUnitsInt : 85 CheckWave: populating count of Cruiser with base magnitude of 30 numberUnits = kv.Value * this.WaveSize : 60 after applying ShipCapMultiplier if any, numberUnits : 30 after applying CanUseNeinzulRegenerator if any, numberUnits : 30 after applying Mark-based multiplier if any, numberUnits : 23.99 after applying at-least-one rule, numberUnits : 23.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 71.98 numberUnitsInt = numberUnits.IntValue : 71 after at-least-effective-ship-cap-rule, numberUnitsInt : 71 CheckWave: populating count of FighterIII with base magnitude of 27 numberUnits = kv.Value * this.WaveSize : 54 after applying ShipCapMultiplier if any, numberUnits : 27 after applying CanUseNeinzulRegenerator if any, numberUnits : 27 after applying Mark-based multiplier if any, numberUnits : 21.59 after applying at-least-one rule, numberUnits : 21.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 64.78 numberUnitsInt = numberUnits.IntValue : 64 after at-least-effective-ship-cap-rule, numberUnitsInt : 64 CheckWave: populating count of BomberIII with base magnitude of 18 numberUnits = kv.Value * this.WaveSize : 36 after applying ShipCapMultiplier if any, numberUnits : 18 after applying CanUseNeinzulRegenerator if any, numberUnits : 18 after applying Mark-based multiplier if any, numberUnits : 14.4 after applying at-least-one rule, numberUnits : 14.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 43.19 numberUnitsInt = numberUnits.IntValue : 43 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of TeleportRaiderIII with base magnitude of 21 numberUnits = kv.Value * this.WaveSize : 42 after applying ShipCapMultiplier if any, numberUnits : 52.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.5 after applying Mark-based multiplier if any, numberUnits : 41.99 after applying at-least-one rule, numberUnits : 41.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 125.97 numberUnitsInt = numberUnits.IntValue : 125 after at-least-effective-ship-cap-rule, numberUnitsInt : 141 CheckWave: populating count of BeamStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 752 TypesForDirectAdd count by type: ZenithBombardmentIII => 14 SpiderIII => 62 TeleportBattleStationIII => 14 YounglingNanoswarmIII => 86 YounglingWeaselIII => 158 MicroFighterIII => 85 Cruiser => 71 FighterIII => 64 BomberIII => 56 TeleportRaiderIII => 141 BeamStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:44:20 PM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 7:54:19 12/1/2010 12:44:21 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:54:20 WaveSize factor: 2 Raw Units Dictionary Entries: YounglingWeaselIII => 26 Cruiser => 26 SpiderIII => 19 TeleportBattleStationIII => 16 MicroFighterIII => 16 FighterIII => 23 ZenithBombardmentIII => 23 BomberIII => 28 YounglingNanoswarmIII => 22 TeleportRaiderIII => 20 DreadnoughtIII => 1 BomberStarshipII => 1 WarbirdStarship => 1 12/1/2010 12:44:21 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 7:54:20 CheckWave: populating count of YounglingWeaselIII with base magnitude of 26 numberUnits = kv.Value * this.WaveSize : 52 after applying ShipCapMultiplier if any, numberUnits : 26 after applying CanUseNeinzulRegenerator if any, numberUnits : 52 after applying Mark-based multiplier if any, numberUnits : 41.59 after applying at-least-one rule, numberUnits : 41.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 124.77 numberUnitsInt = numberUnits.IntValue : 124 after at-least-effective-ship-cap-rule, numberUnitsInt : 124 CheckWave: populating count of Cruiser with base magnitude of 26 numberUnits = kv.Value * this.WaveSize : 52 after applying ShipCapMultiplier if any, numberUnits : 26 after applying CanUseNeinzulRegenerator if any, numberUnits : 26 after applying Mark-based multiplier if any, numberUnits : 20.79 after applying at-least-one rule, numberUnits : 20.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 62.38 numberUnitsInt = numberUnits.IntValue : 62 after at-least-effective-ship-cap-rule, numberUnitsInt : 62 CheckWave: populating count of SpiderIII with base magnitude of 19 numberUnits = kv.Value * this.WaveSize : 38 after applying ShipCapMultiplier if any, numberUnits : 19 after applying CanUseNeinzulRegenerator if any, numberUnits : 19 after applying Mark-based multiplier if any, numberUnits : 15.2 after applying at-least-one rule, numberUnits : 15.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 45.59 numberUnitsInt = numberUnits.IntValue : 45 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of TeleportBattleStationIII with base magnitude of 16 numberUnits = kv.Value * this.WaveSize : 32 after applying ShipCapMultiplier if any, numberUnits : 4 after applying CanUseNeinzulRegenerator if any, numberUnits : 4 after applying Mark-based multiplier if any, numberUnits : 3.2 after applying at-least-one rule, numberUnits : 3.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.6 numberUnitsInt = numberUnits.IntValue : 9 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of MicroFighterIII with base magnitude of 16 numberUnits = kv.Value * this.WaveSize : 32 after applying ShipCapMultiplier if any, numberUnits : 24 after applying CanUseNeinzulRegenerator if any, numberUnits : 24 after applying Mark-based multiplier if any, numberUnits : 19.2 after applying at-least-one rule, numberUnits : 19.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 57.59 numberUnitsInt = numberUnits.IntValue : 57 after at-least-effective-ship-cap-rule, numberUnitsInt : 85 CheckWave: populating count of FighterIII with base magnitude of 23 numberUnits = kv.Value * this.WaveSize : 46 after applying ShipCapMultiplier if any, numberUnits : 23 after applying CanUseNeinzulRegenerator if any, numberUnits : 23 after applying Mark-based multiplier if any, numberUnits : 18.4 after applying at-least-one rule, numberUnits : 18.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 55.19 numberUnitsInt = numberUnits.IntValue : 55 after at-least-effective-ship-cap-rule, numberUnitsInt : 56 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 23 numberUnits = kv.Value * this.WaveSize : 46 after applying ShipCapMultiplier if any, numberUnits : 5.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 5.75 after applying Mark-based multiplier if any, numberUnits : 4.6 after applying at-least-one rule, numberUnits : 4.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 13.8 numberUnitsInt = numberUnits.IntValue : 13 after at-least-effective-ship-cap-rule, numberUnitsInt : 14 CheckWave: populating count of BomberIII with base magnitude of 28 numberUnits = kv.Value * this.WaveSize : 56 after applying ShipCapMultiplier if any, numberUnits : 28 after applying CanUseNeinzulRegenerator if any, numberUnits : 28 after applying Mark-based multiplier if any, numberUnits : 22.39 after applying at-least-one rule, numberUnits : 22.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 67.18 numberUnitsInt = numberUnits.IntValue : 67 after at-least-effective-ship-cap-rule, numberUnitsInt : 67 CheckWave: populating count of YounglingNanoswarmIII with base magnitude of 22 numberUnits = kv.Value * this.WaveSize : 44 after applying ShipCapMultiplier if any, numberUnits : 22 after applying CanUseNeinzulRegenerator if any, numberUnits : 44 after applying Mark-based multiplier if any, numberUnits : 35.19 after applying at-least-one rule, numberUnits : 35.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 105.57 numberUnitsInt = numberUnits.IntValue : 105 after at-least-effective-ship-cap-rule, numberUnitsInt : 105 CheckWave: populating count of TeleportRaiderIII with base magnitude of 20 numberUnits = kv.Value * this.WaveSize : 40 after applying ShipCapMultiplier if any, numberUnits : 50 after applying CanUseNeinzulRegenerator if any, numberUnits : 50 after applying Mark-based multiplier if any, numberUnits : 39.99 after applying at-least-one rule, numberUnits : 39.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 119.97 numberUnitsInt = numberUnits.IntValue : 119 after at-least-effective-ship-cap-rule, numberUnitsInt : 141 CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 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 BomberStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.8 after applying at-least-one rule, numberUnits : 1.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.4 numberUnitsInt = numberUnits.IntValue : 5 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of WarbirdStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 727 TypesForDirectAdd count by type: YounglingWeaselIII => 124 Cruiser => 62 SpiderIII => 56 TeleportBattleStationIII => 14 MicroFighterIII => 85 FighterIII => 56 ZenithBombardmentIII => 14 BomberIII => 67 YounglingNanoswarmIII => 105 TeleportRaiderIII => 141 DreadnoughtIII => 1 BomberStarshipII => 1 WarbirdStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:45:13 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.2; Game Time: 7:55:10 12/1/2010 12:45:14 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:55:10 WaveSize factor: 1.2 Raw Units Dictionary Entries: BomberII => 438 DreadnoughtII => 1 12/1/2010 12:45:14 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:55:10 WaveSize factor: 1.2 Raw Units Dictionary Entries: MissileShipII => 424 Flagship => 1 12/1/2010 12:45:14 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:55:10 WaveSize factor: 1.2 Raw Units Dictionary Entries: ZenithBeamFrigateII => 452 DreadnoughtII => 1 12/1/2010 12:45:14 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 7:55:10 WaveSize factor: 1.2 Raw Units Dictionary Entries: BomberII => 429 RaidStarship => 1 12/1/2010 12:45:14 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.2 on wave at Game Time: 7:55:10 CheckWave: populating count of BomberII with base magnitude of 438 numberUnits = kv.Value * this.WaveSize : 523.44 after applying ShipCapMultiplier if any, numberUnits : 261.72 after applying CanUseNeinzulRegenerator if any, numberUnits : 261.72 after applying Mark-based multiplier if any, numberUnits : 235.52 after applying at-least-one rule, numberUnits : 235.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 706.57 numberUnitsInt = numberUnits.IntValue : 706 after at-least-effective-ship-cap-rule, numberUnitsInt : 706 CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.2 after applying ShipCapMultiplier if any, numberUnits : 1.2 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.2 after applying Mark-based multiplier if any, numberUnits : 1.08 after applying at-least-one rule, numberUnits : 1.08 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.23 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 707 TypesForDirectAdd count by type: BomberII => 706 DreadnoughtII => 1 TypesForCarrierAdd count by type: 12/1/2010 12:45:14 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.2 on wave at Game Time: 7:55:10 CheckWave: populating count of MissileShipII with base magnitude of 424 numberUnits = kv.Value * this.WaveSize : 506.71 after applying ShipCapMultiplier if any, numberUnits : 253.35 after applying CanUseNeinzulRegenerator if any, numberUnits : 253.35 after applying Mark-based multiplier if any, numberUnits : 227.99 after applying at-least-one rule, numberUnits : 227.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 683.98 numberUnitsInt = numberUnits.IntValue : 683 after at-least-effective-ship-cap-rule, numberUnitsInt : 683 CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.2 after applying ShipCapMultiplier if any, numberUnits : 1.2 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.2 after applying Mark-based multiplier if any, numberUnits : 1.08 after applying at-least-one rule, numberUnits : 1.08 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.23 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 684 TypesForDirectAdd count by type: MissileShipII => 683 Flagship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:45:14 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.2 on wave at Game Time: 7:55:10 CheckWave: populating count of ZenithBeamFrigateII with base magnitude of 452 numberUnits = kv.Value * this.WaveSize : 540.17 after applying ShipCapMultiplier if any, numberUnits : 135.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 135.04 after applying Mark-based multiplier if any, numberUnits : 121.53 after applying at-least-one rule, numberUnits : 121.53 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 364.58 numberUnitsInt = numberUnits.IntValue : 364 after at-least-effective-ship-cap-rule, numberUnitsInt : 364 CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.2 after applying ShipCapMultiplier if any, numberUnits : 1.2 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.2 after applying Mark-based multiplier if any, numberUnits : 1.08 after applying at-least-one rule, numberUnits : 1.08 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.23 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 365 TypesForDirectAdd count by type: ZenithBeamFrigateII => 364 DreadnoughtII => 1 TypesForCarrierAdd count by type: 12/1/2010 12:45:14 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.2 on wave at Game Time: 7:55:10 CheckWave: populating count of BomberII with base magnitude of 429 numberUnits = kv.Value * this.WaveSize : 512.68 after applying ShipCapMultiplier if any, numberUnits : 256.34 after applying CanUseNeinzulRegenerator if any, numberUnits : 256.34 after applying Mark-based multiplier if any, numberUnits : 230.68 after applying at-least-one rule, numberUnits : 230.68 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 692.05 numberUnitsInt = numberUnits.IntValue : 692 after at-least-effective-ship-cap-rule, numberUnitsInt : 692 CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.2 after applying ShipCapMultiplier if any, numberUnits : 1.2 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.2 after applying Mark-based multiplier if any, numberUnits : 1.2 after applying at-least-one rule, numberUnits : 1.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.59 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 693 TypesForDirectAdd count by type: BomberII => 692 RaidStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 12:45:45 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.9; Game Time: 7:55:39 12/1/2010 1:16:14 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.14; Game Time: 8:19:35 12/1/2010 1:18:00 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.24; Game Time: 8:21:19 12/1/2010 1:18:00 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 8:21:19 WaveSize factor: 1.24 Raw Units Dictionary Entries: ParasiteII => 1133 Flagship => 1 12/1/2010 1:18:00 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 8:21:19 WaveSize factor: 1.24 Raw Units Dictionary Entries: FighterII => 1035 LeechStarshipII => 2 Flagship => 1 12/1/2010 1:18:00 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 8:21:19 WaveSize factor: 1.24 Raw Units Dictionary Entries: ParasiteII => 1050 BomberStarship => 2 DreadnoughtII => 1 Flagship => 1 LeechStarshipII => 1 12/1/2010 1:18:00 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 8:21:19 WaveSize factor: 1.24 Raw Units Dictionary Entries: ZenithBombardmentII => 1050 RaidStarship => 1 LeechStarshipII => 1 DreadnoughtII => 1 12/1/2010 1:18:00 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.24 on wave at Game Time: 8:21:19 CheckWave: populating count of ParasiteII with base magnitude of 1133 numberUnits = kv.Value * this.WaveSize : 1409.89 after applying ShipCapMultiplier if any, numberUnits : 1057.42 after applying CanUseNeinzulRegenerator if any, numberUnits : 1057.42 after applying Mark-based multiplier if any, numberUnits : 951.57 after applying at-least-one rule, numberUnits : 951.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 2854.71 numberUnitsInt = numberUnits.IntValue : 2854 after at-least-effective-ship-cap-rule, numberUnitsInt : 2854 CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.24 after applying ShipCapMultiplier if any, numberUnits : 1.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.24 after applying Mark-based multiplier if any, numberUnits : 1.12 after applying at-least-one rule, numberUnits : 1.12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.36 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2855 TypesForDirectAdd count by type: ParasiteII => 1000 Flagship => 1 TypesForCarrierAdd count by type: ParasiteII => 1854 12/1/2010 1:18:00 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.24 on wave at Game Time: 8:21:19 CheckWave: populating count of FighterII with base magnitude of 1035 numberUnits = kv.Value * this.WaveSize : 1287.94 after applying ShipCapMultiplier if any, numberUnits : 643.97 after applying CanUseNeinzulRegenerator if any, numberUnits : 643.97 after applying Mark-based multiplier if any, numberUnits : 579.51 after applying at-least-one rule, numberUnits : 579.51 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 1738.53 numberUnitsInt = numberUnits.IntValue : 1738 after at-least-effective-ship-cap-rule, numberUnitsInt : 1738 CheckWave: populating count of LeechStarshipII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2.49 after applying ShipCapMultiplier if any, numberUnits : 2.49 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.49 after applying Mark-based multiplier if any, numberUnits : 2.24 after applying at-least-one rule, numberUnits : 2.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.72 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 Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.24 after applying ShipCapMultiplier if any, numberUnits : 1.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.24 after applying Mark-based multiplier if any, numberUnits : 1.12 after applying at-least-one rule, numberUnits : 1.12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.36 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1740 TypesForDirectAdd count by type: FighterII => 1000 LeechStarshipII => 1 Flagship => 1 TypesForCarrierAdd count by type: FighterII => 738 12/1/2010 1:18:00 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.24 on wave at Game Time: 8:21:19 CheckWave: populating count of ParasiteII with base magnitude of 1050 numberUnits = kv.Value * this.WaveSize : 1306.6 after applying ShipCapMultiplier if any, numberUnits : 979.95 after applying CanUseNeinzulRegenerator if any, numberUnits : 979.95 after applying Mark-based multiplier if any, numberUnits : 881.86 after applying at-least-one rule, numberUnits : 881.86 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 2645.59 numberUnitsInt = numberUnits.IntValue : 2645 after at-least-effective-ship-cap-rule, numberUnitsInt : 2645 CheckWave: populating count of BomberStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2.49 after applying ShipCapMultiplier if any, numberUnits : 2.49 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.49 after applying Mark-based multiplier if any, numberUnits : 2.49 after applying at-least-one rule, numberUnits : 2.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.47 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 DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.24 after applying ShipCapMultiplier if any, numberUnits : 1.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.24 after applying Mark-based multiplier if any, numberUnits : 1.12 after applying at-least-one rule, numberUnits : 1.12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.36 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 Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.24 after applying ShipCapMultiplier if any, numberUnits : 1.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.24 after applying Mark-based multiplier if any, numberUnits : 1.12 after applying at-least-one rule, numberUnits : 1.12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.36 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 LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.24 after applying ShipCapMultiplier if any, numberUnits : 1.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.24 after applying Mark-based multiplier if any, numberUnits : 1.12 after applying at-least-one rule, numberUnits : 1.12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.36 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2649 TypesForDirectAdd count by type: ParasiteII => 1000 BomberStarship => 1 DreadnoughtII => 1 Flagship => 1 LeechStarshipII => 1 TypesForCarrierAdd count by type: ParasiteII => 1645 12/1/2010 1:18:00 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.24 on wave at Game Time: 8:21:19 CheckWave: populating count of ZenithBombardmentII with base magnitude of 1050 numberUnits = kv.Value * this.WaveSize : 1306.6 after applying ShipCapMultiplier if any, numberUnits : 163.33 after applying CanUseNeinzulRegenerator if any, numberUnits : 163.33 after applying Mark-based multiplier if any, numberUnits : 146.98 after applying at-least-one rule, numberUnits : 146.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 440.93 numberUnitsInt = numberUnits.IntValue : 440 after at-least-effective-ship-cap-rule, numberUnitsInt : 440 CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.24 after applying ShipCapMultiplier if any, numberUnits : 1.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.24 after applying Mark-based multiplier if any, numberUnits : 1.24 after applying at-least-one rule, numberUnits : 1.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.73 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 LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.24 after applying ShipCapMultiplier if any, numberUnits : 1.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.24 after applying Mark-based multiplier if any, numberUnits : 1.12 after applying at-least-one rule, numberUnits : 1.12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.36 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 DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.24 after applying ShipCapMultiplier if any, numberUnits : 1.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.24 after applying Mark-based multiplier if any, numberUnits : 1.12 after applying at-least-one rule, numberUnits : 1.12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.36 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 443 TypesForDirectAdd count by type: ZenithBombardmentII => 440 RaidStarship => 1 LeechStarshipII => 1 DreadnoughtII => 1 TypesForCarrierAdd count by type: 12/1/2010 1:42:57 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.1; Game Time: 8:42:41 12/1/2010 1:58:13 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.6; Game Time: 8:54:53 12/1/2010 1:58:14 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 8:54:53 WaveSize factor: 1.6 Raw Units Dictionary Entries: YounglingCommandoII => 986 Flagship => 1 12/1/2010 1:58:14 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 8:54:53 WaveSize factor: 1.6 Raw Units Dictionary Entries: ArmorShipII => 1116 LeechStarshipII => 1 12/1/2010 1:58:14 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 8:54:53 WaveSize factor: 1.6 Raw Units Dictionary Entries: SpiderII => 1214 BomberStarship => 1 12/1/2010 1:58:14 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 8:54:53 WaveSize factor: 1.6 Raw Units Dictionary Entries: FighterII => 1131 DreadnoughtII => 2 BomberStarship => 1 12/1/2010 1:58:14 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.6 on wave at Game Time: 8:54:53 CheckWave: populating count of YounglingCommandoII with base magnitude of 986 numberUnits = kv.Value * this.WaveSize : 1575.05 after applying ShipCapMultiplier if any, numberUnits : 787.52 after applying CanUseNeinzulRegenerator if any, numberUnits : 1575.05 after applying Mark-based multiplier if any, numberUnits : 1417.39 after applying at-least-one rule, numberUnits : 1417.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4252.17 numberUnitsInt = numberUnits.IntValue : 4252 after at-least-effective-ship-cap-rule, numberUnitsInt : 4252 CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.6 after applying ShipCapMultiplier if any, numberUnits : 1.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.6 after applying Mark-based multiplier if any, numberUnits : 1.44 after applying at-least-one rule, numberUnits : 1.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.31 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 4253 TypesForDirectAdd count by type: YounglingCommandoII => 1000 Flagship => 1 TypesForCarrierAdd count by type: YounglingCommandoII => 3252 12/1/2010 1:58:14 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.6 on wave at Game Time: 8:54:53 CheckWave: populating count of ArmorShipII with base magnitude of 1116 numberUnits = kv.Value * this.WaveSize : 1782.71 after applying ShipCapMultiplier if any, numberUnits : 802.13 after applying CanUseNeinzulRegenerator if any, numberUnits : 802.13 after applying Mark-based multiplier if any, numberUnits : 721.84 after applying at-least-one rule, numberUnits : 721.84 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 2165.52 numberUnitsInt = numberUnits.IntValue : 2165 after at-least-effective-ship-cap-rule, numberUnitsInt : 2165 CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.6 after applying ShipCapMultiplier if any, numberUnits : 1.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.6 after applying Mark-based multiplier if any, numberUnits : 1.44 after applying at-least-one rule, numberUnits : 1.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.31 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2166 TypesForDirectAdd count by type: ArmorShipII => 1000 LeechStarshipII => 1 TypesForCarrierAdd count by type: ArmorShipII => 1165 12/1/2010 1:58:14 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.6 on wave at Game Time: 8:54:53 CheckWave: populating count of SpiderII with base magnitude of 1214 numberUnits = kv.Value * this.WaveSize : 1939.26 after applying ShipCapMultiplier if any, numberUnits : 969.63 after applying CanUseNeinzulRegenerator if any, numberUnits : 969.63 after applying Mark-based multiplier if any, numberUnits : 872.57 after applying at-least-one rule, numberUnits : 872.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 2617.71 numberUnitsInt = numberUnits.IntValue : 2617 after at-least-effective-ship-cap-rule, numberUnitsInt : 2617 CheckWave: populating count of BomberStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.6 after applying ShipCapMultiplier if any, numberUnits : 1.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.6 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.79 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2618 TypesForDirectAdd count by type: SpiderII => 1000 BomberStarship => 1 TypesForCarrierAdd count by type: SpiderII => 1617 12/1/2010 1:58:14 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.6 on wave at Game Time: 8:54:53 CheckWave: populating count of FighterII with base magnitude of 1131 numberUnits = kv.Value * this.WaveSize : 1806.67 after applying ShipCapMultiplier if any, numberUnits : 903.34 after applying CanUseNeinzulRegenerator if any, numberUnits : 903.34 after applying Mark-based multiplier if any, numberUnits : 812.91 after applying at-least-one rule, numberUnits : 812.91 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 2438.74 numberUnitsInt = numberUnits.IntValue : 2438 after at-least-effective-ship-cap-rule, numberUnitsInt : 2438 CheckWave: populating count of DreadnoughtII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.19 after applying ShipCapMultiplier if any, numberUnits : 3.19 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.19 after applying Mark-based multiplier if any, numberUnits : 2.88 after applying at-least-one rule, numberUnits : 2.88 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.63 numberUnitsInt = numberUnits.IntValue : 8 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BomberStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.6 after applying ShipCapMultiplier if any, numberUnits : 1.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.6 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.79 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2440 TypesForDirectAdd count by type: FighterII => 1000 DreadnoughtII => 1 BomberStarship => 1 TypesForCarrierAdd count by type: FighterII => 1438 12/1/2010 2:24:00 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.31; Game Time: 9:10:11 12/1/2010 2:24:20 PM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 9:10:29 12/1/2010 2:24:21 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 9:10:30 WaveSize factor: 2 Raw Units Dictionary Entries: YounglingCommandoIII => 119 Cruiser => 108 SpiderIII => 99 YounglingNanoswarmIII => 94 FighterIII => 113 ZenithBombardmentIII => 107 ZenithBeamFrigateIII => 116 ParasiteIII => 116 BomberIII => 89 RaiderIII => 93 ArmorShipIII => 114 BomberStarshipII => 3 12/1/2010 2:24:21 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 9:10:30 CheckWave: populating count of YounglingCommandoIII with base magnitude of 119 numberUnits = kv.Value * this.WaveSize : 238 after applying ShipCapMultiplier if any, numberUnits : 119 after applying CanUseNeinzulRegenerator if any, numberUnits : 238 after applying Mark-based multiplier if any, numberUnits : 190.35 after applying at-least-one rule, numberUnits : 190.35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 571.06 numberUnitsInt = numberUnits.IntValue : 571 after at-least-effective-ship-cap-rule, numberUnitsInt : 571 CheckWave: populating count of Cruiser with base magnitude of 108 numberUnits = kv.Value * this.WaveSize : 216 after applying ShipCapMultiplier if any, numberUnits : 108 after applying CanUseNeinzulRegenerator if any, numberUnits : 108 after applying Mark-based multiplier if any, numberUnits : 86.38 after applying at-least-one rule, numberUnits : 86.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 259.14 numberUnitsInt = numberUnits.IntValue : 259 after at-least-effective-ship-cap-rule, numberUnitsInt : 259 CheckWave: populating count of SpiderIII with base magnitude of 99 numberUnits = kv.Value * this.WaveSize : 198 after applying ShipCapMultiplier if any, numberUnits : 99 after applying CanUseNeinzulRegenerator if any, numberUnits : 99 after applying Mark-based multiplier if any, numberUnits : 79.18 after applying at-least-one rule, numberUnits : 79.18 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 237.54 numberUnitsInt = numberUnits.IntValue : 237 after at-least-effective-ship-cap-rule, numberUnitsInt : 237 CheckWave: populating count of YounglingNanoswarmIII with base magnitude of 94 numberUnits = kv.Value * this.WaveSize : 188 after applying ShipCapMultiplier if any, numberUnits : 94 after applying CanUseNeinzulRegenerator if any, numberUnits : 188 after applying Mark-based multiplier if any, numberUnits : 150.36 after applying at-least-one rule, numberUnits : 150.36 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 451.09 numberUnitsInt = numberUnits.IntValue : 451 after at-least-effective-ship-cap-rule, numberUnitsInt : 451 CheckWave: populating count of FighterIII with base magnitude of 113 numberUnits = kv.Value * this.WaveSize : 226 after applying ShipCapMultiplier if any, numberUnits : 113 after applying CanUseNeinzulRegenerator if any, numberUnits : 113 after applying Mark-based multiplier if any, numberUnits : 90.38 after applying at-least-one rule, numberUnits : 90.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 271.13 numberUnitsInt = numberUnits.IntValue : 271 after at-least-effective-ship-cap-rule, numberUnitsInt : 271 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 107 numberUnits = kv.Value * this.WaveSize : 214 after applying ShipCapMultiplier if any, numberUnits : 26.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 26.75 after applying Mark-based multiplier if any, numberUnits : 21.39 after applying at-least-one rule, numberUnits : 21.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 64.18 numberUnitsInt = numberUnits.IntValue : 64 after at-least-effective-ship-cap-rule, numberUnitsInt : 64 CheckWave: populating count of ZenithBeamFrigateIII with base magnitude of 116 numberUnits = kv.Value * this.WaveSize : 232 after applying ShipCapMultiplier if any, numberUnits : 58 after applying CanUseNeinzulRegenerator if any, numberUnits : 58 after applying Mark-based multiplier if any, numberUnits : 46.39 after applying at-least-one rule, numberUnits : 46.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 139.17 numberUnitsInt = numberUnits.IntValue : 139 after at-least-effective-ship-cap-rule, numberUnitsInt : 139 CheckWave: populating count of ParasiteIII with base magnitude of 116 numberUnits = kv.Value * this.WaveSize : 232 after applying ShipCapMultiplier if any, numberUnits : 174 after applying CanUseNeinzulRegenerator if any, numberUnits : 174 after applying Mark-based multiplier if any, numberUnits : 139.17 after applying at-least-one rule, numberUnits : 139.17 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 417.5 numberUnitsInt = numberUnits.IntValue : 417 after at-least-effective-ship-cap-rule, numberUnitsInt : 417 CheckWave: populating count of BomberIII with base magnitude of 89 numberUnits = kv.Value * this.WaveSize : 178 after applying ShipCapMultiplier if any, numberUnits : 89 after applying CanUseNeinzulRegenerator if any, numberUnits : 89 after applying Mark-based multiplier if any, numberUnits : 71.18 after applying at-least-one rule, numberUnits : 71.18 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 213.55 numberUnitsInt = numberUnits.IntValue : 213 after at-least-effective-ship-cap-rule, numberUnitsInt : 213 CheckWave: populating count of RaiderIII with base magnitude of 93 numberUnits = kv.Value * this.WaveSize : 186 after applying ShipCapMultiplier if any, numberUnits : 232.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 232.5 after applying Mark-based multiplier if any, numberUnits : 185.95 after applying at-least-one rule, numberUnits : 185.95 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 557.86 numberUnitsInt = numberUnits.IntValue : 557 after at-least-effective-ship-cap-rule, numberUnitsInt : 557 CheckWave: populating count of ArmorShipIII with base magnitude of 114 numberUnits = kv.Value * this.WaveSize : 228 after applying ShipCapMultiplier if any, numberUnits : 102.59 after applying CanUseNeinzulRegenerator if any, numberUnits : 102.59 after applying Mark-based multiplier if any, numberUnits : 82.05 after applying at-least-one rule, numberUnits : 82.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 246.15 numberUnitsInt = numberUnits.IntValue : 246 after at-least-effective-ship-cap-rule, numberUnitsInt : 246 CheckWave: populating count of BomberStarshipII with base magnitude of 3 numberUnits = kv.Value * this.WaveSize : 6 after applying ShipCapMultiplier if any, numberUnits : 6 after applying CanUseNeinzulRegenerator if any, numberUnits : 6 after applying Mark-based multiplier if any, numberUnits : 5.4 after applying at-least-one rule, numberUnits : 5.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 16.2 numberUnitsInt = numberUnits.IntValue : 16 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 3426 TypesForDirectAdd count by type: YounglingCommandoIII => 571 Cruiser => 259 SpiderIII => 170 BomberStarshipII => 1 TypesForCarrierAdd count by type: SpiderIII => 67 YounglingNanoswarmIII => 451 FighterIII => 271 ZenithBombardmentIII => 64 ZenithBeamFrigateIII => 139 ParasiteIII => 417 BomberIII => 213 RaiderIII => 557 ArmorShipIII => 246 12/1/2010 2:36:23 PM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 9:20:48 12/1/2010 2:36:24 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 9:20:49 WaveSize factor: 2 Raw Units Dictionary Entries: YounglingNanoswarmIII => 107 BomberIII => 101 SpiderIII => 109 YounglingCommandoIII => 102 ParasiteIII => 125 ArmorShipIII => 102 RaiderIII => 101 ZenithBombardmentIII => 105 ZenithBeamFrigateIII => 119 ZenithElectricBomberIII => 123 Cruiser => 107 FighterIII => 113 BomberStarshipII => 1 12/1/2010 2:36:24 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 9:20:49 CheckWave: populating count of YounglingNanoswarmIII with base magnitude of 107 numberUnits = kv.Value * this.WaveSize : 214 after applying ShipCapMultiplier if any, numberUnits : 107 after applying CanUseNeinzulRegenerator if any, numberUnits : 214 after applying Mark-based multiplier if any, numberUnits : 171.16 after applying at-least-one rule, numberUnits : 171.16 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 513.47 numberUnitsInt = numberUnits.IntValue : 513 after at-least-effective-ship-cap-rule, numberUnitsInt : 513 CheckWave: populating count of BomberIII with base magnitude of 101 numberUnits = kv.Value * this.WaveSize : 202 after applying ShipCapMultiplier if any, numberUnits : 101 after applying CanUseNeinzulRegenerator if any, numberUnits : 101 after applying Mark-based multiplier if any, numberUnits : 80.78 after applying at-least-one rule, numberUnits : 80.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 242.34 numberUnitsInt = numberUnits.IntValue : 242 after at-least-effective-ship-cap-rule, numberUnitsInt : 242 CheckWave: populating count of SpiderIII with base magnitude of 109 numberUnits = kv.Value * this.WaveSize : 218 after applying ShipCapMultiplier if any, numberUnits : 109 after applying CanUseNeinzulRegenerator if any, numberUnits : 109 after applying Mark-based multiplier if any, numberUnits : 87.18 after applying at-least-one rule, numberUnits : 87.18 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 261.54 numberUnitsInt = numberUnits.IntValue : 261 after at-least-effective-ship-cap-rule, numberUnitsInt : 261 CheckWave: populating count of YounglingCommandoIII with base magnitude of 102 numberUnits = kv.Value * this.WaveSize : 204 after applying ShipCapMultiplier if any, numberUnits : 102 after applying CanUseNeinzulRegenerator if any, numberUnits : 204 after applying Mark-based multiplier if any, numberUnits : 163.16 after applying at-least-one rule, numberUnits : 163.16 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 489.48 numberUnitsInt = numberUnits.IntValue : 489 after at-least-effective-ship-cap-rule, numberUnitsInt : 489 CheckWave: populating count of ParasiteIII with base magnitude of 125 numberUnits = kv.Value * this.WaveSize : 250 after applying ShipCapMultiplier if any, numberUnits : 187.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 187.5 after applying Mark-based multiplier if any, numberUnits : 149.96 after applying at-least-one rule, numberUnits : 149.96 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 449.89 numberUnitsInt = numberUnits.IntValue : 449 after at-least-effective-ship-cap-rule, numberUnitsInt : 449 CheckWave: populating count of ArmorShipIII with base magnitude of 102 numberUnits = kv.Value * this.WaveSize : 204 after applying ShipCapMultiplier if any, numberUnits : 91.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 91.79 after applying Mark-based multiplier if any, numberUnits : 73.41 after applying at-least-one rule, numberUnits : 73.41 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 220.24 numberUnitsInt = numberUnits.IntValue : 220 after at-least-effective-ship-cap-rule, numberUnitsInt : 220 CheckWave: populating count of RaiderIII with base magnitude of 101 numberUnits = kv.Value * this.WaveSize : 202 after applying ShipCapMultiplier if any, numberUnits : 252.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 252.5 after applying Mark-based multiplier if any, numberUnits : 201.95 after applying at-least-one rule, numberUnits : 201.95 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 605.85 numberUnitsInt = numberUnits.IntValue : 605 after at-least-effective-ship-cap-rule, numberUnitsInt : 605 CheckWave: populating count of ZenithBombardmentIII with base magnitude of 105 numberUnits = kv.Value * this.WaveSize : 210 after applying ShipCapMultiplier if any, numberUnits : 26.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 26.25 after applying Mark-based multiplier if any, numberUnits : 20.99 after applying at-least-one rule, numberUnits : 20.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 62.98 numberUnitsInt = numberUnits.IntValue : 62 after at-least-effective-ship-cap-rule, numberUnitsInt : 62 CheckWave: populating count of ZenithBeamFrigateIII with base magnitude of 119 numberUnits = kv.Value * this.WaveSize : 238 after applying ShipCapMultiplier if any, numberUnits : 59.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 59.5 after applying Mark-based multiplier if any, numberUnits : 47.59 after applying at-least-one rule, numberUnits : 47.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 142.77 numberUnitsInt = numberUnits.IntValue : 142 after at-least-effective-ship-cap-rule, numberUnitsInt : 142 CheckWave: populating count of ZenithElectricBomberIII with base magnitude of 123 numberUnits = kv.Value * this.WaveSize : 246 after applying ShipCapMultiplier if any, numberUnits : 12.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 12.25 after applying Mark-based multiplier if any, numberUnits : 9.8 after applying at-least-one rule, numberUnits : 9.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 29.4 numberUnitsInt = numberUnits.IntValue : 29 after at-least-effective-ship-cap-rule, numberUnitsInt : 29 CheckWave: populating count of Cruiser with base magnitude of 107 numberUnits = kv.Value * this.WaveSize : 214 after applying ShipCapMultiplier if any, numberUnits : 107 after applying CanUseNeinzulRegenerator if any, numberUnits : 107 after applying Mark-based multiplier if any, numberUnits : 85.58 after applying at-least-one rule, numberUnits : 85.58 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 256.74 numberUnitsInt = numberUnits.IntValue : 256 after at-least-effective-ship-cap-rule, numberUnitsInt : 256 CheckWave: populating count of FighterIII with base magnitude of 113 numberUnits = kv.Value * this.WaveSize : 226 after applying ShipCapMultiplier if any, numberUnits : 113 after applying CanUseNeinzulRegenerator if any, numberUnits : 113 after applying Mark-based multiplier if any, numberUnits : 90.38 after applying at-least-one rule, numberUnits : 90.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 271.13 numberUnitsInt = numberUnits.IntValue : 271 after at-least-effective-ship-cap-rule, numberUnitsInt : 271 CheckWave: populating count of BomberStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.8 after applying at-least-one rule, numberUnits : 1.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.4 numberUnitsInt = numberUnits.IntValue : 5 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 3540 TypesForDirectAdd count by type: YounglingNanoswarmIII => 513 BomberIII => 242 SpiderIII => 245 BomberStarshipII => 1 TypesForCarrierAdd count by type: SpiderIII => 16 YounglingCommandoIII => 489 ParasiteIII => 449 ArmorShipIII => 220 RaiderIII => 605 ZenithBombardmentIII => 62 ZenithBeamFrigateIII => 142 ZenithElectricBomberIII => 29 Cruiser => 256 FighterIII => 271 12/1/2010 2:50:39 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.61; Game Time: 9:28:37 12/1/2010 2:50:39 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 9:28:37 WaveSize factor: 1.61 Raw Units Dictionary Entries: YounglingCommandoIII => 1428 RaidStarshipII => 2 LeechStarshipIII => 1 BeamStarship => 1 WarbirdStarship => 1 12/1/2010 2:50:39 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 9:28:37 WaveSize factor: 1.61 Raw Units Dictionary Entries: Cruiser => 1461 DreadnoughtIII => 1 LeechStarshipIII => 1 WarbirdStarship => 1 12/1/2010 2:50:39 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 9:28:37 WaveSize factor: 1.61 Raw Units Dictionary Entries: Cruiser => 1459 WarbirdStarship => 2 LeechStarshipIII => 1 RaidStarshipII => 2 BomberStarshipII => 1 DreadnoughtIII => 1 12/1/2010 2:50:39 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 9:28:37 WaveSize factor: 1.61 Raw Units Dictionary Entries: BomberIII => 1445 BeamStarship => 1 DreadnoughtIII => 2 BomberStarshipII => 1 LeechStarshipIII => 1 12/1/2010 2:50:39 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.61 on wave at Game Time: 9:28:37 CheckWave: populating count of YounglingCommandoIII with base magnitude of 1428 numberUnits = kv.Value * this.WaveSize : 2292.61 after applying ShipCapMultiplier if any, numberUnits : 1146.3 after applying CanUseNeinzulRegenerator if any, numberUnits : 2292.61 after applying Mark-based multiplier if any, numberUnits : 1833.64 after applying at-least-one rule, numberUnits : 1833.64 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5500.92 numberUnitsInt = numberUnits.IntValue : 5500 after at-least-effective-ship-cap-rule, numberUnitsInt : 5500 CheckWave: populating count of RaidStarshipII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.21 after applying ShipCapMultiplier if any, numberUnits : 3.21 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.21 after applying Mark-based multiplier if any, numberUnits : 2.89 after applying at-least-one rule, numberUnits : 2.89 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.67 numberUnitsInt = numberUnits.IntValue : 8 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LeechStarshipIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.61 after applying ShipCapMultiplier if any, numberUnits : 1.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.61 after applying Mark-based multiplier if any, numberUnits : 1.28 after applying at-least-one rule, numberUnits : 1.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.85 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 BeamStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.61 after applying ShipCapMultiplier if any, numberUnits : 1.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.61 after applying Mark-based multiplier if any, numberUnits : 1.28 after applying at-least-one rule, numberUnits : 1.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.85 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 WarbirdStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.61 after applying ShipCapMultiplier if any, numberUnits : 1.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.61 after applying Mark-based multiplier if any, numberUnits : 1.28 after applying at-least-one rule, numberUnits : 1.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.85 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 5504 TypesForDirectAdd count by type: YounglingCommandoIII => 1000 RaidStarshipII => 1 LeechStarshipIII => 1 BeamStarship => 1 WarbirdStarship => 1 TypesForCarrierAdd count by type: YounglingCommandoIII => 4500 12/1/2010 2:50:39 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.61 on wave at Game Time: 9:28:37 CheckWave: populating count of Cruiser with base magnitude of 1461 numberUnits = kv.Value * this.WaveSize : 2345.59 after applying ShipCapMultiplier if any, numberUnits : 1172.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 1172.79 after applying Mark-based multiplier if any, numberUnits : 938.01 after applying at-least-one rule, numberUnits : 938.01 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 2814.02 numberUnitsInt = numberUnits.IntValue : 2814 after at-least-effective-ship-cap-rule, numberUnitsInt : 2814 CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.61 after applying ShipCapMultiplier if any, numberUnits : 1.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.61 after applying Mark-based multiplier if any, numberUnits : 1.28 after applying at-least-one rule, numberUnits : 1.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.85 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 LeechStarshipIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.61 after applying ShipCapMultiplier if any, numberUnits : 1.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.61 after applying Mark-based multiplier if any, numberUnits : 1.28 after applying at-least-one rule, numberUnits : 1.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.85 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 WarbirdStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.61 after applying ShipCapMultiplier if any, numberUnits : 1.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.61 after applying Mark-based multiplier if any, numberUnits : 1.28 after applying at-least-one rule, numberUnits : 1.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.85 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2817 TypesForDirectAdd count by type: Cruiser => 1000 DreadnoughtIII => 1 LeechStarshipIII => 1 WarbirdStarship => 1 TypesForCarrierAdd count by type: Cruiser => 1814 12/1/2010 2:50:39 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.61 on wave at Game Time: 9:28:37 CheckWave: populating count of Cruiser with base magnitude of 1459 numberUnits = kv.Value * this.WaveSize : 2342.38 after applying ShipCapMultiplier if any, numberUnits : 1171.19 after applying CanUseNeinzulRegenerator if any, numberUnits : 1171.19 after applying Mark-based multiplier if any, numberUnits : 936.72 after applying at-least-one rule, numberUnits : 936.72 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 2810.17 numberUnitsInt = numberUnits.IntValue : 2810 after at-least-effective-ship-cap-rule, numberUnitsInt : 2810 CheckWave: populating count of WarbirdStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.21 after applying ShipCapMultiplier if any, numberUnits : 3.21 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.21 after applying Mark-based multiplier if any, numberUnits : 2.57 after applying at-least-one rule, numberUnits : 2.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.7 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 LeechStarshipIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.61 after applying ShipCapMultiplier if any, numberUnits : 1.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.61 after applying Mark-based multiplier if any, numberUnits : 1.28 after applying at-least-one rule, numberUnits : 1.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.85 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 RaidStarshipII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.21 after applying ShipCapMultiplier if any, numberUnits : 3.21 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.21 after applying Mark-based multiplier if any, numberUnits : 2.89 after applying at-least-one rule, numberUnits : 2.89 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.67 numberUnitsInt = numberUnits.IntValue : 8 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BomberStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.61 after applying ShipCapMultiplier if any, numberUnits : 1.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.61 after applying Mark-based multiplier if any, numberUnits : 1.44 after applying at-least-one rule, numberUnits : 1.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.33 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 DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.61 after applying ShipCapMultiplier if any, numberUnits : 1.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.61 after applying Mark-based multiplier if any, numberUnits : 1.28 after applying at-least-one rule, numberUnits : 1.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.85 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2815 TypesForDirectAdd count by type: Cruiser => 1000 WarbirdStarship => 1 LeechStarshipIII => 1 RaidStarshipII => 1 BomberStarshipII => 1 DreadnoughtIII => 1 TypesForCarrierAdd count by type: Cruiser => 1810 12/1/2010 2:50:39 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.61 on wave at Game Time: 9:28:37 CheckWave: populating count of BomberIII with base magnitude of 1445 numberUnits = kv.Value * this.WaveSize : 2319.9 after applying ShipCapMultiplier if any, numberUnits : 1159.95 after applying CanUseNeinzulRegenerator if any, numberUnits : 1159.95 after applying Mark-based multiplier if any, numberUnits : 927.73 after applying at-least-one rule, numberUnits : 927.73 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 2783.2 numberUnitsInt = numberUnits.IntValue : 2783 after at-least-effective-ship-cap-rule, numberUnitsInt : 2783 CheckWave: populating count of BeamStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.61 after applying ShipCapMultiplier if any, numberUnits : 1.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.61 after applying Mark-based multiplier if any, numberUnits : 1.28 after applying at-least-one rule, numberUnits : 1.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.85 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 DreadnoughtIII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.21 after applying ShipCapMultiplier if any, numberUnits : 3.21 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.21 after applying Mark-based multiplier if any, numberUnits : 2.57 after applying at-least-one rule, numberUnits : 2.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.7 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 BomberStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.61 after applying ShipCapMultiplier if any, numberUnits : 1.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.61 after applying Mark-based multiplier if any, numberUnits : 1.44 after applying at-least-one rule, numberUnits : 1.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.33 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 LeechStarshipIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.61 after applying ShipCapMultiplier if any, numberUnits : 1.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.61 after applying Mark-based multiplier if any, numberUnits : 1.28 after applying at-least-one rule, numberUnits : 1.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.85 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2787 TypesForDirectAdd count by type: BomberIII => 1000 BeamStarship => 1 DreadnoughtIII => 1 BomberStarshipII => 1 LeechStarshipIII => 1 TypesForCarrierAdd count by type: BomberIII => 1783 12/1/2010 2:55:02 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.03; Game Time: 9:31:55 12/1/2010 3:14:22 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.79; Game Time: 9:48:29 12/1/2010 3:17:05 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.07; Game Time: 9:51:08 12/1/2010 3:17:05 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 9:51:08 WaveSize factor: 1.07 Raw Units Dictionary Entries: YounglingCommandoIII => 1466 BeamStarship => 1 12/1/2010 3:17:05 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 9:51:08 WaveSize factor: 1.07 Raw Units Dictionary Entries: Cruiser => 1293 BeamStarship => 2 DreadnoughtIII => 3 12/1/2010 3:17:05 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 9:51:08 WaveSize factor: 1.07 Raw Units Dictionary Entries: FighterIII => 1339 RaidStarshipII => 3 BeamStarship => 2 12/1/2010 3:17:05 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 9:51:08 WaveSize factor: 1.07 Raw Units Dictionary Entries: ArmorShipIII => 1540 BeamStarship => 3 RaidStarshipII => 2 BomberStarshipII => 1 DreadnoughtIII => 1 12/1/2010 3:17:05 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.07 on wave at Game Time: 9:51:08 CheckWave: populating count of YounglingCommandoIII with base magnitude of 1466 numberUnits = kv.Value * this.WaveSize : 1570.51 after applying ShipCapMultiplier if any, numberUnits : 785.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 1570.51 after applying Mark-based multiplier if any, numberUnits : 1256.1 after applying at-least-one rule, numberUnits : 1256.1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3768.3 numberUnitsInt = numberUnits.IntValue : 3768 after at-least-effective-ship-cap-rule, numberUnitsInt : 3768 CheckWave: populating count of BeamStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.07 after applying ShipCapMultiplier if any, numberUnits : 1.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.07 after applying Mark-based multiplier if any, numberUnits : 0.86 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: 3769 TypesForDirectAdd count by type: YounglingCommandoIII => 1000 BeamStarship => 1 TypesForCarrierAdd count by type: YounglingCommandoIII => 2768 12/1/2010 3:17:05 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.07 on wave at Game Time: 9:51:08 CheckWave: populating count of Cruiser with base magnitude of 1293 numberUnits = kv.Value * this.WaveSize : 1385.18 after applying ShipCapMultiplier if any, numberUnits : 692.59 after applying CanUseNeinzulRegenerator if any, numberUnits : 692.59 after applying Mark-based multiplier if any, numberUnits : 553.94 after applying at-least-one rule, numberUnits : 553.94 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 1661.81 numberUnitsInt = numberUnits.IntValue : 1661 after at-least-effective-ship-cap-rule, numberUnitsInt : 1661 CheckWave: populating count of BeamStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2.14 after applying ShipCapMultiplier if any, numberUnits : 2.14 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.14 after applying Mark-based multiplier if any, numberUnits : 1.71 after applying at-least-one rule, numberUnits : 1.71 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.14 numberUnitsInt = numberUnits.IntValue : 5 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 3 numberUnits = kv.Value * this.WaveSize : 3.21 after applying ShipCapMultiplier if any, numberUnits : 3.21 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.21 after applying Mark-based multiplier if any, numberUnits : 2.57 after applying at-least-one rule, numberUnits : 2.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.71 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1663 TypesForDirectAdd count by type: Cruiser => 1000 BeamStarship => 1 DreadnoughtIII => 1 TypesForCarrierAdd count by type: Cruiser => 661 12/1/2010 3:17:05 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.07 on wave at Game Time: 9:51:08 CheckWave: populating count of FighterIII with base magnitude of 1339 numberUnits = kv.Value * this.WaveSize : 1434.46 after applying ShipCapMultiplier if any, numberUnits : 717.23 after applying CanUseNeinzulRegenerator if any, numberUnits : 717.23 after applying Mark-based multiplier if any, numberUnits : 573.64 after applying at-least-one rule, numberUnits : 573.64 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 1720.93 numberUnitsInt = numberUnits.IntValue : 1720 after at-least-effective-ship-cap-rule, numberUnitsInt : 1720 CheckWave: populating count of RaidStarshipII with base magnitude of 3 numberUnits = kv.Value * this.WaveSize : 3.21 after applying ShipCapMultiplier if any, numberUnits : 3.21 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.21 after applying Mark-based multiplier if any, numberUnits : 2.89 after applying at-least-one rule, numberUnits : 2.89 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.68 numberUnitsInt = numberUnits.IntValue : 8 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BeamStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2.14 after applying ShipCapMultiplier if any, numberUnits : 2.14 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.14 after applying Mark-based multiplier if any, numberUnits : 1.71 after applying at-least-one rule, numberUnits : 1.71 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.14 numberUnitsInt = numberUnits.IntValue : 5 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1722 TypesForDirectAdd count by type: FighterIII => 1000 RaidStarshipII => 1 BeamStarship => 1 TypesForCarrierAdd count by type: FighterIII => 720 12/1/2010 3:17:05 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.07 on wave at Game Time: 9:51:08 CheckWave: populating count of ArmorShipIII with base magnitude of 1540 numberUnits = kv.Value * this.WaveSize : 1649.79 after applying ShipCapMultiplier if any, numberUnits : 742.32 after applying CanUseNeinzulRegenerator if any, numberUnits : 742.32 after applying Mark-based multiplier if any, numberUnits : 593.71 after applying at-least-one rule, numberUnits : 593.71 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 1781.14 numberUnitsInt = numberUnits.IntValue : 1781 after at-least-effective-ship-cap-rule, numberUnitsInt : 1781 CheckWave: populating count of BeamStarship with base magnitude of 3 numberUnits = kv.Value * this.WaveSize : 3.21 after applying ShipCapMultiplier if any, numberUnits : 3.21 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.21 after applying Mark-based multiplier if any, numberUnits : 2.57 after applying at-least-one rule, numberUnits : 2.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.71 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 RaidStarshipII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2.14 after applying ShipCapMultiplier if any, numberUnits : 2.14 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.14 after applying Mark-based multiplier if any, numberUnits : 1.93 after applying at-least-one rule, numberUnits : 1.93 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.78 numberUnitsInt = numberUnits.IntValue : 5 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BomberStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.07 after applying ShipCapMultiplier if any, numberUnits : 1.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.07 after applying Mark-based multiplier if any, numberUnits : 0.96 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 DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.07 after applying ShipCapMultiplier if any, numberUnits : 1.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.07 after applying Mark-based multiplier if any, numberUnits : 0.86 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: 1785 TypesForDirectAdd count by type: ArmorShipIII => 1000 BeamStarship => 1 RaidStarshipII => 1 BomberStarshipII => 1 DreadnoughtIII => 1 TypesForCarrierAdd count by type: ArmorShipIII => 781 12/1/2010 3:40:17 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.09; Game Time: 10:11:20 12/1/2010 3:43:11 PM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostIV; wave size factor: 2; Game Time: 10:13:50 12/1/2010 3:43:12 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 10:13:51 WaveSize factor: 2 Raw Units Dictionary Entries: ParasiteIV => 1088 CoreLeech => 508 ZinthStarship => 1 RaidStarshipIII => 1 SpireStarship => 2 BomberStarshipIII => 1 12/1/2010 3:43:12 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 10:13:51 CheckWave: populating count of ParasiteIV with base magnitude of 1088 numberUnits = kv.Value * this.WaveSize : 2176 after applying ShipCapMultiplier if any, numberUnits : 1632 after applying CanUseNeinzulRegenerator if any, numberUnits : 1632 after applying Mark-based multiplier if any, numberUnits : 1142.32 after applying at-least-one rule, numberUnits : 1142.32 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3426.96 numberUnitsInt = numberUnits.IntValue : 3426 after at-least-effective-ship-cap-rule, numberUnitsInt : 3426 CheckWave: populating count of CoreLeech with base magnitude of 508 numberUnits = kv.Value * this.WaveSize : 1016 after applying ShipCapMultiplier if any, numberUnits : 762 after applying CanUseNeinzulRegenerator if any, numberUnits : 762 after applying Mark-based multiplier if any, numberUnits : 457.09 after applying at-least-one rule, numberUnits : 457.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 1371.27 numberUnitsInt = numberUnits.IntValue : 1371 after at-least-effective-ship-cap-rule, numberUnitsInt : 1371 CheckWave: populating count of ZinthStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 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 RaidStarshipIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 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 SpireStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 4 after applying ShipCapMultiplier if any, numberUnits : 4 after applying CanUseNeinzulRegenerator if any, numberUnits : 4 after applying Mark-based multiplier if any, numberUnits : 2.8 after applying at-least-one rule, numberUnits : 2.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.4 numberUnitsInt = numberUnits.IntValue : 8 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BomberStarshipIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.6 after applying at-least-one rule, numberUnits : 1.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.8 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 4801 TypesForDirectAdd count by type: ParasiteIV => 1000 ZinthStarship => 1 RaidStarshipIII => 1 SpireStarship => 1 BomberStarshipIII => 1 TypesForCarrierAdd count by type: ParasiteIV => 2426 CoreLeech => 1371 12/1/2010 8:34:16 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:10:00 12/1/2010 8:34:16 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:10:00 12/1/2010 8:34:17 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:10:00 WaveSize factor: 1 Raw Units Dictionary Entries: YounglingVulture => 80 LightStarship => 1 LeechStarship => 1 12/1/2010 8:34:17 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:10:00 WaveSize factor: 1 Raw Units Dictionary Entries: Fighter => 80 LeechStarship => 1 LightStarship => 1 12/1/2010 8:34:17 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:10:00 CheckWave: populating count of YounglingVulture with base magnitude of 80 numberUnits = kv.Value * this.WaveSize : 80 after applying ShipCapMultiplier if any, numberUnits : 40 after applying CanUseNeinzulRegenerator if any, numberUnits : 80 after applying Mark-based multiplier if any, numberUnits : 80 after applying at-least-one rule, numberUnits : 80 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 320 numberUnitsInt = numberUnits.IntValue : 320 after at-least-effective-ship-cap-rule, numberUnitsInt : 320 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 : 4 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 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 : 4 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 322 TypesForDirectAdd count by type: YounglingVulture => 320 LightStarship => 1 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 8:34:17 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:10:00 CheckWave: populating count of Fighter with base magnitude of 80 numberUnits = kv.Value * this.WaveSize : 80 after applying ShipCapMultiplier if any, numberUnits : 40 after applying CanUseNeinzulRegenerator if any, numberUnits : 40 after applying Mark-based multiplier if any, numberUnits : 40 after applying at-least-one rule, numberUnits : 40 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 160 numberUnitsInt = numberUnits.IntValue : 160 after at-least-effective-ship-cap-rule, numberUnitsInt : 160 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 : 4 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 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 : 4 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 162 TypesForDirectAdd count by type: Fighter => 160 LeechStarship => 1 LightStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 9:13:44 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.56; Game Time: 0:38:09 12/1/2010 9:13:44 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:38:09 WaveSize factor: 1.56 Raw Units Dictionary Entries: MissileShip => 93 Dreadnought => 1 LeechStarship => 1 12/1/2010 9:13:44 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.56 on wave at Game Time: 0:38:09 CheckWave: populating count of MissileShip with base magnitude of 93 numberUnits = kv.Value * this.WaveSize : 145.34 after applying ShipCapMultiplier if any, numberUnits : 72.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 72.67 after applying Mark-based multiplier if any, numberUnits : 72.67 after applying at-least-one rule, numberUnits : 72.67 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 290.67 numberUnitsInt = numberUnits.IntValue : 290 after at-least-effective-ship-cap-rule, numberUnitsInt : 290 CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.56 after applying ShipCapMultiplier if any, numberUnits : 1.56 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.56 after applying Mark-based multiplier if any, numberUnits : 1.56 after applying at-least-one rule, numberUnits : 1.56 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.25 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 : 1.56 after applying ShipCapMultiplier if any, numberUnits : 1.56 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.56 after applying Mark-based multiplier if any, numberUnits : 1.56 after applying at-least-one rule, numberUnits : 1.56 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.25 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 292 TypesForDirectAdd count by type: MissileShip => 290 Dreadnought => 1 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 9:15:43 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.67; Game Time: 0:40:08 12/1/2010 9:15:44 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:40:08 WaveSize factor: 1.67 Raw Units Dictionary Entries: MissileShip => 95 LightStarship => 1 LeechStarship => 1 12/1/2010 9:15:44 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.67 on wave at Game Time: 0:40:08 CheckWave: populating count of MissileShip with base magnitude of 95 numberUnits = kv.Value * this.WaveSize : 158.94 after applying ShipCapMultiplier if any, numberUnits : 79.47 after applying CanUseNeinzulRegenerator if any, numberUnits : 79.47 after applying Mark-based multiplier if any, numberUnits : 79.47 after applying at-least-one rule, numberUnits : 79.47 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 317.89 numberUnitsInt = numberUnits.IntValue : 317 after at-least-effective-ship-cap-rule, numberUnitsInt : 317 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.67 after applying ShipCapMultiplier if any, numberUnits : 1.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.67 after applying Mark-based multiplier if any, numberUnits : 1.67 after applying at-least-one rule, numberUnits : 1.67 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.69 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 : 1.67 after applying ShipCapMultiplier if any, numberUnits : 1.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.67 after applying Mark-based multiplier if any, numberUnits : 1.67 after applying at-least-one rule, numberUnits : 1.67 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.69 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 319 TypesForDirectAdd count by type: MissileShip => 317 LightStarship => 1 LeechStarship => 1 TypesForCarrierAdd count by type: 12/1/2010 9:33:10 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 0.95; Game Time: 0:57:18 12/1/2010 9:33:11 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:57:18 WaveSize factor: 0.95 Raw Units Dictionary Entries: YounglingVulture => 96 LeechStarship => 1 Dreadnought => 1 12/1/2010 9:33:11 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 0.95 on wave at Game Time: 0:57:18 CheckWave: populating count of YounglingVulture with base magnitude of 96 numberUnits = kv.Value * this.WaveSize : 91.45 after applying ShipCapMultiplier if any, numberUnits : 45.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 91.45 after applying Mark-based multiplier if any, numberUnits : 91.45 after applying at-least-one rule, numberUnits : 91.45 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 365.81 numberUnitsInt = numberUnits.IntValue : 365 after at-least-effective-ship-cap-rule, numberUnitsInt : 365 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.95 after applying ShipCapMultiplier if any, numberUnits : 0.95 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.95 after applying Mark-based multiplier if any, numberUnits : 0.95 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 : 4 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 Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.95 after applying ShipCapMultiplier if any, numberUnits : 0.95 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.95 after applying Mark-based multiplier if any, numberUnits : 0.95 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 : 4 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 367 TypesForDirectAdd count by type: YounglingVulture => 365 LeechStarship => 1 Dreadnought => 1 TypesForCarrierAdd count by type: 12/1/2010 9:33:35 PM (4.042) ----------------------------------- Triggering AIWarpCounterattackGuardPostII; wave size factor: 2; Game Time: 0:57:42 12/1/2010 9:33:35 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:57:43 WaveSize factor: 2 Raw Units Dictionary Entries: ZenithMirrorII => 17 FighterII => 16 BomberII => 32 Flagship => 2 MissileShipII => 24 ShieldBearerII => 20 12/1/2010 9:33:35 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 0:57:43 CheckWave: populating count of ZenithMirrorII with base magnitude of 17 numberUnits = kv.Value * this.WaveSize : 34 after applying ShipCapMultiplier if any, numberUnits : 17 after applying CanUseNeinzulRegenerator if any, numberUnits : 17 after applying Mark-based multiplier if any, numberUnits : 15.3 after applying at-least-one rule, numberUnits : 15.3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 61.19 numberUnitsInt = numberUnits.IntValue : 61 after at-least-effective-ship-cap-rule, numberUnitsInt : 88 CheckWave: populating count of FighterII with base magnitude of 16 numberUnits = kv.Value * this.WaveSize : 32 after applying ShipCapMultiplier if any, numberUnits : 16 after applying CanUseNeinzulRegenerator if any, numberUnits : 16 after applying Mark-based multiplier if any, numberUnits : 14.4 after applying at-least-one rule, numberUnits : 14.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 57.59 numberUnitsInt = numberUnits.IntValue : 57 after at-least-effective-ship-cap-rule, numberUnitsInt : 88 CheckWave: populating count of BomberII with base magnitude of 32 numberUnits = kv.Value * this.WaveSize : 64 after applying ShipCapMultiplier if any, numberUnits : 32 after applying CanUseNeinzulRegenerator if any, numberUnits : 32 after applying Mark-based multiplier if any, numberUnits : 28.8 after applying at-least-one rule, numberUnits : 28.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 115.19 numberUnitsInt = numberUnits.IntValue : 115 after at-least-effective-ship-cap-rule, numberUnitsInt : 115 CheckWave: populating count of Flagship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 4 after applying ShipCapMultiplier if any, numberUnits : 4 after applying CanUseNeinzulRegenerator if any, numberUnits : 4 after applying Mark-based multiplier if any, numberUnits : 3.6 after applying at-least-one rule, numberUnits : 3.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 14.4 numberUnitsInt = numberUnits.IntValue : 14 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of MissileShipII with base magnitude of 24 numberUnits = kv.Value * this.WaveSize : 48 after applying ShipCapMultiplier if any, numberUnits : 24 after applying CanUseNeinzulRegenerator if any, numberUnits : 24 after applying Mark-based multiplier if any, numberUnits : 21.6 after applying at-least-one rule, numberUnits : 21.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 86.39 numberUnitsInt = numberUnits.IntValue : 86 after at-least-effective-ship-cap-rule, numberUnitsInt : 88 CheckWave: populating count of ShieldBearerII with base magnitude of 20 numberUnits = kv.Value * this.WaveSize : 40 after applying ShipCapMultiplier if any, numberUnits : 5 after applying CanUseNeinzulRegenerator if any, numberUnits : 5 after applying Mark-based multiplier if any, numberUnits : 4.5 after applying at-least-one rule, numberUnits : 4.5 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 : 17 after at-least-effective-ship-cap-rule, numberUnitsInt : 22 Wave total ships: 402 TypesForDirectAdd count by type: ZenithMirrorII => 88 FighterII => 88 BomberII => 115 Flagship => 1 MissileShipII => 88 ShieldBearerII => 22 TypesForCarrierAdd count by type: 12/1/2010 9:42:40 PM (4.042) ----------------------------------- Triggering Normal Wave; wave size factor: 1.78; Game Time: 1:10:12 12/1/2010 9:42:41 PM (4.042) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 1:10:12 WaveSize factor: 1.78 Raw Units Dictionary Entries: Bomber => 109 LeechStarship => 1 Dreadnought => 1 12/1/2010 9:42:41 PM (4.042) ----------------------------------- Performing first CheckWave with size factor of 1.78 on wave at Game Time: 1:10:12 CheckWave: populating count of Bomber with base magnitude of 109 numberUnits = kv.Value * this.WaveSize : 193.97 after applying ShipCapMultiplier if any, numberUnits : 96.98 after applying CanUseNeinzulRegenerator if any, numberUnits : 96.98 after applying Mark-based multiplier if any, numberUnits : 96.98 after applying at-least-one rule, numberUnits : 96.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 387.94 numberUnitsInt = numberUnits.IntValue : 387 after at-least-effective-ship-cap-rule, numberUnitsInt : 387 CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.78 after applying ShipCapMultiplier if any, numberUnits : 1.78 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.78 after applying Mark-based multiplier if any, numberUnits : 1.78 after applying at-least-one rule, numberUnits : 1.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.12 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 Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.78 after applying ShipCapMultiplier if any, numberUnits : 1.78 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.78 after applying Mark-based multiplier if any, numberUnits : 1.78 after applying at-least-one rule, numberUnits : 1.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.12 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 389 TypesForDirectAdd count by type: Bomber => 387 LeechStarship => 1 Dreadnought => 1 TypesForCarrierAdd count by type: